blender/source/gameengine/GamePlayer/common/GPC_Canvas.h
Sybren A. Stüvel 31cc60e76b BGE: Save screenshots in a different thread
This patch allows the game engine to keep running while performing things like PNG compression and disk I/O.

As an example, my crowd simulation rasterizer saves a screenshot for every frame. This now takes up 13 msec per frame, which was 31 msec before this patch. Effectively, it allows the simulation to save every frame and still run at 60 FPS.

Reviewers: lordloki, moguri, panzergame

Reviewed By: moguri, panzergame

Projects: #game_engine

Differential Revision: https://developer.blender.org/D1507
2015-11-24 09:15:15 +01:00

148 lines
2.8 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPC_Canvas.h
* \ingroup player
*/
#ifndef __GPC_CANVAS_H__
#define __GPC_CANVAS_H__
#include "RAS_ICanvas.h"
#include "RAS_Rect.h"
#ifdef WIN32
# pragma warning (disable:4786) // suppress stl-MSVC debug info warning
# include <windows.h>
#endif /* WIN32 */
#include "glew-mx.h"
#include <map>
class GPC_Canvas : public RAS_ICanvas
{
protected:
/** Width of the context. */
int m_width;
/** Height of the context. */
int m_height;
/** Rect that defines the area used for rendering,
* relative to the context */
RAS_Rect m_displayarea;
int m_viewport[4];
public:
GPC_Canvas(int width, int height);
virtual ~GPC_Canvas();
void Resize(int width, int height);
virtual void ResizeWindow(int width, int height) {}
virtual void GetDisplayDimensions(int &width, int &height) {}
/**
* \section Methods inherited from abstract base class RAS_ICanvas.
*/
int
GetWidth(
) const {
return m_width;
}
int
GetHeight(
) const {
return m_height;
}
const
RAS_Rect &
GetDisplayArea(
) const {
return m_displayarea;
};
void
SetDisplayArea(
RAS_Rect *rect
) {
m_displayarea= *rect;
};
RAS_Rect &
GetWindowArea(
) {
return m_displayarea;
}
void
BeginFrame(
) {};
/**
* Draws overlay banners and progress bars.
*/
void
EndFrame(
) {};
void SetViewPort(int x1, int y1, int x2, int y2);
void UpdateViewPort(int x1, int y1, int x2, int y2);
const int *GetViewPort();
void ClearColor(float r, float g, float b, float a);
/**
* \section Methods inherited from abstract base class RAS_ICanvas.
* Semantics are not yet honored.
*/
void SetMouseState(RAS_MouseState mousestate)
{
// not yet
}
void SetMousePosition(int x, int y)
{
// not yet
}
virtual void MakeScreenShot(const char* filename);
void ClearBuffer(int type);
};
#endif /* __GPC_CANVAS_H__ */