blender/source/gameengine/Rasterizer/RAS_ICanvas.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

288 lines
4.6 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 RAS_ICanvas.h
* \ingroup bgerast
*/
#ifndef __RAS_ICANVAS_H__
#define __RAS_ICANVAS_H__
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
class RAS_Rect;
struct TaskScheduler;
struct TaskPool;
struct ImageFormatData;
/**
* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
*/
class RAS_ICanvas
{
public:
enum BufferType {
COLOR_BUFFER=1,
DEPTH_BUFFER=2
};
enum RAS_MouseState
{
MOUSE_INVISIBLE=1,
MOUSE_WAIT,
MOUSE_NORMAL
};
RAS_ICanvas();
virtual ~RAS_ICanvas();
virtual
void
Init(
) = 0;
virtual
void
BeginFrame(
)=0;
virtual
void
EndFrame(
)=0;
/**
* Initializes the canvas for drawing. Drawing to the canvas is
* only allowed between BeginDraw() and EndDraw().
*
* \retval false Acquiring the canvas failed.
* \retval true Acquiring the canvas succeeded.
*
*/
virtual
bool
BeginDraw(
)=0;
/**
* Unitializes the canvas for drawing.
*/
virtual
void
EndDraw(
)=0;
/// probably needs some arguments for PS2 in future
virtual
void
SwapBuffers(
)=0;
virtual
void
SetSwapInterval(
int interval
)=0;
virtual
bool
GetSwapInterval(
int& intervalOut
)=0;
virtual
void
ClearBuffer(
int type
)=0;
virtual
void
ClearColor(
float r,
float g,
float b,
float a
)=0;
virtual
int
GetWidth(
) const = 0;
virtual
int
GetHeight(
) const = 0;
virtual
int
GetMouseX(int x
)=0;
virtual
int
GetMouseY(int y
)= 0;
virtual
float
GetMouseNormalizedX(int x
)=0;
virtual
float
GetMouseNormalizedY(int y
)= 0;
virtual
const RAS_Rect &
GetDisplayArea(
) const = 0;
virtual
void
SetDisplayArea(RAS_Rect *rect
) = 0;
/**
* Used to get canvas area within blender.
*/
virtual
RAS_Rect &
GetWindowArea(
) = 0;
/**
* Set the visible view-port
*/
virtual
void
SetViewPort(
int x1, int y1,
int x2, int y2
) = 0;
/**
* Update the Canvas' viewport (used when the viewport changes without using SetViewPort()
* eg: Shadow buffers and FBOs
*/
virtual
void
UpdateViewPort(
int x1, int y1,
int x2, int y2
) = 0;
/**
* Get the visible viewport
*/
virtual
const int*
GetViewPort() = 0;
virtual
void
SetMouseState(
RAS_MouseState mousestate
)=0;
virtual
void
SetMousePosition(
int x,
int y
)=0;
virtual
RAS_MouseState
GetMouseState()
{
return m_mousestate;
}
virtual
void
MakeScreenShot(
const char* filename
)=0;
virtual void GetDisplayDimensions(int &width, int &height) = 0;
virtual
void
ResizeWindow(
int width,
int height
)=0;
virtual
void
SetFullScreen(
bool enable
)=0;
virtual
bool
GetFullScreen()=0;
protected:
RAS_MouseState m_mousestate;
int m_frame; /// frame number for screenshots.
TaskScheduler *m_taskscheduler;
TaskPool *m_taskpool;
/**
* Saves screenshot data to a file. The actual compression and disk I/O is performed in
* a separate thread.
*
* @param filename name of the file, can contain "###" for sequential numbering. A copy of the string
* is made, so the pointer can be freed by the caller.
* @param dumpsx width in pixels.
* @param dumpsy height in pixels.
* @param dumprect pixel data; ownership is passed to this function, which also frees the data.
* @param im_format image format for the file; ownership is passed to this function, which also frees the data.
*/
void save_screenshot(const char *filename, int dumpsx, int dumpsy, unsigned int *dumprect,
ImageFormatData * im_format);
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_ICanvas")
#endif
};
#endif /* __RAS_ICANVAS_H__ */