forked from bartvdbraak/blender
40f1c4f343
bge.logic.setRender(flag) to enable/disable render. The render pass is enabled by default but it can be disabled with bge.logic.setRender(False). Once disabled, the render pass is skipped and a new logic frame starts immediately. Note that VSync no longer limits the fps when render is off but the 'Use Frame Rate' option in the Render Properties still does. To run as many frames as possible, untick the option This function is useful when you don't need the default render, e.g. when doing offscreen render to an alternate device than the monitor. Note that without VSync, you must limit the frame rate by other means. fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER]) Use this method to create an offscreen buffer of given size, with given MSAA samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER) or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to retrieve the frame buffer on the host and the latter if you want to pass the render to another context (texture are proper OGL object, render buffers aren't) The object created by this function can only be used as a parameter of the bge.texture.ImageRender() constructor to send the the render to the FBO rather than to the frame buffer. This is best suited when you want to create a render of specific size, or if you need an image with an alpha channel. bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0) Without arg, the refresh method of the image objects is pretty much a no-op, it simply invalidates the image so that on next texture refresh, the image will be recalculated. It is now possible to pass an optional buffer object to transfer the image (and recalculate it if it was invalid) to an external object. The object must implement the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels depending on format argument (only those 2 formats are supported) and ts is an optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file). With this function you don't need anymore to link the image object to a Texture object to use: the image object is self-sufficient. bge.texture.ImageRender(scene, camera, fbo=None) Render to buffer is possible by passing a FBO object (see offScreenCreate). bge.texture.ImageRender.render() Allows asynchronous render: call this method to render the scene but without extracting the pixels yet. The function returns as soon as the render commands have been send to the GPU. The render will proceed asynchronously in the GPU while the host can perform other tasks. To complete the render, you can either call refresh() directly of refresh the texture to which this object is the source. Asynchronous render is useful to achieve optimal performance: call render() on frame N and refresh() on frame N+1 to give as much as time as possible to the GPU to render the frame while the game engine can perform other tasks. Support negative scale on camera. Camera scale was previously ignored in the BGE. It is now injected in the modelview matrix as a vertical or horizontal flip of the scene (respectively if scaleY<0 and scaleX<0). Note that the actual value of the scale is not used, only the sign. This allows to flip the image produced by ImageRender() without any performance degradation: the flip is integrated in the render itself. Optimized image transfer from ImageRender to buffer. Previously, images that were transferred to the host were always going through buffers in VideoTexture. It is now possible to transfer ImageRender images to external buffer without intermediate copy (i.e. directly from OGL to buffer) if the attributes of the ImageRender objects are set as follow: flip=False, alpha=True, scale=False, depth=False, zbuff=False. (if you need to flip the image, use camera negative scale)
126 lines
3.5 KiB
C++
126 lines
3.5 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright (c) 2007 The Zdeno Ash Miklas
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*
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* This source file is part of VideoTexture library
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*
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* Contributor(s):
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file ImageRender.h
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* \ingroup bgevideotex
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*/
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#ifndef __IMAGERENDER_H__
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#define __IMAGERENDER_H__
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#include "Common.h"
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#include "KX_Scene.h"
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#include "KX_Camera.h"
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#include "DNA_screen_types.h"
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#include "RAS_ICanvas.h"
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#include "RAS_IRasterizer.h"
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#include "RAS_IOffScreen.h"
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#include "RAS_ISync.h"
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#include "ImageViewport.h"
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/// class for render 3d scene
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class ImageRender : public ImageViewport
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{
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public:
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/// constructor
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ImageRender(KX_Scene *scene, KX_Camera *camera, PyRASOffScreen *offscreen);
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ImageRender(KX_Scene *scene, KX_GameObject *observer, KX_GameObject *mirror, RAS_IPolyMaterial * mat);
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/// destructor
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virtual ~ImageRender (void);
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/// get background color
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float getBackground (int idx);
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/// set background color
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void setBackground (float red, float green, float blue, float alpha);
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/// clipping distance
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float getClip (void) { return m_clip; }
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/// set whole buffer use
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void setClip (float clip) { m_clip = clip; }
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/// render status
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bool isDone() { return m_done; }
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/// render frame (public so that it is accessible from python)
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bool Render();
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/// in case fbo is used, method to unbind
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void Unbind();
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/// wait for render to complete
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void WaitSync();
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protected:
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/// true if ready to render
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bool m_render;
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/// is render done already?
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bool m_done;
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/// rendered scene
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KX_Scene * m_scene;
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/// camera for render
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KX_Camera * m_camera;
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/// do we own the camera?
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bool m_owncamera;
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/// if offscreen render
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PyRASOffScreen *m_offscreen;
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/// object to synchronize render even if no buffer transfer
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RAS_ISync *m_sync;
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/// for mirror operation
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KX_GameObject * m_observer;
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KX_GameObject * m_mirror;
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float m_clip; // clipping distance
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float m_mirrorHalfWidth; // mirror width in mirror space
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float m_mirrorHalfHeight; // mirror height in mirror space
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MT_Point3 m_mirrorPos; // mirror center position in local space
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MT_Vector3 m_mirrorZ; // mirror Z axis in local space
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MT_Vector3 m_mirrorY; // mirror Y axis in local space
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MT_Vector3 m_mirrorX; // mirror X axis in local space
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/// canvas
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RAS_ICanvas* m_canvas;
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/// rasterizer
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RAS_IRasterizer* m_rasterizer;
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/// engine
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KX_KetsjiEngine* m_engine;
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/// background color
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float m_background[4];
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/// render 3d scene to image
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virtual void calcImage (unsigned int texId, double ts) { calcViewport(texId, ts, GL_RGBA); }
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/// render 3d scene to image
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virtual void calcViewport (unsigned int texId, double ts, unsigned int format);
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void setBackgroundFromScene(KX_Scene *scene);
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void SetWorldSettings(KX_WorldInfo* wi);
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};
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#endif
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