forked from bartvdbraak/blender
31cc60e76b
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
288 lines
4.6 KiB
C++
288 lines
4.6 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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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file RAS_ICanvas.h
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* \ingroup bgerast
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*/
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#ifndef __RAS_ICANVAS_H__
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#define __RAS_ICANVAS_H__
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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class RAS_Rect;
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struct TaskScheduler;
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struct TaskPool;
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struct ImageFormatData;
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/**
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* 2D rendering device context. The connection from 3d rendercontext to 2d surface.
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*/
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class RAS_ICanvas
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{
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public:
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enum BufferType {
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COLOR_BUFFER=1,
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DEPTH_BUFFER=2
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};
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enum RAS_MouseState
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{
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MOUSE_INVISIBLE=1,
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MOUSE_WAIT,
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MOUSE_NORMAL
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};
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RAS_ICanvas();
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virtual ~RAS_ICanvas();
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virtual
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void
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Init(
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) = 0;
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virtual
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void
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BeginFrame(
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)=0;
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virtual
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void
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EndFrame(
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)=0;
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/**
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* Initializes the canvas for drawing. Drawing to the canvas is
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* only allowed between BeginDraw() and EndDraw().
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*
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* \retval false Acquiring the canvas failed.
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* \retval true Acquiring the canvas succeeded.
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*
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*/
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virtual
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bool
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BeginDraw(
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)=0;
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/**
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* Unitializes the canvas for drawing.
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*/
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virtual
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void
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EndDraw(
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)=0;
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/// probably needs some arguments for PS2 in future
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virtual
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void
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SwapBuffers(
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)=0;
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virtual
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void
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SetSwapInterval(
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int interval
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)=0;
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virtual
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bool
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GetSwapInterval(
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int& intervalOut
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)=0;
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virtual
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void
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ClearBuffer(
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int type
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)=0;
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virtual
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void
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ClearColor(
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float r,
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float g,
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float b,
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float a
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)=0;
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virtual
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int
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GetWidth(
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) const = 0;
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virtual
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int
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GetHeight(
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) const = 0;
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virtual
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int
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GetMouseX(int x
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)=0;
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virtual
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int
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GetMouseY(int y
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)= 0;
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virtual
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float
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GetMouseNormalizedX(int x
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)=0;
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virtual
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float
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GetMouseNormalizedY(int y
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)= 0;
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virtual
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const RAS_Rect &
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GetDisplayArea(
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) const = 0;
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virtual
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void
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SetDisplayArea(RAS_Rect *rect
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) = 0;
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/**
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* Used to get canvas area within blender.
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*/
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virtual
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RAS_Rect &
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GetWindowArea(
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) = 0;
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/**
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* Set the visible view-port
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*/
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virtual
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void
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SetViewPort(
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int x1, int y1,
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int x2, int y2
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) = 0;
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/**
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* Update the Canvas' viewport (used when the viewport changes without using SetViewPort()
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* eg: Shadow buffers and FBOs
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*/
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virtual
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void
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UpdateViewPort(
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int x1, int y1,
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int x2, int y2
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) = 0;
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/**
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* Get the visible viewport
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*/
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virtual
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const int*
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GetViewPort() = 0;
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virtual
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void
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SetMouseState(
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RAS_MouseState mousestate
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)=0;
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virtual
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void
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SetMousePosition(
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int x,
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int y
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)=0;
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virtual
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RAS_MouseState
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GetMouseState()
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{
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return m_mousestate;
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}
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virtual
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void
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MakeScreenShot(
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const char* filename
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)=0;
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virtual void GetDisplayDimensions(int &width, int &height) = 0;
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virtual
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void
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ResizeWindow(
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int width,
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int height
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)=0;
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virtual
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void
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SetFullScreen(
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bool enable
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)=0;
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virtual
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bool
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GetFullScreen()=0;
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protected:
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RAS_MouseState m_mousestate;
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int m_frame; /// frame number for screenshots.
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TaskScheduler *m_taskscheduler;
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TaskPool *m_taskpool;
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/**
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* Saves screenshot data to a file. The actual compression and disk I/O is performed in
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* a separate thread.
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*
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* @param filename name of the file, can contain "###" for sequential numbering. A copy of the string
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* is made, so the pointer can be freed by the caller.
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* @param dumpsx width in pixels.
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* @param dumpsy height in pixels.
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* @param dumprect pixel data; ownership is passed to this function, which also frees the data.
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* @param im_format image format for the file; ownership is passed to this function, which also frees the data.
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*/
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void save_screenshot(const char *filename, int dumpsx, int dumpsy, unsigned int *dumprect,
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ImageFormatData * im_format);
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("GE:RAS_ICanvas")
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#endif
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};
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#endif /* __RAS_ICANVAS_H__ */
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