blender/source/gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
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

354 lines
7.6 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 gameengine/BlenderRoutines/KX_BlenderCanvas.cpp
* \ingroup blroutines
*/
#include "glew-mx.h"
#include "MEM_guardedalloc.h"
#include "KX_BlenderCanvas.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_windowmanager_types.h"
#include "BKE_image.h"
#include <assert.h>
#include <iostream>
extern "C" {
#include "WM_api.h"
#include "wm_cursors.h"
#include "wm_window.h"
}
KX_BlenderCanvas::KX_BlenderCanvas(wmWindowManager *wm, wmWindow *win, RAS_Rect &rect, struct ARegion *ar) :
m_wm(wm),
m_win(win),
m_frame_rect(rect)
{
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_area_rect = rect;
// area boundaries needed for mouse coordinates in Letterbox framing mode
m_area_left = ar->winrct.xmin;
m_area_top = ar->winrct.ymax;
m_frame = 1;
glGetIntegerv(GL_VIEWPORT, (GLint *)m_viewport);
}
KX_BlenderCanvas::~KX_BlenderCanvas()
{
}
void KX_BlenderCanvas::Init()
{
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::SwapBuffers()
{
wm_window_swap_buffers(m_win);
}
void KX_BlenderCanvas::SetSwapInterval(int interval)
{
wm_window_set_swap_interval(m_win, interval);
}
bool KX_BlenderCanvas::GetSwapInterval(int &intervalOut)
{
return wm_window_get_swap_interval(m_win, &intervalOut);
}
void KX_BlenderCanvas::GetDisplayDimensions(int &width, int &height)
{
wm_get_screensize(&width, &height);
}
void KX_BlenderCanvas::ResizeWindow(int width, int height)
{
// Not implemented for the embedded player
}
void KX_BlenderCanvas::SetFullScreen(bool enable)
{
// Not implemented for the embedded player
}
bool KX_BlenderCanvas::GetFullScreen()
{
// Not implemented for the embedded player
return false;
}
bool KX_BlenderCanvas::BeginDraw()
{
// in case of multi-window we need to ensure we are drawing to the correct
// window always, because it may change in window event handling
wm_window_make_drawable(m_wm, m_win);
return true;
}
void KX_BlenderCanvas::EndDraw()
{
// nothing needs to be done here
}
void KX_BlenderCanvas::BeginFrame()
{
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
}
void KX_BlenderCanvas::EndFrame()
{
glDisable(GL_FOG);
}
void KX_BlenderCanvas::ClearColor(float r,float g,float b,float a)
{
glClearColor(r,g,b,a);
}
void KX_BlenderCanvas::ClearBuffer(int type)
{
int ogltype = 0;
if (type & RAS_ICanvas::COLOR_BUFFER )
ogltype |= GL_COLOR_BUFFER_BIT;
if (type & RAS_ICanvas::DEPTH_BUFFER )
ogltype |= GL_DEPTH_BUFFER_BIT;
glClear(ogltype);
}
int KX_BlenderCanvas::GetWidth(
) const {
return m_frame_rect.GetWidth();
}
int KX_BlenderCanvas::GetHeight(
) const {
return m_frame_rect.GetHeight();
}
int KX_BlenderCanvas::GetMouseX(int x)
{
int left = GetWindowArea().GetLeft();
return x - (left - m_area_left);
}
int KX_BlenderCanvas::GetMouseY(int y)
{
int top = GetWindowArea().GetTop();
return y - (m_area_top - top);
}
float KX_BlenderCanvas::GetMouseNormalizedX(int x)
{
int can_x = GetMouseX(x);
return float(can_x)/this->GetWidth();
}
float KX_BlenderCanvas::GetMouseNormalizedY(int y)
{
int can_y = GetMouseY(y);
return float(can_y)/this->GetHeight();
}
RAS_Rect &
KX_BlenderCanvas::
GetWindowArea(
) {
return m_area_rect;
}
void
KX_BlenderCanvas::
SetViewPort(
int x1, int y1,
int x2, int y2
) {
/* x1 and y1 are the min pixel coordinate (e.g. 0)
* x2 and y2 are the max pixel coordinate
* the width,height is calculated including both pixels
* therefore: max - min + 1
*/
int vp_width = (x2 - x1) + 1;
int vp_height = (y2 - y1) + 1;
int minx = m_frame_rect.GetLeft();
int miny = m_frame_rect.GetBottom();
m_area_rect.SetLeft(minx + x1);
m_area_rect.SetBottom(miny + y1);
m_area_rect.SetRight(minx + x2);
m_area_rect.SetTop(miny + y2);
m_viewport[0] = minx+x1;
m_viewport[1] = miny+y1;
m_viewport[2] = vp_width;
m_viewport[3] = vp_height;
glViewport(minx + x1, miny + y1, vp_width, vp_height);
glScissor(minx + x1, miny + y1, vp_width, vp_height);
}
void
KX_BlenderCanvas::
UpdateViewPort(
int x1, int y1,
int x2, int y2
) {
m_viewport[0] = x1;
m_viewport[1] = y1;
m_viewport[2] = x2;
m_viewport[3] = y2;
}
const int*
KX_BlenderCanvas::
GetViewPort() {
#ifdef DEBUG
// If we're in a debug build, we might as well make sure our values don't differ
// from what the gpu thinks we have. This could lead to nasty, hard to find bugs.
int viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
assert(viewport[0] == m_viewport[0]);
assert(viewport[1] == m_viewport[1]);
assert(viewport[2] == m_viewport[2]);
assert(viewport[3] == m_viewport[3]);
#endif
return m_viewport;
}
void KX_BlenderCanvas::SetMouseState(RAS_MouseState mousestate)
{
m_mousestate = mousestate;
switch (mousestate)
{
case MOUSE_INVISIBLE:
{
WM_cursor_set(m_win, CURSOR_NONE);
break;
}
case MOUSE_WAIT:
{
WM_cursor_set(m_win, CURSOR_WAIT);
break;
}
case MOUSE_NORMAL:
{
WM_cursor_set(m_win, CURSOR_STD);
break;
}
default:
{
}
}
}
// (0,0) is top left, (width,height) is bottom right
void KX_BlenderCanvas::SetMousePosition(int x,int y)
{
int winX = m_frame_rect.GetLeft();
int winY = m_frame_rect.GetBottom();
int winH = m_frame_rect.GetHeight();
WM_cursor_warp(m_win, winX + x, winY + (winH-y));
}
/* get shot from frontbuffer sort of a copy from screendump.c */
static unsigned int *screenshot(ScrArea *curarea, int *dumpsx, int *dumpsy)
{
int x=0, y=0;
unsigned int *dumprect= NULL;
x= curarea->totrct.xmin;
y= curarea->totrct.ymin;
*dumpsx= curarea->totrct.xmax-x;
*dumpsy= curarea->totrct.ymax-y;
if (*dumpsx && *dumpsy) {
dumprect= (unsigned int *)MEM_mallocN(sizeof(int) * (*dumpsx) * (*dumpsy), "dumprect");
glReadBuffer(GL_FRONT);
glReadPixels(x, y, *dumpsx, *dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, dumprect);
glFinish();
glReadBuffer(GL_BACK);
}
return dumprect;
}
void KX_BlenderCanvas::MakeScreenShot(const char *filename)
{
ScrArea area_dummy= {0};
bScreen *screen = m_win->screen;
unsigned int *dumprect;
int dumpsx, dumpsy;
area_dummy.totrct.xmin = m_frame_rect.GetLeft();
area_dummy.totrct.xmax = m_frame_rect.GetRight();
area_dummy.totrct.ymin = m_frame_rect.GetBottom();
area_dummy.totrct.ymax = m_frame_rect.GetTop();
dumprect = screenshot(&area_dummy, &dumpsx, &dumpsy);
if (!dumprect) {
std::cerr << "KX_BlenderCanvas: Unable to take screenshot!" << std::endl;
return;
}
/* initialize image file format data */
Scene *scene = (screen)? screen->scene: NULL;
ImageFormatData *im_format = (ImageFormatData *)MEM_mallocN(sizeof(ImageFormatData), "im_format");
if (scene)
*im_format = scene->r.im_format;
else
BKE_imformat_defaults(im_format);
/* save_screenshot() frees dumprect and im_format */
save_screenshot(filename, dumpsx, dumpsy, dumprect, im_format);
}