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blender-archive/source/gameengine/GamePlayer/common/GPC_Canvas.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

169 lines
4.1 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/GamePlayer/common/GPC_Canvas.cpp
* \ingroup player
*/
#include "RAS_IPolygonMaterial.h"
#include "GPC_Canvas.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "BKE_image.h"
#include "MEM_guardedalloc.h"
GPC_Canvas::GPC_Canvas(
int width,
int height
) :
m_width(width),
m_height(height)
{
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_displayarea.m_x1 = 0;
m_displayarea.m_y1 = 0;
m_displayarea.m_x2 = width;
m_displayarea.m_y2 = height;
m_frame = 1;
glGetIntegerv(GL_VIEWPORT, (GLint*)m_viewport);
}
GPC_Canvas::~GPC_Canvas()
{
}
void GPC_Canvas::Resize(int width, int height)
{
m_width = width;
m_height = height;
// initialize area so that it's available for game logic on frame 1 (ImageViewport)
m_displayarea.m_x1 = 0;
m_displayarea.m_y1 = 0;
m_displayarea.m_x2 = width;
m_displayarea.m_y2 = height;
}
void GPC_Canvas::ClearColor(float r, float g, float b, float a)
{
::glClearColor(r,g,b,a);
}
void GPC_Canvas::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
*/
/* XXX, nasty, this needs to go somewhere else,
* but where... definitely need to clean up this
* whole canvas/rendertools mess.
*/
glEnable(GL_SCISSOR_TEST);
m_viewport[0] = x1;
m_viewport[1] = y1;
m_viewport[2] = x2-x1 + 1;
m_viewport[3] = y2-y1 + 1;
glViewport(x1,y1,x2-x1 + 1,y2-y1 + 1);
glScissor(x1,y1,x2-x1 + 1,y2-y1 + 1);
}
void GPC_Canvas::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 *GPC_Canvas::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 GPC_Canvas::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);
}
void
GPC_Canvas::
MakeScreenShot(
const char* filename
) {
// copy image data
unsigned int dumpsx = GetWidth();
unsigned int dumpsy = GetHeight();
unsigned int *pixels = (unsigned int *)MEM_mallocN(sizeof(int) * dumpsx * dumpsy, "pixels");
if (!pixels) {
std::cout << "Cannot allocate pixels array" << std::endl;
return;
}
glReadPixels(0, 0, dumpsx, dumpsy, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// initialize image file format data
ImageFormatData *im_format = (ImageFormatData *)MEM_mallocN(sizeof(ImageFormatData), "im_format");
BKE_imformat_defaults(im_format);
/* save_screenshot() frees dumprect and im_format */
save_screenshot(filename, dumpsx, dumpsy, pixels, im_format);
}