mirror of
https://github.com/panda3d/panda3d.git
synced 2025-10-02 18:03:56 -04:00
Added texture handling in shader code
This commit is contained in:
parent
be64a3bd8a
commit
0c7e721e79
@ -17,8 +17,8 @@
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ConfigurationType="0">
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<Tool
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Name="VCNMakeTool"
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BuildCommandLine="cd .. & makepanda\makepanda --everything --installer"
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Output="..\built\bin\flt2egg.exe"/>
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BuildCommandLine="cd .. & makepanda\makepanda --everything"
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Output="..\built\python\python.exe"/>
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</Configuration>
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</Configurations>
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<References>
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@ -757,6 +757,8 @@ reset() {
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_current_shader_context = (CLP(ShaderContext) *)NULL;
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_vertex_array_shader_expansion = (ShaderExpansion *)NULL;
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_vertex_array_shader_context = (CLP(ShaderContext) *)NULL;
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_texture_binding_shader_expansion = (ShaderExpansion *)NULL;
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_texture_binding_shader_context = (CLP(ShaderContext) *)NULL;
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// Count the max number of lights
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GLint max_lights;
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@ -840,20 +842,20 @@ do_clear(const RenderBuffer &buffer) {
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int buffer_type = buffer._buffer_type;
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GLbitfield mask = 0;
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set_state_and_transform(RenderState::make_empty(), _external_transform);
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if (buffer_type & RenderBuffer::T_color) {
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GLP(ClearColor)(_color_clear_value[0],
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_color_clear_value[1],
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_color_clear_value[2],
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_color_clear_value[3]);
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mask |= GL_COLOR_BUFFER_BIT;
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_target._color_write = AttribSlots::get_defaults()._color_write;
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set_draw_buffer(buffer);
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}
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if (buffer_type & RenderBuffer::T_depth) {
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GLP(ClearDepth)(_depth_clear_value);
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mask |= GL_DEPTH_BUFFER_BIT;
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_target._depth_write = AttribSlots::get_defaults()._depth_write;
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}
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if (buffer_type & RenderBuffer::T_stencil) {
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@ -886,20 +888,6 @@ do_clear(const RenderBuffer &buffer) {
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GLCAT.spam(false) << ")" << endl;
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}
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if (_target._depth_write != _state._depth_write) {
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do_issue_depth_write();
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_state._depth_write = _target._depth_write;
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}
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if ((_target._transparency != _state._transparency)||
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(_target._color_write != _state._color_write)||
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(_target._color_blend != _state._color_blend)) {
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do_issue_blending();
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_state._transparency = _target._transparency;
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_state._color_write = _target._color_write;
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_state._color_blend = _target._color_blend;
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}
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_state_rs = 0;
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GLP(Clear)(mask);
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report_my_gl_errors();
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}
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@ -1598,15 +1586,15 @@ draw_triangles(const GeomTriangles *primitive) {
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const unsigned char *client_pointer = setup_primitive(primitive);
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_glDrawRangeElements(GL_TRIANGLES,
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primitive->get_min_vertex(),
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primitive->get_max_vertex(),
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primitive->get_num_vertices(),
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get_numeric_type(primitive->get_index_type()),
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client_pointer);
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primitive->get_min_vertex(),
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primitive->get_max_vertex(),
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primitive->get_num_vertices(),
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get_numeric_type(primitive->get_index_type()),
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client_pointer);
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} else {
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GLP(DrawArrays)(GL_TRIANGLES,
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primitive->get_first_vertex(),
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primitive->get_num_vertices());
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primitive->get_first_vertex(),
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primitive->get_num_vertices());
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}
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}
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@ -1642,17 +1630,17 @@ draw_tristrips(const GeomTristrips *primitive) {
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_vertices_tristrip_pcollector.add_level(primitive->get_num_vertices());
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_primitive_batches_tristrip_pcollector.add_level(1);
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if (primitive->is_indexed()) {
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const unsigned char *client_pointer = setup_primitive(primitive);
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_glDrawRangeElements(GL_TRIANGLE_STRIP,
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primitive->get_min_vertex(),
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primitive->get_max_vertex(),
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primitive->get_num_vertices(),
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get_numeric_type(primitive->get_index_type()),
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client_pointer);
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const unsigned char *client_pointer = setup_primitive(primitive);
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_glDrawRangeElements(GL_TRIANGLE_STRIP,
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primitive->get_min_vertex(),
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primitive->get_max_vertex(),
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primitive->get_num_vertices(),
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get_numeric_type(primitive->get_index_type()),
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client_pointer);
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} else {
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GLP(DrawArrays)(GL_TRIANGLE_STRIP,
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primitive->get_first_vertex(),
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primitive->get_num_vertices());
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GLP(DrawArrays)(GL_TRIANGLE_STRIP,
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primitive->get_first_vertex(),
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primitive->get_num_vertices());
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}
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} else {
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@ -1662,32 +1650,32 @@ draw_tristrips(const GeomTristrips *primitive) {
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_primitive_batches_tristrip_pcollector.add_level(ends.size());
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if (primitive->is_indexed()) {
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const unsigned char *client_pointer = setup_primitive(primitive);
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int index_stride = primitive->get_index_stride();
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GeomVertexReader mins(primitive->get_mins(), 0);
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GeomVertexReader maxs(primitive->get_maxs(), 0);
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nassertv(primitive->get_mins()->get_num_rows() == (int)ends.size() &&
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primitive->get_maxs()->get_num_rows() == (int)ends.size());
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unsigned int start = 0;
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for (size_t i = 0; i < ends.size(); i++) {
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_vertices_tristrip_pcollector.add_level(ends[i] - start);
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_glDrawRangeElements(GL_TRIANGLE_STRIP,
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mins.get_data1i(), maxs.get_data1i(),
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ends[i] - start,
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get_numeric_type(primitive->get_index_type()),
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client_pointer + start * index_stride);
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start = ends[i] + 2;
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}
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const unsigned char *client_pointer = setup_primitive(primitive);
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int index_stride = primitive->get_index_stride();
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GeomVertexReader mins(primitive->get_mins(), 0);
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GeomVertexReader maxs(primitive->get_maxs(), 0);
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nassertv(primitive->get_mins()->get_num_rows() == (int)ends.size() &&
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primitive->get_maxs()->get_num_rows() == (int)ends.size());
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unsigned int start = 0;
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for (size_t i = 0; i < ends.size(); i++) {
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_vertices_tristrip_pcollector.add_level(ends[i] - start);
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_glDrawRangeElements(GL_TRIANGLE_STRIP,
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mins.get_data1i(), maxs.get_data1i(),
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ends[i] - start,
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get_numeric_type(primitive->get_index_type()),
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client_pointer + start * index_stride);
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start = ends[i] + 2;
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}
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} else {
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unsigned int start = 0;
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int first_vertex = primitive->get_first_vertex();
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for (size_t i = 0; i < ends.size(); i++) {
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_vertices_tristrip_pcollector.add_level(ends[i] - start);
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GLP(DrawArrays)(GL_TRIANGLE_STRIP, first_vertex + start,
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ends[i] - start);
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start = ends[i] + 2;
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}
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unsigned int start = 0;
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int first_vertex = primitive->get_first_vertex();
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for (size_t i = 0; i < ends.size(); i++) {
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_vertices_tristrip_pcollector.add_level(ends[i] - start);
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GLP(DrawArrays)(GL_TRIANGLE_STRIP, first_vertex + start,
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ends[i] - start);
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start = ends[i] + 2;
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}
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}
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}
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}
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@ -2453,12 +2441,7 @@ framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr,
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// for GLP(ReadPixels)() to work
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// NOTE: reading the depth buffer is *much* slower than reading the
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// color buffer
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_target._texture = AttribSlots::get_defaults()._texture;
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if (_target._texture != _state._texture) {
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do_issue_texture();
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_state._texture = _target._texture;
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}
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_state_rs = 0;
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set_state_and_transform(RenderState::make_empty(), _external_transform);
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int xo, yo, w, h;
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dr->get_region_pixels(xo, yo, w, h);
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@ -3086,7 +3069,7 @@ do_issue_blending() {
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} else {
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if (_target._color_write != _state._color_write) {
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if (CLP(color_mask)) {
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unsigned int channels = _target._color_write->get_channels();
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unsigned int channels = _target._color_write->get_channels();
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GLP(ColorMask)((channels & ColorWriteAttrib::C_red) != 0,
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(channels & ColorWriteAttrib::C_green) != 0,
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(channels & ColorWriteAttrib::C_blue) != 0,
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@ -3576,7 +3559,7 @@ is_at_least_version(int major_version, int minor_version,
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return false;
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} else if (_gl_version_minor == minor_version) {
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if (_gl_version_release < release_version) {
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return false;
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return false;
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}
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}
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}
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@ -4592,9 +4575,6 @@ set_state_and_transform(const RenderState *target,
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// attributes we issue. Impose them now.
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_target._texture = _target._texture->filter_to_max(_max_texture_stages);
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bool needs_tex_gen = false;
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bool needs_tex_mat = false;
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if (_target._alpha_test != _state._alpha_test) {
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do_issue_alpha_test();
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_state._alpha_test = _target._alpha_test;
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@ -4660,22 +4640,6 @@ set_state_and_transform(const RenderState *target,
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_state._shade_model = _target._shade_model;
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}
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if (_target._shader != _state._shader) {
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do_issue_shader();
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_state._shader = _target._shader;
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}
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if (_target._tex_gen != _state._tex_gen) {
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_state._tex_gen = _target._tex_gen;
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needs_tex_gen = true;
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_state._tex_gen = _target._tex_gen;
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}
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if (_target._tex_matrix != _state._tex_matrix) {
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needs_tex_mat = true;
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_state._tex_matrix = _target._tex_matrix;
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}
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if ((_target._transparency != _state._transparency)||
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(_target._color_write != _state._color_write)||
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(_target._color_blend != _state._color_blend)) {
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@ -4685,16 +4649,19 @@ set_state_and_transform(const RenderState *target,
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_state._color_blend = _target._color_blend;
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}
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if (_target._shader != _state._shader) {
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do_issue_shader();
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_state._shader = _target._shader;
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_state._texture = 0;
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}
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if (_target._texture != _state._texture) {
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do_issue_texture();
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_state._texture = _target._texture;
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// Changing the set of texture stages will require us to reissue the
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// texgen and texmat attribs.
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needs_tex_gen = true;
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needs_tex_mat = true;
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_state._tex_gen = 0;
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_state._tex_matrix = 0;
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}
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if (_target._material != _state._material) {
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do_issue_material();
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_state._material = _target._material;
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@ -4708,278 +4675,24 @@ set_state_and_transform(const RenderState *target,
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// If one of the previously-loaded TexGen modes modified the texture
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// matrix, then if either state changed, we have to change both of
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// them now.
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if (_tex_gen_modifies_mat && (needs_tex_mat || needs_tex_gen)) {
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needs_tex_mat = true;
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needs_tex_gen = true;
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if (_tex_gen_modifies_mat) {
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if ((_target._tex_gen != _state._tex_gen) ||
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(_target._tex_matrix != _state._tex_matrix)) {
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_state._tex_matrix = 0;
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_state._tex_gen = 0;
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}
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}
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// Apply the texture matrix, if needed.
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if (needs_tex_mat) {
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int num_stages = _state._texture->get_num_on_stages();
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nassertv(num_stages <= _max_texture_stages);
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for (int i = 0; i < num_stages; i++) {
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TextureStage *stage = _state._texture->get_on_stage(i);
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_glActiveTexture(GL_TEXTURE0 + i);
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GLP(MatrixMode)(GL_TEXTURE);
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if (_state._tex_matrix->has_stage(stage)) {
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GLP(LoadMatrixf)(_state._tex_matrix->get_mat(stage).get_data());
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} else {
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GLP(LoadIdentity)();
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// For some reason, the glLoadIdentity() call doesn't work on
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// my Dell laptop's IBM OpenGL driver, when used in
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// conjunction with glTexGen(), below. But explicitly loading
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// an identity matrix does work. But this buggy-driver
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// workaround might have other performance implications, so I
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// leave it out.
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//GLP(LoadMatrixf)(LMatrix4f::ident_mat().get_data());
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}
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}
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report_my_gl_errors();
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if (_target._tex_matrix != _state._tex_matrix) {
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do_issue_tex_matrix();
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_state._tex_matrix = _target._tex_matrix;
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}
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if (needs_tex_gen) {
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bool force_normal = false;
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int num_stages = _state._texture->get_num_on_stages();
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nassertv(num_stages <= _max_texture_stages);
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// These are passed in for the four OBJECT_PLANE or EYE_PLANE
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// values; they effectively define an identity matrix that maps
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// the spatial coordinates one-for-one to UV's. If you want a
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// mapping other than identity, use a TexMatrixAttrib (or a
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// TexProjectorEffect).
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static const float s_data[4] = { 1, 0, 0, 0 };
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static const float t_data[4] = { 0, 1, 0, 0 };
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static const float r_data[4] = { 0, 0, 1, 0 };
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static const float q_data[4] = { 0, 0, 0, 1 };
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_tex_gen_modifies_mat = false;
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bool got_point_sprites = false;
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for (int i = 0; i < num_stages; i++) {
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TextureStage *stage = _state._texture->get_on_stage(i);
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_glActiveTexture(GL_TEXTURE0 + i);
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GLP(Disable)(GL_TEXTURE_GEN_S);
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GLP(Disable)(GL_TEXTURE_GEN_T);
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GLP(Disable)(GL_TEXTURE_GEN_R);
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GLP(Disable)(GL_TEXTURE_GEN_Q);
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if (_supports_point_sprite) {
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GLP(TexEnvi)(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
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}
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TexGenAttrib::Mode mode = _state._tex_gen->get_mode(stage);
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switch (mode) {
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case TexGenAttrib::M_off:
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case TexGenAttrib::M_light_vector:
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break;
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case TexGenAttrib::M_eye_sphere_map:
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GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
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GLP(Enable)(GL_TEXTURE_GEN_S);
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GLP(Enable)(GL_TEXTURE_GEN_T);
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force_normal = true;
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break;
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case TexGenAttrib::M_eye_cube_map:
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if (_supports_cube_map) {
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// We need to rotate the normals out of GL's coordinate
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// system and into the user's coordinate system. We do this
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// by composing a transform onto the texture matrix.
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LMatrix4f mat = _inv_cs_transform->get_mat();
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mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
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GLP(MatrixMode)(GL_TEXTURE);
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GLP(MultMatrixf)(mat.get_data());
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// Now we need to reset the texture matrix next time
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// around to undo this.
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_tex_gen_modifies_mat = true;
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GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(Enable)(GL_TEXTURE_GEN_S);
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GLP(Enable)(GL_TEXTURE_GEN_T);
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GLP(Enable)(GL_TEXTURE_GEN_R);
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force_normal = true;
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}
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break;
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case TexGenAttrib::M_world_cube_map:
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if (_supports_cube_map) {
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// We dynamically transform normals from eye space to world
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// space by applying the appropriate rotation transform to
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// the current texture matrix. Unlike M_world_position, we
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// can't achieve this effect by monkeying with the modelview
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// transform, since the current modelview doesn't affect
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// GL_REFLECTION_MAP.
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CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
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LMatrix4f mat = camera_transform->get_mat();
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mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
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GLP(MatrixMode)(GL_TEXTURE);
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GLP(MultMatrixf)(mat.get_data());
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// Now we need to reset the texture matrix next time
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// around to undo this.
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_tex_gen_modifies_mat = true;
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GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
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GLP(Enable)(GL_TEXTURE_GEN_S);
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GLP(Enable)(GL_TEXTURE_GEN_T);
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GLP(Enable)(GL_TEXTURE_GEN_R);
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force_normal = true;
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}
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break;
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case TexGenAttrib::M_eye_normal:
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if (_supports_cube_map) {
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// We need to rotate the normals out of GL's coordinate
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// system and into the user's coordinate system. We do this
|
||||
// by composing a transform onto the texture matrix.
|
||||
LMatrix4f mat = _inv_cs_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_world_normal:
|
||||
if (_supports_cube_map) {
|
||||
// We dynamically transform normals from eye space to world
|
||||
// space by applying the appropriate rotation transform to
|
||||
// the current texture matrix. Unlike M_world_position, we
|
||||
// can't achieve this effect by monkeying with the modelview
|
||||
// transform, since the current modelview doesn't affect
|
||||
// GL_NORMAL_MAP.
|
||||
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
||||
|
||||
LMatrix4f mat = camera_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_eye_position:
|
||||
// To represent eye position correctly, we need to temporarily
|
||||
// load the coordinate-system transform.
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PushMatrix)();
|
||||
GLP(LoadMatrixf)(_cs_transform->get_mat().get_data());
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
|
||||
GLP(TexGenfv)(GL_S, GL_EYE_PLANE, s_data);
|
||||
GLP(TexGenfv)(GL_T, GL_EYE_PLANE, t_data);
|
||||
GLP(TexGenfv)(GL_R, GL_EYE_PLANE, r_data);
|
||||
GLP(TexGenfv)(GL_Q, GL_EYE_PLANE, q_data);
|
||||
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_Q);
|
||||
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PopMatrix)();
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_world_position:
|
||||
// We achieve world position coordinates by using the eye
|
||||
// position mode, and loading the transform of the root
|
||||
// node--thus putting the "eye" at the root.
|
||||
{
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PushMatrix)();
|
||||
CPT(TransformState) root_transform = _cs_transform->compose(_scene_setup->get_world_transform());
|
||||
GLP(LoadMatrixf)(root_transform->get_mat().get_data());
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
|
||||
GLP(TexGenfv)(GL_S, GL_EYE_PLANE, s_data);
|
||||
GLP(TexGenfv)(GL_T, GL_EYE_PLANE, t_data);
|
||||
GLP(TexGenfv)(GL_R, GL_EYE_PLANE, r_data);
|
||||
GLP(TexGenfv)(GL_Q, GL_EYE_PLANE, q_data);
|
||||
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_Q);
|
||||
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PopMatrix)();
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_point_sprite:
|
||||
nassertv(_supports_point_sprite);
|
||||
GLP(TexEnvi)(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
||||
got_point_sprites = true;
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_unused:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (got_point_sprites != _tex_gen_point_sprite) {
|
||||
_tex_gen_point_sprite = got_point_sprites;
|
||||
if (_tex_gen_point_sprite) {
|
||||
GLP(Enable)(GL_POINT_SPRITE_ARB);
|
||||
} else {
|
||||
GLP(Disable)(GL_POINT_SPRITE_ARB);
|
||||
}
|
||||
}
|
||||
|
||||
// Certain texgen modes (sphere_map, cube_map) require forcing the
|
||||
// normal to be sent to the GL while the texgen mode is in effect.
|
||||
if (force_normal != _texgen_forced_normal) {
|
||||
if (force_normal) {
|
||||
force_normals();
|
||||
} else {
|
||||
undo_force_normals();
|
||||
}
|
||||
_texgen_forced_normal = force_normal;
|
||||
}
|
||||
|
||||
report_my_gl_errors();
|
||||
|
||||
if (_target._tex_gen != _state._tex_gen) {
|
||||
do_issue_tex_gen();
|
||||
_state._tex_gen = _target._tex_gen;
|
||||
}
|
||||
|
||||
|
||||
_state_rs = _target_rs;
|
||||
}
|
||||
|
||||
@ -5030,19 +4743,47 @@ do_auto_rescale_normal() {
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::do_issue_texture
|
||||
// Access: Protected, Virtual
|
||||
// Description: This is called by finish_modify_state() when the
|
||||
// texture state has changed.
|
||||
// Description: This is called by set_state_and_transform() when
|
||||
// the texture state has changed.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(GraphicsStateGuardian)::
|
||||
do_issue_texture() {
|
||||
DO_PSTATS_STUFF(_texture_state_pcollector.add_level(1));
|
||||
|
||||
if (_texture_binding_shader_context==0) {
|
||||
if (_current_shader_context==0) {
|
||||
update_standard_texture_bindings();
|
||||
} else {
|
||||
disable_standard_texture_bindings();
|
||||
_current_shader_context->update_shader_texture_bindings(NULL,this);
|
||||
}
|
||||
} else {
|
||||
if (_current_shader_context==0) {
|
||||
_texture_binding_shader_context->disable_shader_texture_bindings(this);
|
||||
update_standard_texture_bindings();
|
||||
} else {
|
||||
_current_shader_context->
|
||||
update_shader_texture_bindings(_texture_binding_shader_context,this);
|
||||
}
|
||||
}
|
||||
_texture_binding_shader_expansion = _current_shader_expansion;
|
||||
_texture_binding_shader_context = _current_shader_context;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::update_standard_texture_bindings
|
||||
// Access: Private
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(GraphicsStateGuardian)::
|
||||
update_standard_texture_bindings()
|
||||
{
|
||||
int num_stages = _target._texture->get_num_on_stages();
|
||||
int num_old_stages = _max_texture_stages;
|
||||
if (_state._texture != (TextureAttrib *)NULL) {
|
||||
num_old_stages = _state._texture->get_num_on_stages();
|
||||
}
|
||||
|
||||
|
||||
nassertv(num_stages <= _max_texture_stages &&
|
||||
num_old_stages <= _max_texture_stages);
|
||||
|
||||
@ -5057,7 +4798,7 @@ do_issue_texture() {
|
||||
nassertv(texture != (Texture *)NULL);
|
||||
|
||||
if (i >= num_old_stages ||
|
||||
_state._texture == (TextureAttrib *)NULL ||
|
||||
_state._texture == (TextureAttrib *)NULL ||
|
||||
stage != _state._texture->get_on_stage(i) ||
|
||||
texture != _state._texture->get_on_texture(stage) ||
|
||||
stage->involves_color_scale()) {
|
||||
@ -5202,7 +4943,7 @@ do_issue_texture() {
|
||||
}
|
||||
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
if (_state._tex_matrix->has_stage(stage)) {
|
||||
if (_target._tex_matrix->has_stage(stage)) {
|
||||
GLP(LoadMatrixf)(_state._tex_matrix->get_mat(stage).get_data());
|
||||
} else {
|
||||
GLP(LoadIdentity)();
|
||||
@ -5236,6 +4977,313 @@ do_issue_texture() {
|
||||
report_my_gl_errors();
|
||||
}
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::disable_standard_texture_bindings
|
||||
// Access: Private
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(GraphicsStateGuardian)::
|
||||
disable_standard_texture_bindings() {
|
||||
int num_old_stages = _max_texture_stages;
|
||||
if (_state._texture != (TextureAttrib *)NULL) {
|
||||
num_old_stages = _state._texture->get_num_on_stages();
|
||||
}
|
||||
|
||||
// Disable the texture stages that are no longer used.
|
||||
for (int i = 0; i < num_old_stages; i++) {
|
||||
_glActiveTexture(GL_TEXTURE0 + i);
|
||||
GLP(Disable)(GL_TEXTURE_1D);
|
||||
GLP(Disable)(GL_TEXTURE_2D);
|
||||
if (_supports_3d_texture) {
|
||||
GLP(Disable)(GL_TEXTURE_3D);
|
||||
}
|
||||
if (_supports_cube_map) {
|
||||
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
|
||||
}
|
||||
}
|
||||
|
||||
report_my_gl_errors();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::do_issue_tex_matrix
|
||||
// Access: Protected
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(GraphicsStateGuardian)::
|
||||
do_issue_tex_matrix() {
|
||||
int num_stages = _target._texture->get_num_on_stages();
|
||||
nassertv(num_stages <= _max_texture_stages);
|
||||
|
||||
for (int i = 0; i < num_stages; i++) {
|
||||
TextureStage *stage = _target._texture->get_on_stage(i);
|
||||
_glActiveTexture(GL_TEXTURE0 + i);
|
||||
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
if (_target._tex_matrix->has_stage(stage)) {
|
||||
GLP(LoadMatrixf)(_target._tex_matrix->get_mat(stage).get_data());
|
||||
} else {
|
||||
GLP(LoadIdentity)();
|
||||
|
||||
// For some reason, the glLoadIdentity() call doesn't work on
|
||||
// my Dell laptop's IBM OpenGL driver, when used in
|
||||
// conjunction with glTexGen(), below. But explicitly loading
|
||||
// an identity matrix does work. But this buggy-driver
|
||||
// workaround might have other performance implications, so I
|
||||
// leave it out.
|
||||
//GLP(LoadMatrixf)(LMatrix4f::ident_mat().get_data());
|
||||
}
|
||||
}
|
||||
report_my_gl_errors();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::do_issue_tex_gen
|
||||
// Access: Protected
|
||||
// Description:
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(GraphicsStateGuardian)::
|
||||
do_issue_tex_gen() {
|
||||
bool force_normal = false;
|
||||
|
||||
int num_stages = _target._texture->get_num_on_stages();
|
||||
nassertv(num_stages <= _max_texture_stages);
|
||||
|
||||
// These are passed in for the four OBJECT_PLANE or EYE_PLANE
|
||||
// values; they effectively define an identity matrix that maps
|
||||
// the spatial coordinates one-for-one to UV's. If you want a
|
||||
// mapping other than identity, use a TexMatrixAttrib (or a
|
||||
// TexProjectorEffect).
|
||||
static const float s_data[4] = { 1, 0, 0, 0 };
|
||||
static const float t_data[4] = { 0, 1, 0, 0 };
|
||||
static const float r_data[4] = { 0, 0, 1, 0 };
|
||||
static const float q_data[4] = { 0, 0, 0, 1 };
|
||||
|
||||
_tex_gen_modifies_mat = false;
|
||||
|
||||
bool got_point_sprites = false;
|
||||
|
||||
for (int i = 0; i < num_stages; i++) {
|
||||
TextureStage *stage = _target._texture->get_on_stage(i);
|
||||
_glActiveTexture(GL_TEXTURE0 + i);
|
||||
GLP(Disable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Disable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Disable)(GL_TEXTURE_GEN_R);
|
||||
GLP(Disable)(GL_TEXTURE_GEN_Q);
|
||||
if (_supports_point_sprite) {
|
||||
GLP(TexEnvi)(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_FALSE);
|
||||
}
|
||||
|
||||
TexGenAttrib::Mode mode = _target._tex_gen->get_mode(stage);
|
||||
switch (mode) {
|
||||
case TexGenAttrib::M_off:
|
||||
case TexGenAttrib::M_light_vector:
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_eye_sphere_map:
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
force_normal = true;
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_eye_cube_map:
|
||||
if (_supports_cube_map) {
|
||||
// We need to rotate the normals out of GL's coordinate
|
||||
// system and into the user's coordinate system. We do this
|
||||
// by composing a transform onto the texture matrix.
|
||||
LMatrix4f mat = _inv_cs_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_world_cube_map:
|
||||
if (_supports_cube_map) {
|
||||
// We dynamically transform normals from eye space to world
|
||||
// space by applying the appropriate rotation transform to
|
||||
// the current texture matrix. Unlike M_world_position, we
|
||||
// can't achieve this effect by monkeying with the modelview
|
||||
// transform, since the current modelview doesn't affect
|
||||
// GL_REFLECTION_MAP.
|
||||
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
||||
|
||||
LMatrix4f mat = camera_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_eye_normal:
|
||||
if (_supports_cube_map) {
|
||||
// We need to rotate the normals out of GL's coordinate
|
||||
// system and into the user's coordinate system. We do this
|
||||
// by composing a transform onto the texture matrix.
|
||||
LMatrix4f mat = _inv_cs_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_world_normal:
|
||||
if (_supports_cube_map) {
|
||||
// We dynamically transform normals from eye space to world
|
||||
// space by applying the appropriate rotation transform to
|
||||
// the current texture matrix. Unlike M_world_position, we
|
||||
// can't achieve this effect by monkeying with the modelview
|
||||
// transform, since the current modelview doesn't affect
|
||||
// GL_NORMAL_MAP.
|
||||
CPT(TransformState) camera_transform = _scene_setup->get_camera_transform()->compose(_inv_cs_transform);
|
||||
|
||||
LMatrix4f mat = camera_transform->get_mat();
|
||||
mat.set_row(3, LVecBase3f(0.0f, 0.0f, 0.0f));
|
||||
GLP(MatrixMode)(GL_TEXTURE);
|
||||
GLP(MultMatrixf)(mat.get_data());
|
||||
|
||||
// Now we need to reset the texture matrix next time
|
||||
// around to undo this.
|
||||
_tex_gen_modifies_mat = true;
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
force_normal = true;
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_eye_position:
|
||||
// To represent eye position correctly, we need to temporarily
|
||||
// load the coordinate-system transform.
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PushMatrix)();
|
||||
GLP(LoadMatrixf)(_cs_transform->get_mat().get_data());
|
||||
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
|
||||
GLP(TexGenfv)(GL_S, GL_EYE_PLANE, s_data);
|
||||
GLP(TexGenfv)(GL_T, GL_EYE_PLANE, t_data);
|
||||
GLP(TexGenfv)(GL_R, GL_EYE_PLANE, r_data);
|
||||
GLP(TexGenfv)(GL_Q, GL_EYE_PLANE, q_data);
|
||||
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_Q);
|
||||
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PopMatrix)();
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_world_position:
|
||||
// We achieve world position coordinates by using the eye
|
||||
// position mode, and loading the transform of the root
|
||||
// node--thus putting the "eye" at the root.
|
||||
{
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PushMatrix)();
|
||||
CPT(TransformState) root_transform = _cs_transform->compose(_scene_setup->get_world_transform());
|
||||
GLP(LoadMatrixf)(root_transform->get_mat().get_data());
|
||||
GLP(TexGeni)(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
GLP(TexGeni)(GL_Q, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
|
||||
|
||||
GLP(TexGenfv)(GL_S, GL_EYE_PLANE, s_data);
|
||||
GLP(TexGenfv)(GL_T, GL_EYE_PLANE, t_data);
|
||||
GLP(TexGenfv)(GL_R, GL_EYE_PLANE, r_data);
|
||||
GLP(TexGenfv)(GL_Q, GL_EYE_PLANE, q_data);
|
||||
|
||||
GLP(Enable)(GL_TEXTURE_GEN_S);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_T);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_R);
|
||||
GLP(Enable)(GL_TEXTURE_GEN_Q);
|
||||
|
||||
GLP(MatrixMode)(GL_MODELVIEW);
|
||||
GLP(PopMatrix)();
|
||||
}
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_point_sprite:
|
||||
nassertv(_supports_point_sprite);
|
||||
GLP(TexEnvi)(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
|
||||
got_point_sprites = true;
|
||||
break;
|
||||
|
||||
case TexGenAttrib::M_unused:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (got_point_sprites != _tex_gen_point_sprite) {
|
||||
_tex_gen_point_sprite = got_point_sprites;
|
||||
if (_tex_gen_point_sprite) {
|
||||
GLP(Enable)(GL_POINT_SPRITE_ARB);
|
||||
} else {
|
||||
GLP(Disable)(GL_POINT_SPRITE_ARB);
|
||||
}
|
||||
}
|
||||
|
||||
// Certain texgen modes (sphere_map, cube_map) require forcing the
|
||||
// normal to be sent to the GL while the texgen mode is in effect.
|
||||
if (force_normal != _texgen_forced_normal) {
|
||||
if (force_normal) {
|
||||
force_normals();
|
||||
} else {
|
||||
undo_force_normals();
|
||||
}
|
||||
_texgen_forced_normal = force_normal;
|
||||
}
|
||||
|
||||
report_my_gl_errors();
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLGraphicsStateGuardian::specify_texture
|
||||
// Access: Protected
|
||||
|
@ -177,6 +177,8 @@ protected:
|
||||
void do_issue_material();
|
||||
void do_issue_texture();
|
||||
void do_issue_blending();
|
||||
void do_issue_tex_gen();
|
||||
void do_issue_tex_matrix();
|
||||
|
||||
static bool report_errors_loop(int line, const char *source_file,
|
||||
GLenum error_code, int &error_count);
|
||||
@ -249,6 +251,8 @@ protected:
|
||||
|
||||
void disable_standard_vertex_arrays();
|
||||
void update_standard_vertex_arrays();
|
||||
void disable_standard_texture_bindings();
|
||||
void update_standard_texture_bindings();
|
||||
|
||||
void do_auto_rescale_normal();
|
||||
void specify_texture(Texture *tex);
|
||||
@ -310,6 +314,8 @@ protected:
|
||||
CLP(ShaderContext) *_current_shader_context;
|
||||
PT(ShaderExpansion) _vertex_array_shader_expansion;
|
||||
CLP(ShaderContext) *_vertex_array_shader_context;
|
||||
PT(ShaderExpansion) _texture_binding_shader_expansion;
|
||||
CLP(ShaderContext) *_texture_binding_shader_context;
|
||||
|
||||
CPT(DisplayRegion) _actual_display_region;
|
||||
|
||||
|
@ -307,6 +307,84 @@ update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg)
|
||||
#endif // HAVE_CGGL
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLShaderContext::disable_shader_texture_bindings
|
||||
// Access: Public
|
||||
// Description: Disable all the texture bindings used by this shader.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(ShaderContext)::
|
||||
disable_shader_texture_bindings(GSG *gsg)
|
||||
{
|
||||
#ifdef HAVE_CGGL
|
||||
if (_cg_context) {
|
||||
for (int i=0; i<(int)_cg_texbind.size(); i++) {
|
||||
int texunit = cgGetParameterResourceIndex(_cg_texbind[i].parameter);
|
||||
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
|
||||
GLP(Disable)(GL_TEXTURE_1D);
|
||||
GLP(Disable)(GL_TEXTURE_2D);
|
||||
if (gsg->_supports_3d_texture) {
|
||||
GLP(Disable)(GL_TEXTURE_3D);
|
||||
}
|
||||
if (gsg->_supports_cube_map) {
|
||||
GLP(Disable)(GL_TEXTURE_CUBE_MAP);
|
||||
}
|
||||
// This is probably faster - but maybe not as safe?
|
||||
// cgGLDisableTextureParameter(_cg_texbind[i].parameter);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLShaderContext::update_shader_texture_bindings
|
||||
// Access: Public
|
||||
// Description: Disables all texture bindings used by the previous
|
||||
// shader, then enables all the texture bindings needed
|
||||
// by this shader. Extracts the relevant vertex array
|
||||
// data from the gsg.
|
||||
// The current implementation is inefficient, because
|
||||
// it may unnecessarily disable textures then immediately
|
||||
// reenable them. We may optimize this someday.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
void CLP(ShaderContext)::
|
||||
update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg)
|
||||
{
|
||||
if (prev) prev->disable_shader_texture_bindings(gsg);
|
||||
#ifdef HAVE_CGGL
|
||||
if (_cg_context) {
|
||||
for (int i=0; i<(int)_cg_texbind.size(); i++) {
|
||||
Texture *tex = 0;
|
||||
InternalName *id = _cg_texbind[i].name;
|
||||
if (id != 0) {
|
||||
const ShaderInput *input = gsg->_target._shader->get_input(id);
|
||||
tex = input->get_texture();
|
||||
} else {
|
||||
TextureStage *stage = gsg->_target._texture->get_on_stage(_cg_texbind[i].stage);
|
||||
tex = gsg->_target._texture->get_on_texture(stage);
|
||||
}
|
||||
if ((tex == 0) || (tex->get_texture_type() != _cg_texbind[i].desiredtype)) {
|
||||
continue;
|
||||
}
|
||||
TextureContext *tc = tex->prepare_now(gsg->_prepared_objects, gsg);
|
||||
if (tc == (TextureContext*)NULL) {
|
||||
continue;
|
||||
}
|
||||
int texunit = cgGetParameterResourceIndex(_cg_texbind[i].parameter);
|
||||
gsg->_glActiveTexture(GL_TEXTURE0 + texunit);
|
||||
|
||||
GLenum target = gsg->get_texture_target(tex->get_texture_type());
|
||||
if (target == GL_NONE) {
|
||||
// Unsupported texture mode.
|
||||
continue;
|
||||
}
|
||||
GLP(Enable)(target);
|
||||
|
||||
gsg->apply_texture(tc);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
#ifdef HAVE_CGGL
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: GLShaderContext::bind_cg_transform
|
||||
@ -321,6 +399,8 @@ bind_cg_transform(const ShaderTransBind &stb, GSG *gsg)
|
||||
|
||||
if (stb.src_name == InternalName::get_camera()) {
|
||||
src = TransformState::make_identity();
|
||||
} else if (stb.src_name == InternalName::get_view()) {
|
||||
src = gsg->_cs_transform;
|
||||
} else if (stb.src_name == InternalName::get_model()) {
|
||||
src = gsg->get_transform();
|
||||
} else if (stb.src_name == InternalName::get_world()) {
|
||||
@ -337,6 +417,8 @@ bind_cg_transform(const ShaderTransBind &stb, GSG *gsg)
|
||||
|
||||
if (stb.rel_name == InternalName::get_camera()) {
|
||||
rel = TransformState::make_identity();
|
||||
} else if (stb.src_name == InternalName::get_view()) {
|
||||
rel = gsg->_cs_transform;
|
||||
} else if (stb.rel_name == InternalName::get_model()) {
|
||||
rel = gsg->get_transform();
|
||||
} else if (stb.rel_name == InternalName::get_world()) {
|
||||
@ -498,7 +580,10 @@ bool CLP(ShaderContext)::
|
||||
errchk_cg_parameter_sampler(CGparameter p)
|
||||
{
|
||||
CGtype t = cgGetParameterType(p);
|
||||
if (t != CG_SAMPLER2D) {
|
||||
if ((t!=CG_SAMPLER1D)&&
|
||||
(t!=CG_SAMPLER2D)&&
|
||||
(t!=CG_SAMPLER3D)&&
|
||||
(t!=CG_SAMPLERCUBE)) {
|
||||
errchk_cg_output(p, "parameter should have a 'sampler' type");
|
||||
return false;
|
||||
}
|
||||
@ -744,8 +829,21 @@ compile_cg_parameter(CGparameter p)
|
||||
(!errchk_cg_parameter_variance(p, CG_UNIFORM)) ||
|
||||
(!errchk_cg_parameter_sampler(p)))
|
||||
return false;
|
||||
// IMPLEMENT ME
|
||||
return true; // Cg handles this automatically.
|
||||
ShaderTexBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = 0;
|
||||
bind.stage = atoi(pieces[1].c_str());
|
||||
switch (cgGetParameterType(p)) {
|
||||
case CG_SAMPLER1D: bind.desiredtype = Texture::TT_1d_texture; break;
|
||||
case CG_SAMPLER2D: bind.desiredtype = Texture::TT_2d_texture; break;
|
||||
case CG_SAMPLER3D: bind.desiredtype = Texture::TT_3d_texture; break;
|
||||
case CG_SAMPLERCUBE: bind.desiredtype = Texture::TT_cube_map; break;
|
||||
default:
|
||||
errchk_cg_output(p, "Invalid type for a tex-parameter");
|
||||
return false;
|
||||
}
|
||||
_cg_texbind.push_back(bind);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (pieces[0] == "k") {
|
||||
@ -753,14 +851,53 @@ compile_cg_parameter(CGparameter p)
|
||||
(!errchk_cg_parameter_direction(p, CG_IN)) ||
|
||||
(!errchk_cg_parameter_variance(p, CG_UNIFORM)))
|
||||
return false;
|
||||
ShaderArgBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
switch (cgGetParameterType(p)) {
|
||||
case CG_FLOAT4: _cg_fbind.push_back(bind); break;
|
||||
case CG_SAMPLER2D: _cg_tbind2d.push_back(bind); break;
|
||||
case CG_SAMPLER3D: _cg_tbind3d.push_back(bind); break;
|
||||
case CG_FLOAT4x4: _cg_npbind.push_back(bind); break;
|
||||
case CG_FLOAT4: {
|
||||
ShaderArgBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
_cg_fbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
case CG_FLOAT4x4: {
|
||||
ShaderArgBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
_cg_npbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
case CG_SAMPLER1D: {
|
||||
ShaderTexBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
bind.desiredtype=Texture::TT_1d_texture;
|
||||
_cg_texbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
case CG_SAMPLER2D: {
|
||||
ShaderTexBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
bind.desiredtype=Texture::TT_2d_texture;
|
||||
_cg_texbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
case CG_SAMPLER3D: {
|
||||
ShaderTexBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
bind.desiredtype=Texture::TT_3d_texture;
|
||||
_cg_texbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
case CG_SAMPLERCUBE: {
|
||||
ShaderTexBind bind;
|
||||
bind.parameter = p;
|
||||
bind.name = InternalName::make(pieces[1]);
|
||||
bind.desiredtype = Texture::TT_cube_map;
|
||||
_cg_texbind.push_back(bind);
|
||||
break;
|
||||
}
|
||||
default:
|
||||
errchk_cg_output(p, "Invalid type for a k-parameter");
|
||||
return false;
|
||||
|
@ -45,6 +45,8 @@ public:
|
||||
void issue_transform(GSG *gsg);
|
||||
void disable_shader_vertex_arrays(GSG *gsg);
|
||||
void update_shader_vertex_arrays(CLP(ShaderContext) *prev, GSG *gsg);
|
||||
void disable_shader_texture_bindings(GSG *gsg);
|
||||
void update_shader_texture_bindings(CLP(ShaderContext) *prev, GSG *gsg);
|
||||
|
||||
private:
|
||||
|
||||
@ -58,6 +60,12 @@ private:
|
||||
CGparameter parameter;
|
||||
PT(InternalName) name;
|
||||
};
|
||||
struct ShaderTexBind {
|
||||
CGparameter parameter;
|
||||
PT(InternalName) name;
|
||||
int stage;
|
||||
int desiredtype;
|
||||
};
|
||||
struct ShaderTransBind {
|
||||
CGparameter parameter;
|
||||
PT(InternalName) src_name;
|
||||
@ -76,10 +84,9 @@ private:
|
||||
// These arrays contain lists of "bindings." They
|
||||
// tell us how to fill the shader's input parameters.
|
||||
vector <ShaderAutoBind> _cg_autobind;
|
||||
vector <ShaderArgBind> _cg_tbind2d;
|
||||
vector <ShaderArgBind> _cg_tbind3d;
|
||||
vector <ShaderArgBind> _cg_fbind;
|
||||
vector <ShaderArgBind> _cg_npbind;
|
||||
vector <ShaderTexBind> _cg_texbind;
|
||||
vector <ShaderTransBind> _cg_transform_bind;
|
||||
vector <ShaderTransBind> _cg_parameter_bind;
|
||||
vector <ShaderVarying> _cg_varying;
|
||||
|
@ -417,6 +417,20 @@ get_model() {
|
||||
return _model;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: InternalName::get_view
|
||||
// Access: Published, Static
|
||||
// Description: Returns the standard InternalName "view". This is
|
||||
// used as a keyword in the shader subsystem.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
INLINE PT(InternalName) InternalName::
|
||||
get_view() {
|
||||
if (_view == (InternalName *)NULL) {
|
||||
_view = InternalName::make("view");
|
||||
}
|
||||
return _view;
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Function: InternalName::output operator
|
||||
// Access: Public
|
||||
|
@ -42,6 +42,7 @@ PT(InternalName) InternalName::_index;
|
||||
PT(InternalName) InternalName::_world;
|
||||
PT(InternalName) InternalName::_camera;
|
||||
PT(InternalName) InternalName::_model;
|
||||
PT(InternalName) InternalName::_view;
|
||||
|
||||
TypeHandle InternalName::_type_handle;
|
||||
TypeHandle InternalName::_texcoord_type_handle;
|
||||
|
@ -84,6 +84,7 @@ PUBLISHED:
|
||||
INLINE static PT(InternalName) get_world();
|
||||
INLINE static PT(InternalName) get_camera();
|
||||
INLINE static PT(InternalName) get_model();
|
||||
INLINE static PT(InternalName) get_view();
|
||||
|
||||
private:
|
||||
PT(InternalName) _parent;
|
||||
@ -111,6 +112,7 @@ private:
|
||||
static PT(InternalName) _world;
|
||||
static PT(InternalName) _camera;
|
||||
static PT(InternalName) _model;
|
||||
static PT(InternalName) _view;
|
||||
|
||||
public:
|
||||
// Datagram stuff
|
||||
|
Loading…
x
Reference in New Issue
Block a user