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https://github.com/panda3d/panda3d.git
synced 2025-10-01 01:07:51 -04:00
Fixes for this circular dependency mess
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5a3dd8d0c3
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557abfae5e
@ -99,7 +99,7 @@ PUBLISHED:
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INLINE int count_textures() const;
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INLINE bool has_texture() const;
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INLINE Texture *get_texture(int i=0) const;
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virtual INLINE Texture *get_texture(int i=0) const;
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INLINE RenderTexturePlane get_texture_plane(int i=0) const;
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INLINE RenderTextureMode get_rtm_mode(int i=0) const;
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void clear_render_textures();
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@ -47,6 +47,7 @@
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#include "lightAttrib.h"
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#include "texGenAttrib.h"
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#include "shaderGenerator.h"
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#include "lightLensNode.h"
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#include <algorithm>
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#include <limits.h>
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@ -2541,3 +2542,61 @@ async_reload_texture(TextureContext *tc) {
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request->set_priority(priority);
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_loader->load_async(request);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::make_shadow_buffer
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// Access: Protected
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// Description: Creates a depth buffer for shadow mapping. This
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// is a convenience function for the ShaderGenerator;
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// putting this directly in the ShaderGenerator would
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// cause circular dependency issues.
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// Returns the depth texture.
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////////////////////////////////////////////////////////////////////
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PT(Texture) GraphicsStateGuardian::
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make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
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// Make sure everything is valid.
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nassertr(light_np.node()->is_of_type(DirectionalLight::get_class_type()) ||
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light_np.node()->is_of_type(Spotlight::get_class_type()), NULL);
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PT(LightLensNode) light = DCAST(LightLensNode, light_np.node());
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if (light == NULL || !light->_shadow_caster) {
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return NULL;
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}
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nassertr(light->_sbuffers.count(this) == 0, NULL);
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display_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
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<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
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<< ", sort=" << light->_sb_sort << "\n";
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FrameBufferProperties fbp;
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fbp.set_depth_bits(1); // We only need depth
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PT(GraphicsOutput) sbuffer = get_engine()->make_output(get_pipe(), light->get_name(),
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light->_sb_sort, fbp, WindowProperties::size(light->_sb_xsize, light->_sb_ysize),
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GraphicsPipe::BF_refuse_window, this, DCAST(GraphicsOutput, host));
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nassertr(sbuffer != NULL, NULL);
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// Create a texture and fill it in with some data to workaround an OpenGL error
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PT(Texture) tex = new Texture(light->get_name());
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tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
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tex->make_ram_image();
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sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
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GraphicsOutput::RTP_depth_stencil);
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// Set the wrap mode to BORDER_COLOR
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tex->set_wrap_u(Texture::WM_border_color);
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tex->set_wrap_v(Texture::WM_border_color);
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tex->set_border_color(LVecBase4f(1, 1, 1, 1));
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if (get_supports_shadow_filter()) {
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// If we have the ARB_shadow extension, enable shadow filtering.
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tex->set_minfilter(Texture::FT_shadow);
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tex->set_magfilter(Texture::FT_shadow);
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} else {
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// We only accept linear - this tells the GPU to use hardware PCF.
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tex->set_minfilter(Texture::FT_linear);
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tex->set_magfilter(Texture::FT_linear);
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}
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sbuffer->make_display_region(0, 1, 0, 1)->set_camera(light_np);
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light->_sbuffers[this] = sbuffer;
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return tex;
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}
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@ -302,6 +302,8 @@ public:
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static void create_gamma_table (float gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table);
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virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host);
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#ifdef DO_PSTATS
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static void init_frame_pstats();
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#endif
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@ -18,6 +18,8 @@
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#include "pandabase.h"
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#include "typedWritableReferenceCount.h"
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class Texture;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsOutputBase
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// Description : An abstract base class for GraphicsOutput, for all
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@ -26,6 +28,7 @@
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class EXPCL_PANDA_GSGBASE GraphicsOutputBase : public TypedWritableReferenceCount {
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PUBLISHED:
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virtual void set_sort(int sort)=0;
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virtual Texture *get_texture(int i=0) const=0;
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public:
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static TypeHandle get_class_type() {
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@ -87,6 +87,7 @@ class PointLight;
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class DirectionalLight;
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class Spotlight;
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class AmbientLight;
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class LightLensNode;
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class DisplayRegion;
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class Lens;
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@ -219,6 +220,10 @@ public:
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id) { }
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// This function creates a shadow mapping buffer. This is not put in ShaderGenerator
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// because that would cause circular dependencies.
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virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host)=0;
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PUBLISHED:
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static GraphicsStateGuardianBase *get_default_gsg();
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static void set_default_gsg(GraphicsStateGuardianBase *default_gsg);
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@ -23,6 +23,7 @@
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#include "graphicsOutputBase.h"
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class ShaderGenerator;
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class GraphicsStateGuardian;
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////////////////////////////////////////////////////////////////////
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// Class : LightLensNode
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@ -88,6 +89,7 @@ public:
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private:
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static TypeHandle _type_handle;
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friend class GraphicsStateGuardian;
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friend class ShaderGenerator;
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};
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@ -475,53 +475,17 @@ update_shadow_buffer(NodePath light_np) {
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if (light == NULL || !light->_shadow_caster) {
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return NULL;
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}
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// See if we already have a buffer. If not, create one.
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PT(GraphicsOutput) sbuffer;
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PT(Texture) tex;
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if (light->_sbuffers.count(DCAST(GraphicsStateGuardianBase, _gsg)) == 0) {
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// Nope, the light doesn't have a buffer for our GSG.
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FrameBufferProperties fbp;
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fbp.set_depth_bits(1); // We only need depth
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pgraph_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
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<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
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<< ", sort=" << light->_sb_sort << "\n";
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sbuffer = _gsg->get_engine()->make_output(_gsg->get_pipe(), light->get_name(),
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light->_sb_sort, fbp, WindowProperties::size(light->_sb_xsize, light->_sb_ysize),
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GraphicsPipe::BF_refuse_window, _gsg, _host);
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nassertr(sbuffer != NULL, NULL);
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// Create a texture and fill it in with some data to workaround an OpenGL error
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tex = new Texture(light->get_name());
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tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
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tex->make_ram_image();
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sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
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DrawableRegion::RTP_depth_stencil);
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// Set the wrap mode to BORDER_COLOR
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tex->set_wrap_u(Texture::WM_border_color);
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tex->set_wrap_v(Texture::WM_border_color);
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tex->set_border_color(LVecBase4f(1, 1, 1, 1));
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if (_use_shadow_filter) {
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// If we have the ARB_shadow extension, enable shadow filtering.
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tex->set_minfilter(Texture::FT_shadow);
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tex->set_magfilter(Texture::FT_shadow);
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} else {
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// We only accept linear - this tells the GPU to use hardware PCF.
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tex->set_minfilter(Texture::FT_linear);
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tex->set_magfilter(Texture::FT_linear);
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}
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sbuffer->make_display_region(0, 1, 0, 1)->set_camera(light_np);
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light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)] = DCAST(GraphicsOutputBase, sbuffer);
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if (light->_sbuffers.count(_gsg) == 0) {
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// Nope, the light doesn't have a buffer for our GSG. Make one.
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tex = _gsg->make_shadow_buffer(light_np, _host);
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} else {
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// There's already a buffer - use that.
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sbuffer = DCAST(GraphicsOutput, light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)]);
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tex = sbuffer->get_texture();
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nassertr(tex != NULL, NULL);
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tex = light->_sbuffers[_gsg]->get_texture();
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}
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nassertr(tex != NULL, NULL);
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return tex;
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}
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