Fixes for this circular dependency mess

This commit is contained in:
rdb 2009-06-02 15:21:36 +00:00
parent 5a3dd8d0c3
commit 557abfae5e
7 changed files with 78 additions and 43 deletions

View File

@ -99,7 +99,7 @@ PUBLISHED:
INLINE int count_textures() const;
INLINE bool has_texture() const;
INLINE Texture *get_texture(int i=0) const;
virtual INLINE Texture *get_texture(int i=0) const;
INLINE RenderTexturePlane get_texture_plane(int i=0) const;
INLINE RenderTextureMode get_rtm_mode(int i=0) const;
void clear_render_textures();

View File

@ -47,6 +47,7 @@
#include "lightAttrib.h"
#include "texGenAttrib.h"
#include "shaderGenerator.h"
#include "lightLensNode.h"
#include <algorithm>
#include <limits.h>
@ -2541,3 +2542,61 @@ async_reload_texture(TextureContext *tc) {
request->set_priority(priority);
_loader->load_async(request);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::make_shadow_buffer
// Access: Protected
// Description: Creates a depth buffer for shadow mapping. This
// is a convenience function for the ShaderGenerator;
// putting this directly in the ShaderGenerator would
// cause circular dependency issues.
// Returns the depth texture.
////////////////////////////////////////////////////////////////////
PT(Texture) GraphicsStateGuardian::
make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
// Make sure everything is valid.
nassertr(light_np.node()->is_of_type(DirectionalLight::get_class_type()) ||
light_np.node()->is_of_type(Spotlight::get_class_type()), NULL);
PT(LightLensNode) light = DCAST(LightLensNode, light_np.node());
if (light == NULL || !light->_shadow_caster) {
return NULL;
}
nassertr(light->_sbuffers.count(this) == 0, NULL);
display_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
<< ", sort=" << light->_sb_sort << "\n";
FrameBufferProperties fbp;
fbp.set_depth_bits(1); // We only need depth
PT(GraphicsOutput) sbuffer = get_engine()->make_output(get_pipe(), light->get_name(),
light->_sb_sort, fbp, WindowProperties::size(light->_sb_xsize, light->_sb_ysize),
GraphicsPipe::BF_refuse_window, this, DCAST(GraphicsOutput, host));
nassertr(sbuffer != NULL, NULL);
// Create a texture and fill it in with some data to workaround an OpenGL error
PT(Texture) tex = new Texture(light->get_name());
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
tex->make_ram_image();
sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
GraphicsOutput::RTP_depth_stencil);
// Set the wrap mode to BORDER_COLOR
tex->set_wrap_u(Texture::WM_border_color);
tex->set_wrap_v(Texture::WM_border_color);
tex->set_border_color(LVecBase4f(1, 1, 1, 1));
if (get_supports_shadow_filter()) {
// If we have the ARB_shadow extension, enable shadow filtering.
tex->set_minfilter(Texture::FT_shadow);
tex->set_magfilter(Texture::FT_shadow);
} else {
// We only accept linear - this tells the GPU to use hardware PCF.
tex->set_minfilter(Texture::FT_linear);
tex->set_magfilter(Texture::FT_linear);
}
sbuffer->make_display_region(0, 1, 0, 1)->set_camera(light_np);
light->_sbuffers[this] = sbuffer;
return tex;
}

View File

@ -302,6 +302,8 @@ public:
static void create_gamma_table (float gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table);
virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host);
#ifdef DO_PSTATS
static void init_frame_pstats();
#endif

View File

@ -18,6 +18,8 @@
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
class Texture;
////////////////////////////////////////////////////////////////////
// Class : GraphicsOutputBase
// Description : An abstract base class for GraphicsOutput, for all
@ -26,6 +28,7 @@
class EXPCL_PANDA_GSGBASE GraphicsOutputBase : public TypedWritableReferenceCount {
PUBLISHED:
virtual void set_sort(int sort)=0;
virtual Texture *get_texture(int i=0) const=0;
public:
static TypeHandle get_class_type() {

View File

@ -87,6 +87,7 @@ class PointLight;
class DirectionalLight;
class Spotlight;
class AmbientLight;
class LightLensNode;
class DisplayRegion;
class Lens;
@ -219,6 +220,10 @@ public:
virtual void bind_light(Spotlight *light_obj, const NodePath &light,
int light_id) { }
// This function creates a shadow mapping buffer. This is not put in ShaderGenerator
// because that would cause circular dependencies.
virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host)=0;
PUBLISHED:
static GraphicsStateGuardianBase *get_default_gsg();
static void set_default_gsg(GraphicsStateGuardianBase *default_gsg);

View File

@ -23,6 +23,7 @@
#include "graphicsOutputBase.h"
class ShaderGenerator;
class GraphicsStateGuardian;
////////////////////////////////////////////////////////////////////
// Class : LightLensNode
@ -88,6 +89,7 @@ public:
private:
static TypeHandle _type_handle;
friend class GraphicsStateGuardian;
friend class ShaderGenerator;
};

View File

@ -475,53 +475,17 @@ update_shadow_buffer(NodePath light_np) {
if (light == NULL || !light->_shadow_caster) {
return NULL;
}
// See if we already have a buffer. If not, create one.
PT(GraphicsOutput) sbuffer;
PT(Texture) tex;
if (light->_sbuffers.count(DCAST(GraphicsStateGuardianBase, _gsg)) == 0) {
// Nope, the light doesn't have a buffer for our GSG.
FrameBufferProperties fbp;
fbp.set_depth_bits(1); // We only need depth
pgraph_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
<< ", sort=" << light->_sb_sort << "\n";
sbuffer = _gsg->get_engine()->make_output(_gsg->get_pipe(), light->get_name(),
light->_sb_sort, fbp, WindowProperties::size(light->_sb_xsize, light->_sb_ysize),
GraphicsPipe::BF_refuse_window, _gsg, _host);
nassertr(sbuffer != NULL, NULL);
// Create a texture and fill it in with some data to workaround an OpenGL error
tex = new Texture(light->get_name());
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_float, Texture::F_depth_stencil);
tex->make_ram_image();
sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy,
DrawableRegion::RTP_depth_stencil);
// Set the wrap mode to BORDER_COLOR
tex->set_wrap_u(Texture::WM_border_color);
tex->set_wrap_v(Texture::WM_border_color);
tex->set_border_color(LVecBase4f(1, 1, 1, 1));
if (_use_shadow_filter) {
// If we have the ARB_shadow extension, enable shadow filtering.
tex->set_minfilter(Texture::FT_shadow);
tex->set_magfilter(Texture::FT_shadow);
} else {
// We only accept linear - this tells the GPU to use hardware PCF.
tex->set_minfilter(Texture::FT_linear);
tex->set_magfilter(Texture::FT_linear);
}
sbuffer->make_display_region(0, 1, 0, 1)->set_camera(light_np);
light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)] = DCAST(GraphicsOutputBase, sbuffer);
if (light->_sbuffers.count(_gsg) == 0) {
// Nope, the light doesn't have a buffer for our GSG. Make one.
tex = _gsg->make_shadow_buffer(light_np, _host);
} else {
// There's already a buffer - use that.
sbuffer = DCAST(GraphicsOutput, light->_sbuffers[DCAST(GraphicsStateGuardianBase, _gsg)]);
tex = sbuffer->get_texture();
nassertr(tex != NULL, NULL);
tex = light->_sbuffers[_gsg]->get_texture();
}
nassertr(tex != NULL, NULL);
return tex;
}