first pass at MultitexReducer

This commit is contained in:
David Rose 2004-12-03 00:01:02 +00:00
parent 8ea3435458
commit 5761ae9d2c
20 changed files with 910 additions and 95 deletions

View File

@ -38,7 +38,6 @@ PUBLISHED:
INLINE bool operator != (const FrameBufferProperties &other) const;
enum FrameBufferMode {
FM_rgba = 0x0000,
FM_rgb = 0x0000,
FM_index = 0x0001,
FM_single_buffer = 0x0000,
@ -47,6 +46,7 @@ PUBLISHED:
FM_buffer = 0x0006, // == (FM_single_buffer | FM_double_buffer | FM_triple_buffer)
FM_accum = 0x0008,
FM_alpha = 0x0010,
FM_rgba = 0x0010, // == (FM_rgb | FM_alpha)
FM_depth = 0x0020,
FM_stencil = 0x0040,
FM_multisample = 0x0080,

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@ -383,7 +383,7 @@ remove_all_windows() {
GraphicsOutput *win = (*wi);
do_remove_window(win);
}
_windows.clear();
_app.do_release(this);
@ -449,6 +449,21 @@ render_frame() {
if (_flip_state != FS_flip) {
do_flip_frame();
}
// Are any of the windows ready to be deleted?
Windows new_windows;
new_windows.reserve(_windows.size());
Windows::iterator wi;
for (wi = _windows.begin(); wi != _windows.end(); ++wi) {
GraphicsOutput *win = (*wi);
if (win->get_delete_flag()) {
do_remove_window(win);
} else {
new_windows.push_back(win);
}
}
new_windows.swap(_windows);
// Grab each thread's mutex again after all windows have flipped.
Threads::const_iterator ti;
@ -1303,7 +1318,7 @@ add_window(Windows &wlist, GraphicsOutput *window) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsEngine::WindowRenderer::remove_window_now
// Function: GraphicsEngine::WindowRenderer::remove_window
// Access: Public
// Description: Immediately removes the indicated window from all
// lists. If the window is currently open and is

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@ -160,6 +160,59 @@ is_valid() const {
return _is_valid;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_one_shot
// Access: Published
// Description: Changes the current setting of the one-shot flag.
// When this is true, the GraphicsOutput will
// automatically detach its texture (if it has one) and
// remove itself from the GraphicsEngine after it
// renders the next frame.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
set_one_shot(bool one_shot) {
_one_shot = one_shot;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_one_shot
// Access: Published
// Description: Returns the current setting of the one-shot flag.
// When this is true, the GraphicsOutput will
// automatically detach its texture (if it has one) and
// remove itself from the GraphicsEngine after it
// renders the next frame.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_one_shot() const {
return _one_shot;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::clear_delete_flag
// Access: Published
// Description: Resets the delete flag, so the GraphicsOutput will
// not be automatically deleted before the beginning of
// the next frame.
////////////////////////////////////////////////////////////////////
INLINE void GraphicsOutput::
clear_delete_flag() {
_delete_flag = false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_delete_flag
// Access: Published
// Description: Returns the current setting of the delete flag. When
// this is true, the GraphicsOutput will automatically
// be removed before the beginning of the next frame by
// the GraphicsEngine.
////////////////////////////////////////////////////////////////////
INLINE bool GraphicsOutput::
get_delete_flag() const {
return _delete_flag;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::get_sort
// Access: Published

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@ -19,6 +19,7 @@
#include "graphicsOutput.h"
#include "graphicsPipe.h"
#include "graphicsEngine.h"
#include "graphicsWindow.h"
#include "config_display.h"
#include "mutexHolder.h"
#include "hardwareChannel.h"
@ -54,6 +55,9 @@ GraphicsOutput(GraphicsPipe *pipe, GraphicsStateGuardian *gsg,
_flip_ready = false;
_needs_context = true;
_sort = 0;
_active = true;
_one_shot = false;
_delete_flag = false;
int mode = gsg->get_properties().get_frame_buffer_mode();
if ((mode & FrameBufferProperties::FM_buffer) == FrameBufferProperties::FM_single_buffer) {
@ -112,6 +116,73 @@ GraphicsOutput::
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::detach_texture
// Access: Published
// Description: Disassociates the texture from the GraphicsOutput.
// It will no longer be filled as the frame renders, and
// it may be used (with its current contents) as a
// texture in its own right.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
detach_texture() {
MutexHolder holder(_lock);
_texture = NULL;
_copy_texture = false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::setup_copy_texture
// Access: Published
// Description: Creates a new Texture object, suitable for copying
// the contents of this buffer into, and stores it in
// _texture. This also disassociates the previous
// texture (if any).
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
setup_copy_texture(const string &name) {
MutexHolder holder(_lock);
_texture = new Texture();
_texture->set_name(name);
_texture->set_wrapu(Texture::WM_clamp);
_texture->set_wrapv(Texture::WM_clamp);
// We should match the texture format up with the framebuffer
// format. Easier said than done!
if (_gsg != (GraphicsStateGuardian *)NULL) {
int mode = _gsg->get_properties().get_frame_buffer_mode();
PixelBuffer *pb = _texture->_pbuffer;
if (mode & FrameBufferProperties::FM_alpha) {
pb->set_format(PixelBuffer::F_rgba8);
pb->set_num_components(4);
pb->set_component_width(1);
pb->set_image_type(PixelBuffer::T_unsigned_byte);
} else {
pb->set_format(PixelBuffer::F_rgb8);
pb->set_num_components(3);
pb->set_component_width(1);
pb->set_image_type(PixelBuffer::T_unsigned_byte);
}
}
_copy_texture = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::set_active
// Access: Published
// Description: Sets the active flag associated with the
// GraphicsOutput. If the GraphicsOutput is marked
// inactive, nothing is rendered.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
set_active(bool active) {
_active = active;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::is_active
// Access: Published, Virtual
@ -120,7 +191,7 @@ GraphicsOutput::
////////////////////////////////////////////////////////////////////
bool GraphicsOutput::
is_active() const {
return is_valid();
return _active && is_valid();
}
////////////////////////////////////////////////////////////////////
@ -571,6 +642,15 @@ end_frame() {
if (!_gsg->get_properties().is_single_buffered()) {
_flip_ready = true;
}
if (_one_shot && !show_buffers) {
// In one-shot mode, we request the GraphicsEngine to delete the
// window after we have rendered a frame. But when show-buffers
// mode is enabled, we don't do this, to give the user a chance to
// see the output.
_active = false;
_delete_flag = true;
}
}
////////////////////////////////////////////////////////////////////
@ -684,43 +764,6 @@ declare_channel(int index, GraphicsChannel *chan) {
_channels[index] = chan;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::setup_copy_texture
// Access: Protected
// Description: Creates a new Texture object, suitable for copying
// the contents of this buffer into, and stores it in
// _texture.
////////////////////////////////////////////////////////////////////
void GraphicsOutput::
setup_copy_texture(const string &name) {
_texture = new Texture();
_texture->set_name(name);
_texture->set_wrapu(Texture::WM_clamp);
_texture->set_wrapv(Texture::WM_clamp);
// We should match the texture format up with the framebuffer
// format. Easier said than done!
if (_gsg != (GraphicsStateGuardian *)NULL) {
int mode = _gsg->get_properties().get_frame_buffer_mode();
PixelBuffer *pb = _texture->_pbuffer;
if (mode & FrameBufferProperties::FM_alpha) {
pb->set_format(PixelBuffer::F_rgba8);
pb->set_num_components(4);
pb->set_component_width(1);
pb->set_image_type(PixelBuffer::T_unsigned_byte);
} else {
pb->set_format(PixelBuffer::F_rgb8);
pb->set_num_components(3);
pb->set_component_width(1);
pb->set_image_type(PixelBuffer::T_unsigned_byte);
}
}
_copy_texture = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsOutput::do_determine_display_regions
// Access: Private

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@ -75,16 +75,25 @@ PUBLISHED:
INLINE bool has_texture() const;
INLINE Texture *get_texture() const;
void detach_texture();
void setup_copy_texture(const string &name);
INLINE int get_x_size() const;
INLINE int get_y_size() const;
INLINE bool has_size() const;
INLINE bool is_valid() const;
void set_active(bool active);
virtual bool is_active() const;
INLINE int get_sort() const;
INLINE void set_one_shot(bool one_shot);
INLINE bool get_one_shot() const;
INLINE void clear_delete_flag();
INLINE bool get_delete_flag() const;
void set_sort(int sort);
INLINE int get_sort() const;
GraphicsChannel *get_channel(int index);
void remove_channel(int index);
@ -145,7 +154,6 @@ public:
protected:
void declare_channel(int index, GraphicsChannel *chan);
void setup_copy_texture(const string &name);
protected:
PT(GraphicsStateGuardian) _gsg;
@ -162,6 +170,11 @@ private:
int _sort;
protected:
bool _active;
bool _one_shot;
bool _delete_flag;
protected:
Mutex _lock;
// protects _channels, _display_regions.

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@ -160,7 +160,7 @@ request_properties(const WindowProperties &requested_properties) {
bool GraphicsWindow::
is_active() const {
// Make this smarter?
return _properties.get_open() && !_properties.get_minimized();
return _active && _properties.get_open() && !_properties.get_minimized();
}
////////////////////////////////////////////////////////////////////

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@ -73,7 +73,7 @@ ParasiteBuffer::
////////////////////////////////////////////////////////////////////
bool ParasiteBuffer::
is_active() const {
return _host->is_active();
return _active && _host->is_active();
}
////////////////////////////////////////////////////////////////////

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@ -3109,7 +3109,19 @@ apply_tex_mat(CPT(RenderAttrib) tex_mat_attrib,
tex_mat(1, 0), tex_mat(1, 1), 0.0f, tex_mat(1, 2),
0.0f, 0.0f, 1.0f, 0.0f,
tex_mat(2, 0), tex_mat(2, 1), 0.0f, tex_mat(2, 2));
CPT(TransformState) transform = TransformState::make_mat(mat4);
CPT(TransformState) transform;
LVecBase3f scale, shear, hpr, translate;
if (decompose_matrix(mat4, scale, shear, hpr, translate)) {
// If the texture matrix can be represented componentwise, do
// so.
transform = TransformState::make_pos_hpr_scale_shear
(translate, hpr, scale, shear);
} else {
// Otherwise, make a matrix transform.
transform = TransformState::make_mat(mat4);
}
if (tex_mat_attrib == (const RenderAttrib *)NULL) {
tex_mat_attrib = TexMatrixAttrib::make();

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@ -2030,27 +2030,7 @@ copy_texture(Texture *tex, const DisplayRegion *dr) {
nassertv(tex != NULL && dr != NULL);
int xo, yo, w, h;
#if 0
// Determine the size of the grab from the given display region
// If the requested region is not a power of two, grab a region that is
// a power of two that contains the requested region
int req_w, req_h;
dr->get_region_pixels(xo, yo, req_w, req_h);
w = binary_log_cap(req_w);
h = binary_log_cap(req_h);
if (w != req_w || h != req_h) {
tex->_requested_w = req_w;
tex->_requested_h = req_h;
tex->_has_requested_size = true;
}
#else
// doing the above is bad unless you also provide some way
// for the caller to adjust his texture coordinates accordingly
// this was done for 'draw_texture' but not for anything else
dr->get_region_pixels(xo, yo, w, h);
#endif
PixelBuffer *pb = tex->_pbuffer;
pb->set_xsize(w);
@ -3230,8 +3210,7 @@ specify_texture(Texture *tex) {
Texture::FilterType minfilter = tex->get_minfilter();
Texture::FilterType magfilter = tex->get_magfilter();
bool uses_mipmaps = tex->uses_mipmaps();
bool uses_mipmaps = tex->uses_mipmaps() && !CLP(ignore_mipmaps);
#ifndef NDEBUG
if (CLP(force_mipmaps)) {
@ -3240,11 +3219,25 @@ specify_texture(Texture *tex) {
uses_mipmaps = true;
}
#endif
if (_supports_generate_mipmap) {
// If the hardware can automatically generate mipmaps, ask it to
// do so now, but only if the texture requires them.
GLP(TexParameteri)(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, uses_mipmaps);
} else if (!tex->might_have_ram_image()) {
// If the hardware can't automatically generate mipmaps, but it's
// a dynamically generated texture (that is, the RAM image isn't
// available so it didn't pass through the CPU), then we'd better
// not try to enable mipmap filtering, since we can't generate
// mipmaps.
uses_mipmaps = false;
}
GLP(TexParameteri)(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
get_texture_filter_type(tex->get_minfilter()));
get_texture_filter_type(minfilter, !uses_mipmaps));
GLP(TexParameteri)(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
get_texture_filter_type(tex->get_magfilter()));
get_texture_filter_type(magfilter, true));
report_my_gl_errors();
}
@ -3378,10 +3371,7 @@ apply_texture_immediate(CLP(TextureContext) *gtc, Texture *tex) {
} else
#endif
if (_supports_generate_mipmap) {
GLP(TexParameteri)(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
} else {
if (!_supports_generate_mipmap) {
// We only need to build the mipmaps by hand if the GL
// doesn't support generating them automatically.
GLUP(Build2DMipmaps)(GL_TEXTURE_2D, internal_format,
@ -3402,10 +3392,6 @@ apply_texture_immediate(CLP(TextureContext) *gtc, Texture *tex) {
report_my_gl_errors();
return true;
}
} else {
if (_supports_generate_mipmap) {
GLP(TexParameteri)(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_FALSE);
}
}
GLint border_width = tex->get_border_width();
@ -3711,11 +3697,11 @@ get_texture_wrap_mode(Texture::WrapMode wm) const {
// to GL's.
////////////////////////////////////////////////////////////////////
GLenum CLP(GraphicsStateGuardian)::
get_texture_filter_type(Texture::FilterType ft) {
get_texture_filter_type(Texture::FilterType ft, bool ignore_mipmaps) {
if (CLP(ignore_filters)) {
return GL_NEAREST;
} else if (CLP(ignore_mipmaps)) {
} else if (ignore_mipmaps) {
switch (ft) {
case Texture::FT_nearest_mipmap_nearest:
case Texture::FT_nearest:

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@ -217,7 +217,7 @@ protected:
const RenderBuffer &rb);
GLenum get_texture_wrap_mode(Texture::WrapMode wm) const;
static GLenum get_texture_filter_type(Texture::FilterType ft);
static GLenum get_texture_filter_type(Texture::FilterType ft, bool ignore_mipmaps);
static GLenum get_image_type(PixelBuffer::Type type);
GLint get_external_image_format(PixelBuffer::Format format) const;
static GLint get_internal_image_format(PixelBuffer::Format format);

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@ -110,7 +110,7 @@ uses_mipmaps() const {
// Description: Returns true if the Texture has its image contents
// available in main RAM, false if it exists only in
// texture memory or in the prepared GSG context.
//
// Note that this has nothing to do with whether
// get_ram_image() will fail or not. Even if
// has_ram_image() returns false, get_ram_image() may
@ -137,6 +137,21 @@ has_ram_image() const {
return !_pbuffer->_image.empty();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::might_have_ram_image
// Access: Public
// Description: Returns true if the texture's image contents are
// currently available in main RAM, or there is reason
// to believe it can be loaded on demand. That is, this
// function returns a "best guess" as to whether
// get_ram_image() will succeed without actually calling
// it first.
////////////////////////////////////////////////////////////////////
INLINE bool Texture::
might_have_ram_image() const {
return (has_ram_image() || has_filename());
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_keep_ram_image
// Access: Public

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@ -619,12 +619,16 @@ release_all() {
// false return value from has_ram_image() indicates
// only that get_ram_image() may need to reload the
// texture from disk, which it will do automatically.
// However, you can call might_have_ram_image(), which
// will return true if the ram image exists, or there is
// a reasonable reason to believe it can be loaded.
//
// On the other hand, it is possible that the texture
// cannot be found on disk or is otherwise unavailable.
// If that happens, this function returns NULL. There
// is no way to predict whether get_ram_image() will
// return NULL without calling it first.
// If that happens, this function will return NULL.
// There is no way to predict with 100% accuracy whether
// get_ram_image() will return NULL without calling it
// first; might_have_ram_image() is the closest.
////////////////////////////////////////////////////////////////////
PixelBuffer *Texture::
get_ram_image() {

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@ -116,6 +116,7 @@ public:
int release_all();
INLINE bool has_ram_image() const;
INLINE bool might_have_ram_image() const;
PixelBuffer *get_ram_image();
INLINE void set_keep_ram_image(bool keep_ram_image);
INLINE bool get_keep_ram_image() const;

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@ -12,7 +12,8 @@
cardMaker.I cardMaker.h \
config_grutil.h \
frameRateMeter.I frameRateMeter.h \
lineSegs.I lineSegs.h
lineSegs.I lineSegs.h \
multitexReducer.I multitexReducer.h multitexReducer.cxx
#define INCLUDED_SOURCES \
cardMaker.cxx \

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@ -0,0 +1,50 @@
// Filename: multitexReducer.I
// Created by: drose (30Nov04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::StageInfo::operator <
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool MultitexReducer::StageInfo::
operator < (const MultitexReducer::StageInfo &other) const {
if (_stage != other._stage) {
return _stage < other._stage;
}
if (_tex != other._tex) {
return _tex < other._tex;
}
if (_tex_mat != other._tex_mat) {
return _tex_mat < other._tex_mat;
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::GeomInfo::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE MultitexReducer::GeomInfo::
GeomInfo(GeomNode *geom_node, int index) :
_geom_node(geom_node),
_index(index)
{
}

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@ -0,0 +1,486 @@
// Filename: multitexReducer.cxx
// Created by: drose (30Nov04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "multitexReducer.h"
#include "pandaNode.h"
#include "geomNode.h"
#include "geom.h"
#include "renderState.h"
#include "transformState.h"
#include "graphicsOutput.h"
#include "graphicsChannel.h"
#include "graphicsLayer.h"
#include "displayRegion.h"
#include "nodePath.h"
#include "camera.h"
#include "orthographicLens.h"
#include "cardMaker.h"
#include "colorBlendAttrib.h"
#include "config_grutil.h"
#include "dcast.h"
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
MultitexReducer::
MultitexReducer() {
_target_stage = TextureStage::get_default();
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
MultitexReducer::
~MultitexReducer() {
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::clear
// Access: Published
// Description: Removes the record of nodes that were previously
// discovered by scan().
////////////////////////////////////////////////////////////////////
void MultitexReducer::
clear() {
_stages.clear();
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::scan
// Access: Published
// Description: Starts scanning the hierarchy beginning at the
// indicated node. Any GeomNodes discovered in the
// hierarchy with multitexture will be added to internal
// structures in the MultitexReducer so that a future
// call to flatten() will operate on all of these at
// once.
//
// The indicated transform and state are the state
// inherited from the node's ancestors; any multitexture
// operations will be accumulated from the indicated
// starting state.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
scan(PandaNode *node, const RenderState *state, const TransformState *transform) {
CPT(RenderState) next_state = node->get_state()->compose(state);
CPT(TransformState) next_transform = node->get_transform()->compose(transform);
if (node->is_geom_node()) {
scan_geom_node(DCAST(GeomNode, node), next_state, next_transform);
}
PandaNode::Children cr = node->get_children();
int num_children = cr.get_num_children();
for (int i = 0; i < num_children; i++) {
scan(cr.get_child(i), next_state, next_transform);
}
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::set_target
// Access: Published
// Description: Specifies the target TextureStage (and TexCoordName)
// that will be left on each multitexture node after the
// flatten operation has completed.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
set_target(TextureStage *stage) {
_target_stage = stage;
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::flatten
// Access: Published
// Description: Actually performs the reducing operations on the
// nodes that were previously scanned.
//
// A window that can be used to create texture buffers
// suitable for rendering this geometry must be
// supplied. This specifies the particular GSG that
// will be used to composite the textures.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
flatten(GraphicsOutput *window) {
if (grutil_cat.is_debug()) {
grutil_cat.debug()
<< "Beginning flatten operation\n";
Stages::const_iterator mi;
for (mi = _stages.begin(); mi != _stages.end(); ++mi) {
const StageList &stage_list = (*mi).first;
const GeomList &geom_list = (*mi).second;
grutil_cat.debug(false)
<< "stage_list for:";
for (GeomList::const_iterator gi = geom_list.begin();
gi != geom_list.end();
++gi) {
const GeomInfo &geom_info = (*gi);
grutil_cat.debug(false)
<< " (" << geom_info._geom_node->get_name() << " g"
<< geom_info._index << ")";
}
grutil_cat.debug(false) << ":\n";
StageList::const_iterator si;
for (si = stage_list.begin(); si != stage_list.end(); ++si) {
const StageInfo &stage_info = (*si);
grutil_cat.debug(false)
<< " " << *stage_info._stage << " " << *stage_info._tex
<< " " << *stage_info._tex_mat << "\n";
}
}
}
Stages::const_iterator mi;
for (mi = _stages.begin(); mi != _stages.end(); ++mi) {
const StageList &stage_list = (*mi).first;
const GeomList &geom_list = (*mi).second;
// Create an offscreen buffer in which to render the new texture.
int x_size, y_size, aniso_degree;
Texture::FilterType minfilter, magfilter;
determine_size(x_size, y_size, aniso_degree,
minfilter, magfilter, stage_list);
GraphicsOutput *buffer =
window->make_texture_buffer("multitex", x_size, y_size);
buffer->set_one_shot(true);
Texture *tex = buffer->get_texture();
tex->set_anisotropic_degree(aniso_degree);
tex->set_minfilter(minfilter);
tex->set_magfilter(magfilter);
// Set up the offscreen buffer to render 0,0 to 1,1. This will be
// the whole texture, but nothing outside the texture.
GraphicsChannel *chan = buffer->get_channel(0);
GraphicsLayer *layer = chan->make_layer(0);
DisplayRegion *dr = layer->make_display_region();
PT(Camera) cam_node = new Camera("multitexCam");
PT(Lens) lens = new OrthographicLens();
lens->set_film_size(1.0f, 1.0f);
lens->set_film_offset(0.5f, 0.5f);
lens->set_near_far(-1000.0f, 1000.0f);
cam_node->set_lens(lens);
// Create a root node for the buffer's scene graph, and set up
// some appropriate properties for it.
NodePath render("buffer");
cam_node->set_scene(render);
render.set_bin("unsorted", 0);
render.set_depth_test(false);
render.set_depth_write(false);
NodePath cam = render.attach_new_node(cam_node);
dr->set_camera(cam);
// Put one plain white card in the background for the first
// texture layer to apply onto.
CardMaker cm("background");
cm.set_frame(0.0f, 1.0f, 0.0f, 1.0f);
render.attach_new_node(cm.generate());
StageList::const_iterator si;
for (si = stage_list.begin(); si != stage_list.end(); ++si) {
const StageInfo &stage_info = (*si);
make_texture_layer(render, stage_info, geom_list);
}
// Now modify the geometry to apply the new texture, instead of
// the old multitexture.
CPT(RenderAttrib) new_ta = DCAST(TextureAttrib, TextureAttrib::make())->
add_on_stage(_target_stage, tex);
GeomList::const_iterator gi;
for (gi = geom_list.begin(); gi != geom_list.end(); ++gi) {
const GeomInfo &geom_info = (*gi);
CPT(RenderState) geom_state =
geom_info._geom_node->get_geom_state(geom_info._index);
geom_state = geom_state->add_attrib(new_ta);
geom_info._geom_node->set_geom_state(geom_info._index, geom_state);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::scan_geom_node
// Access: Private
// Description: Adds the Geoms in the indicated GeomNode to the
// internal database of multitexture elements.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
scan_geom_node(GeomNode *node, const RenderState *state,
const TransformState *transform) {
if (grutil_cat.is_debug()) {
grutil_cat.debug()
<< "scan_geom_node(" << *node << ", " << *state << ", "
<< *transform << ")\n";
}
int num_geoms = node->get_num_geoms();
for (int gi = 0; gi < num_geoms; gi++) {
CPT(RenderState) geom_net_state =
node->get_geom_state(gi)->compose(state);
// Get out the net TextureAttrib and TexMatrixAttrib from the state.
const RenderAttrib *attrib;
const TextureAttrib *ta = NULL;
attrib = geom_net_state->get_attrib(TextureAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
ta = DCAST(TextureAttrib, attrib);
}
if (ta != (TextureAttrib *)NULL && ta->get_num_on_stages() >= 2) {
// Ok, we have multitexture. Record the Geom.
CPT(TexMatrixAttrib) tma = DCAST(TexMatrixAttrib, TexMatrixAttrib::make());
attrib = geom_net_state->get_attrib(TexMatrixAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
tma = DCAST(TexMatrixAttrib, attrib);
}
StageList stage_list;
int num_stages = ta->get_num_on_stages();
for (int si = 0; si < num_stages; si++) {
TextureStage *stage = ta->get_on_stage(si);
stage_list.push_back(StageInfo(stage, ta, tma));
}
record_stage_list(stage_list, GeomInfo(node, gi));
}
}
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::record_stage_list
// Access: Private
// Description: Adds the record of this one Geom and its associated
// StageList.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
record_stage_list(const MultitexReducer::StageList &stage_list,
const MultitexReducer::GeomInfo &geom_info) {
if (grutil_cat.is_debug()) {
grutil_cat.debug()
<< "record_stage_list for " << geom_info._geom_node->get_name() << " g"
<< geom_info._index << ":\n";
StageList::const_iterator si;
for (si = stage_list.begin(); si != stage_list.end(); ++si) {
const StageInfo &stage_info = (*si);
grutil_cat.debug(false)
<< " " << *stage_info._stage << " " << *stage_info._tex
<< " " << *stage_info._tex_mat << "\n";
}
}
_stages[stage_list].push_back(geom_info);
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::determine_size
// Access: Private
// Description: Tries to guess what size to make the new, collapsed
// texture based on the sizes of all of the textures
// used in the stage_list.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
determine_size(int &x_size, int &y_size, int &aniso_degree,
Texture::FilterType &minfilter, Texture::FilterType &magfilter,
const MultitexReducer::StageList &stage_list) const {
x_size = 0;
y_size = 0;
aniso_degree = 0;
minfilter = Texture::FT_nearest;
magfilter = Texture::FT_nearest;
StageList::const_iterator si;
for (si = stage_list.begin(); si != stage_list.end(); ++si) {
const StageInfo &stage_info = (*si);
Texture *tex = stage_info._tex;
PixelBuffer *pbuffer = tex->_pbuffer;
if (stage_info._stage == _target_stage) {
// If we find the target stage, use that.
x_size = pbuffer->get_xsize();
y_size = pbuffer->get_ysize();
aniso_degree = tex->get_anisotropic_degree();
minfilter = tex->get_minfilter();
magfilter = tex->get_magfilter();
return;
}
// If we never run across the target stage, just use the maximum
// of all encountered textures.
x_size = max(x_size, pbuffer->get_xsize());
y_size = max(y_size, pbuffer->get_ysize());
aniso_degree = max(aniso_degree, tex->get_anisotropic_degree());
minfilter = (Texture::FilterType)max((int)minfilter, (int)tex->get_minfilter());
magfilter = (Texture::FilterType)max((int)magfilter, (int)tex->get_magfilter());
}
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::make_texture_layer
// Access: Private
// Description: Creates geometry to render the texture into the
// offscreen buffer using the same effects that were
// requested by its multitexture specification.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
make_texture_layer(const NodePath &render,
const MultitexReducer::StageInfo &stage_info,
const MultitexReducer::GeomList &geom_list) {
CPT(RenderAttrib) cba;
switch (stage_info._stage->get_mode()) {
case TextureStage::M_modulate:
cba = ColorBlendAttrib::make
(ColorBlendAttrib::M_add, ColorBlendAttrib::O_fbuffer_color,
ColorBlendAttrib::O_zero);
break;
case TextureStage::M_decal:
cba = ColorBlendAttrib::make
(ColorBlendAttrib::M_add, ColorBlendAttrib::O_incoming_alpha,
ColorBlendAttrib::O_one_minus_incoming_alpha);
break;
case TextureStage::M_blend:
cba = ColorBlendAttrib::make
(ColorBlendAttrib::M_add, ColorBlendAttrib::O_constant_color,
ColorBlendAttrib::O_one_minus_incoming_color,
stage_info._stage->get_color());
break;
case TextureStage::M_replace:
cba = ColorBlendAttrib::make_off();
break;
case TextureStage::M_add:
cba = ColorBlendAttrib::make
(ColorBlendAttrib::M_add, ColorBlendAttrib::O_one,
ColorBlendAttrib::O_one);
break;
case TextureStage::M_combine:
// We don't support the texture combiner here right now. For now,
// this is the same as modulate.
cba = ColorBlendAttrib::make
(ColorBlendAttrib::M_add, ColorBlendAttrib::O_fbuffer_color,
ColorBlendAttrib::O_zero);
break;
}
NodePath geom;
if (stage_info._stage->get_texcoord_name() == _target_stage->get_texcoord_name()) {
// If this TextureStage uses the target texcoords, we can just
// generate a simple card the fills the entire buffer.
CardMaker cm(stage_info._tex->get_name());
cm.set_uv_range(TexCoordf(0.0f, 0.0f), TexCoordf(1.0f, 1.0f));
cm.set_has_uvs(true);
cm.set_frame(0.0f, 1.0f, 0.0f, 1.0f);
geom = render.attach_new_node(cm.generate());
} else {
// If this TextureStage uses some other texcoords, we have to
// generate geometry that maps the texcoords to the target space.
// This will work only for very simple cases where the geometry is
// not too extensive and doesn't repeat over the same UV's.
PT(GeomNode) geom_node = new GeomNode(stage_info._tex->get_name());
transfer_geom(geom_node, stage_info._stage->get_texcoord_name(),
geom_list);
geom = render.attach_new_node(geom_node);
// Make sure we override the vertex color, so we don't pollute the
// texture with geometry color.
geom.set_color(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
}
if (!stage_info._tex_mat->is_identity()) {
geom.set_tex_transform(TextureStage::get_default(), stage_info._tex_mat);
}
geom.set_texture(stage_info._tex);
geom.node()->set_attrib(cba);
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::transfer_geom
// Access: Private
// Description: Copy the vertices from the indicated geom_list,
// mapping the vertex coordinates so that the geometry
// will render the appropriate distortion on the texture
// to map UV's from the specified set of texture
// coordinates to the target set.
////////////////////////////////////////////////////////////////////
void MultitexReducer::
transfer_geom(GeomNode *geom_node, const TexCoordName *texcoord_name,
const MultitexReducer::GeomList &geom_list) {
GeomList::const_iterator gi;
for (gi = geom_list.begin(); gi != geom_list.end(); ++gi) {
const GeomInfo &geom_info = (*gi);
PT(Geom) geom =
geom_info._geom_node->get_geom(geom_info._index)->make_copy();
PTA_Vertexf coords = PTA_Vertexf::empty_array(0);
PTA_TexCoordf texcoords = geom->get_texcoords_array(_target_stage->get_texcoord_name());
if (!texcoords.empty()) {
coords.reserve(texcoords.size());
for (size_t i = 0; i < texcoords.size(); i++) {
const TexCoordf &tc = texcoords[i];
Vertexf v(tc[0], 0.0f, tc[1]);
coords.push_back(v);
}
geom->set_coords(coords, geom->get_texcoords_index(_target_stage->get_texcoord_name()));
geom->set_texcoords(TexCoordName::get_default(),
geom->get_texcoords_array(texcoord_name),
geom->get_texcoords_index(texcoord_name));
geom_node->add_geom(geom);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::StageInfo::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
MultitexReducer::StageInfo::
StageInfo(TextureStage *stage, const TextureAttrib *ta,
const TexMatrixAttrib *tma) :
_stage(stage),
_tex_mat(TransformState::make_identity())
{
_tex = ta->get_on_texture(_stage);
if (tma->has_stage(stage)) {
_tex_mat = tma->get_transform(stage);
}
}

View File

@ -0,0 +1,119 @@
// Filename: multitexReducer.h
// Created by: drose (30Nov04)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef MULTITEXREDUCER_H
#define MULTITEXREDUCER_H
#include "pandabase.h"
#include "texture.h"
#include "textureAttrib.h"
#include "textureStage.h"
#include "texMatrixAttrib.h"
#include "transformState.h"
#include "geomNode.h"
#include "luse.h"
#include "pointerTo.h"
#include "pmap.h"
#include "pvector.h"
class GraphicsOutput;
class PandaNode;
class RenderState;
class TransformState;
///////////////////////////////////////////////////////////////////
// Class : MultitexReducer
// Description : This object presents an interface for generating new
// texture images that represent the combined images
// from one or more individual textures, reproducing
// certain kinds of multitexture effects without
// depending on multitexture support in the hardware.
//
// This also flattens out texture matrices and removes
// extra texture coordinates from the Geoms. It is thus
// not a complete substitute for true multitexturing,
// because it does not lend itself well to dynamic
// animation of the textures once they have been
// flattened. It is, however, useful for "baking in" a
// particular multitexture effect.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA MultitexReducer {
PUBLISHED:
MultitexReducer();
~MultitexReducer();
void clear();
void scan(PandaNode *node, const RenderState *state,
const TransformState *transform);
void set_target(TextureStage *stage);
void flatten(GraphicsOutput *window);
private:
class StageInfo {
public:
StageInfo(TextureStage *stage, const TextureAttrib *ta,
const TexMatrixAttrib *tma);
INLINE bool operator < (const StageInfo &other) const;
PT(TextureStage) _stage;
PT(Texture) _tex;
CPT(TransformState) _tex_mat;
};
typedef pvector<StageInfo> StageList;
class GeomInfo {
public:
INLINE GeomInfo(GeomNode *geom_node, int index);
PT(GeomNode) _geom_node;
int _index;
};
typedef pvector<GeomInfo> GeomList;
typedef pmap<StageList, GeomList> Stages;
Stages _stages;
PT(TextureStage) _target_stage;
private:
void scan_geom_node(GeomNode *node, const RenderState *state,
const TransformState *transform);
void record_stage_list(const StageList &stage_list,
const GeomInfo &geom_info);
void determine_size(int &x_size, int &y_size, int &aniso_degree,
Texture::FilterType &minfilter,
Texture::FilterType &magfilter,
const MultitexReducer::StageList &stage_list) const;
void make_texture_layer(const NodePath &render,
const StageInfo &stage_info,
const GeomList &geom_list);
void transfer_geom(GeomNode *geom_node, const TexCoordName *texcoord_name,
const MultitexReducer::GeomList &geom_list);
};
#include "multitexReducer.I"
#endif

View File

@ -18,16 +18,11 @@
#include "sceneGraphReducer.h"
#include "config_pgraph.h"
#include "colorAttrib.h"
#include "texMatrixAttrib.h"
#include "colorScaleAttrib.h"
#include "accumulatedAttribs.h"
#include "geomNode.h"
#include "pointerTo.h"
#include "geom.h"
#include "indent.h"
#include "plist.h"
#include "pmap.h"
////////////////////////////////////////////////////////////////////
// Function: SceneGraphReducer::flatten

View File

@ -205,7 +205,7 @@ TransformState::
bool TransformState::
operator < (const TransformState &other) const {
static const int significant_flags =
(F_is_invalid | F_is_identity | F_components_given | F_hpr_given);
(F_is_invalid | F_is_identity | F_components_given | F_hpr_given | F_quat_given);
int flags = (_flags & significant_flags);
int other_flags = (other._flags & significant_flags);
@ -219,8 +219,7 @@ operator < (const TransformState &other) const {
return 0;
}
if ((_flags & (F_components_given | F_hpr_given | F_quat_given)) ==
(F_components_given | F_hpr_given | F_quat_given)) {
if ((_flags & F_components_given) != 0) {
// If the transform was specified componentwise, compare them
// componentwise.
int c = _pos.compare_to(other._pos);

View File

@ -18,6 +18,8 @@
#include "pandaFramework.h"
#include "textNode.h"
#include "multitexReducer.h"
#include "configVariableBool.h"
#ifndef HAVE_GETOPT
#include "gnu_getopt.h"
@ -29,6 +31,11 @@
PandaFramework framework;
ConfigVariableBool pview_test_hack
("pview-test-hack", false,
"Enable the '0' key in pview to run whatever hacky test happens to be in "
"there right now.");
void
event_W(CPT_Event, void *) {
// shift-W: open a new window on the same scene.
@ -98,6 +105,19 @@ event_2(CPT_Event event, void *) {
}
}
void
event_0(CPT_Event event, void *) {
// 0: run hacky test.
MultitexReducer mr;
NodePath models = framework.get_models();
mr.scan(models.node(), models.get_net_state(), models.get_net_transform());
WindowFramework *wf = framework.get_window(0);
GraphicsWindow *win = wf->get_graphics_window();
mr.flatten(win);
}
void
usage() {
cerr <<
@ -210,6 +230,9 @@ main(int argc, char *argv[]) {
framework.define_key("shift-w", "open a new window", event_W, NULL);
framework.define_key("alt-enter", "toggle between window/fullscreen", event_Enter, NULL);
framework.define_key("2", "split the window", event_2, NULL);
if (pview_test_hack) {
framework.define_key("0", "run quick hacky test", event_0, NULL);
}
framework.main_loop();
framework.report_frame_rate(nout);
}