replace color_mat with color_scale

This commit is contained in:
David Rose 2002-05-16 23:36:34 +00:00
parent b7b7e9b9d7
commit 7eaea75673
7 changed files with 77 additions and 196 deletions

View File

@ -145,11 +145,9 @@ reset() {
_normals_enabled = false;
//Color and alpha transform variables
_color_transform_enabled = false;
_alpha_transform_enabled = false;
_current_color_mat = LMatrix4f::ident_mat();
_current_alpha_offset = 0;
_current_alpha_scale = 1;
_color_transform_enabled = 0;
_current_color_offset.set(0.0f, 0.0f, 0.0f, 0.0f);
_current_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
_color_write_mode = ColorWriteAttrib::M_on;
_color_blend_mode = ColorBlendAttrib::M_none;
@ -674,27 +672,12 @@ issue_transform(const TransformState *) {
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
issue_color_scale(const ColorScaleAttrib *attrib) {
const LVecBase4f &scale = attrib->get_scale();
_current_color_scale = attrib->get_scale();
// For now, we set a full-featured matrix, even though we only use
// the scale part of it. Soon we will strip this down.
LVecBase3f color_scale(scale[0], scale[1], scale[2]);
float alpha_scale = scale[3];
_current_color_mat = LMatrix4f::scale_mat(color_scale);
_current_alpha_offset= 0.0f;
_current_alpha_scale = alpha_scale;
if (color_scale == LVecBase3f(1.0f, 1.0f, 1.0f)) {
_color_transform_enabled = false;
if (_current_color_scale == LVecBase4f(1.0f, 1.0f, 1.0f, 1.0f)) {
_color_transform_enabled &= ~CT_scale;
} else {
_color_transform_enabled = true;
}
if (_current_alpha_scale == 1.0f) {
_alpha_transform_enabled = false;
} else {
_alpha_transform_enabled = true;
_color_transform_enabled |= CT_scale;
}
_scene_graph_color_stale = _has_scene_graph_color;

View File

@ -247,11 +247,13 @@ protected:
bool _vertex_colors_enabled;
bool _lighting_enabled;
bool _color_transform_enabled;
bool _alpha_transform_enabled;
LMatrix4f _current_color_mat;
float _current_alpha_offset;
float _current_alpha_scale;
enum ColorTransform {
CT_offset = 0x01,
CT_scale = 0x02,
};
int _color_transform_enabled; // Zero or more of ColorTransform bits, above.
LVecBase4f _current_color_offset;
LVecBase4f _current_color_scale;
ColorWriteAttrib::Mode _color_write_mode;
ColorBlendAttrib::Mode _color_blend_mode;

View File

@ -54,13 +54,6 @@
#include <mmsystem.h>
// This is a temporary hack. The whole color_transform and
// alpha_transform system will soon be replaced with something a
// little smaller. Until then, we'll just define this macro to
// simulate the variable that used to be cached within the GSG.
#define _color_transform_required (_color_transform_enabled || _alpha_transform_enabled)
// print out simple drawprim stats every few secs
//#define COUNT_DRAWPRIMS
@ -515,14 +508,6 @@ dx_init( void) {
#endif
_pCurTexContext = NULL;
//Color and alpha transform variables
_color_transform_enabled = false;
_alpha_transform_enabled = false;
_current_color_mat = LMatrix4f::ident_mat();
_current_alpha_offset = 0;
_current_alpha_scale = 1;
// none of these are implemented
//_multisample_enabled = false;
//_point_smooth_enabled = false;
@ -1284,16 +1269,12 @@ typedef enum {
INLINE void DXGraphicsStateGuardian::
transform_color(Colorf &InColor,D3DCOLOR &OutRGBAColor) {
// To be truly general, we really need a 5x5 matrix to transform a
// 4-component color. Rather than messing with that, we instead
// treat the color as a 3-component RGB, which can be transformed by
// the ordinary 4x4 matrix, and a separate alpha value, which can be
// scaled and offsetted.
LPoint4f temp_pnt(InColor[0], InColor[1], InColor[2], 1.0f);
Colorf out_color = temp_pnt * _current_color_mat; // maybe expand this out for efficiency
out_color[3] = (InColor[3] * _current_alpha_scale) + _current_alpha_offset;
OutRGBAColor = Colorf_to_D3DCOLOR(out_color);
Colorf transformed
((InColor[0] * _current_color_scale[0]) + _current_color_offset[0],
(InColor[1] * _current_color_scale[1]) + _current_color_offset[1],
(InColor[2] * _current_color_scale[2]) + _current_color_offset[2],
(InColor[3] * _current_color_scale[3]) + _current_color_offset[3]);
OutRGBAColor = Colorf_to_D3DCOLOR(InColor);
}
////////////////////////////////////////////////////////////////////
@ -1318,7 +1299,7 @@ draw_prim_setup(const Geom *geom) {
#define GET_NEXT_TEXCOORD() { p_texcoord = geom->get_next_texcoord(ti); }
#define GET_NEXT_COLOR() { \
Colorf tempcolor = geom->get_next_color(ci); \
if(!_color_transform_required) { \
if(_color_transform_enabled == 0) { \
_curD3Dcolor = Colorf_to_D3DCOLOR(tempcolor); \
} else { \
transform_color(tempcolor,_curD3Dcolor); \
@ -1355,10 +1336,10 @@ draw_prim_setup(const Geom *geom) {
if (_has_scene_graph_color) {
if (_scene_graph_color_stale) {
// Compute the D3DCOLOR for the scene graph override color.
if(_color_transform_required) {
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
} else {
if(_color_transform_enabled == 0) {
_scene_graph_color_D3DCOLOR = Colorf_to_D3DCOLOR(_scene_graph_color);
} else {
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
}
_scene_graph_color_stale = false;
}
@ -1658,17 +1639,18 @@ draw_point(GeomPoint *geom, GeomContext *gc) {
// BUGBUG: eventually this hack every-frame all-colors conversion needs
// to be done only once as part of a vertex buffer
if(_color_transform_required) {
for (int i=0;i<nPrims;i++) {
D3DCOLOR RGBA_color;
transform_color(colors[i],RGBA_color);
add_DWORD_to_FVFBuf(RGBA_color);
}
} else
for (int i=0;i<nPrims;i++) {
if(_color_transform_enabled == 0) {
for (int i=0;i<nPrims;i++) {
Colorf out_color=colors[i];
add_DWORD_to_FVFBuf(Colorf_to_D3DCOLOR(out_color));
}
}
} else {
for (int i=0;i<nPrims;i++) {
D3DCOLOR RGBA_color;
transform_color(colors[i],RGBA_color);
add_DWORD_to_FVFBuf(RGBA_color);
}
}
}
if (_curFVFflags & D3DFVF_TEXCOUNT_MASK) {
@ -2591,7 +2573,7 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
if (NeededShadeMode!=D3DSHADE_FLAT) {
// but if lighting enabled, we need to color every vert since shading will be GOURAUD
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
D3DCOLOR newcolr = Colorf_to_D3DCOLOR(*pInColor);
*pOutColor = newcolr;
@ -2612,7 +2594,7 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
// dont write 2nd,3rd colors in output buffer, these are not used in flat shading
// MAKE SURE ShadeMode never set to GOURAUD after this!
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
for (uint i=0;i<nPrims;i++,pInColor++,pOutColor+=dwVertsperPrim) {
*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
}
@ -2628,7 +2610,7 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
// want to do this conversion once in retained mode
DWORD cNumColors=nPrims*dwVertsperPrim;
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
for (uint i=0;i<cNumColors;i++,pInColor++,pOutColor++) {
*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
}
@ -2643,7 +2625,7 @@ draw_tri(GeomTri *geom, GeomContext *gc) {
#endif
// copy the one global color in, set stride to 0
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
if (bDoGlobalSceneGraphColor) {
Colorf colr = _scene_graph_color;
*pConvertedColorArray = Colorf_to_D3DCOLOR(colr);
@ -3025,7 +3007,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
if (ColorBinding==G_PER_VERTEX) {
NeededShadeMode = D3DSHADE_GOURAUD;
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
for (uint i=0;i<cTotalVerts;i++,pInColor++,pOutColor++) {
*pOutColor = Colorf_to_D3DCOLOR(*pInColor);
}
@ -3041,7 +3023,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
// could save 2 clr writes per strip/fan in flat shade mode but not going to bother here
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
for (uint j=0;j<nPrims;j++,pInColor++) {
D3DCOLOR lastcolr = Colorf_to_D3DCOLOR(*pInColor);
DWORD cStripLength=pLengthArr[j];
@ -3114,7 +3096,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
} \
}
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
COMPONENT_COLOR_COPY_LOOPS(COLOR_CONVERT_COPY_STMT);
} else {
COMPONENT_COLOR_COPY_LOOPS(COLOR_CONVERT_XFORM_STMT);
@ -3125,7 +3107,7 @@ draw_multitri(Geom *geom, D3DPRIMITIVETYPE trilisttype) {
#endif
// copy the one global color in, set stride to 0
if(!_color_transform_required) {
if(_color_transform_enabled == 0) {
if (bDoGlobalSceneGraphColor) {
Colorf colr = _scene_graph_color();
*pConvertedColorArray = Colorf_to_D3DCOLOR(colr);

View File

@ -52,12 +52,6 @@
#include "pStatCollector.h"
#endif
// This is a temporary hack. The whole color_transform and
// alpha_transform system will soon be replaced with something a
// little smaller. Until then, we'll just define this macro to
// simulate the variable that used to be cached within the GSG.
#define _color_transform_required (_color_transform_enabled || _alpha_transform_enabled)
// disable nameless struct 'warning'
#pragma warning (disable : 4201)
@ -600,14 +594,6 @@ dx_init(HCURSOR hMouseCursor) {
_pCurTexContext = NULL;
//Color and alpha transform variables
_color_transform_enabled = false;
_alpha_transform_enabled = false;
_current_color_mat = LMatrix4f::ident_mat();
_current_alpha_offset = 0.0f;
_current_alpha_scale = 1.0f;
_line_smooth_enabled = false;
scrn.pD3DDevice->SetRenderState(D3DRS_EDGEANTIALIAS, false);
@ -1407,16 +1393,12 @@ typedef enum {
INLINE void DXGraphicsStateGuardian::
transform_color(Colorf &InColor,D3DCOLOR &OutRGBAColor) {
// To be truly general, we really need a 5x5 matrix to transform a
// 4-component color. Rather than messing with that, we instead
// treat the color as a 3-component RGB, which can be transformed by
// the ordinary 4x4 matrix, and a separate alpha value, which can be
// scaled and offsetted.
LPoint4f temp_pnt(InColor[0], InColor[1], InColor[2], 1.0f);
Colorf out_color = temp_pnt * _current_color_mat; // maybe expand this out for efficiency
out_color[3] = (InColor[3] * _current_alpha_scale) + _current_alpha_offset;
OutRGBAColor = Colorf_to_D3DCOLOR(out_color);
Colorf transformed
((InColor[0] * _current_color_scale[0]) + _current_color_offset[0],
(InColor[1] * _current_color_scale[1]) + _current_color_offset[1],
(InColor[2] * _current_color_scale[2]) + _current_color_offset[2],
(InColor[3] * _current_color_scale[3]) + _current_color_offset[3]);
OutRGBAColor = Colorf_to_D3DCOLOR(InColor);
}
////////////////////////////////////////////////////////////////////
@ -1441,7 +1423,7 @@ draw_prim_setup(const Geom *geom) {
#define GET_NEXT_TEXCOORD() { p_texcoord = geom->get_next_texcoord(ti); }
#define GET_NEXT_COLOR() { \
Colorf tempcolor = geom->get_next_color(ci); \
if(!_color_transform_required) { \
if(_color_transform_enabled == 0) { \
_curD3Dcolor = Colorf_to_D3DCOLOR(tempcolor); \
} else { \
transform_color(tempcolor,_curD3Dcolor); \
@ -1478,10 +1460,10 @@ draw_prim_setup(const Geom *geom) {
if (_has_scene_graph_color) {
if (_scene_graph_color_stale) {
// Compute the D3DCOLOR for the scene graph override color.
if(_color_transform_required) {
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
} else {
if(_color_transform_enabled == 0) {
_scene_graph_color_D3DCOLOR = Colorf_to_D3DCOLOR(_scene_graph_color);
} else {
transform_color(_scene_graph_color, _scene_graph_color_D3DCOLOR);
}
_scene_graph_color_stale = false;
}

View File

@ -1000,43 +1000,12 @@ enable_polygon_offset(bool val) {
}
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::get_current_color_mat
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE const LMatrix4f &GLGraphicsStateGuardian::
get_current_color_mat() const {
return _current_color_mat;
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::get_current_alpha_offset
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE const float &GLGraphicsStateGuardian::
get_current_alpha_offset() const {
return _current_alpha_offset;
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::get_current_alpha_scale
// Access:
// Description:
////////////////////////////////////////////////////////////////////
INLINE const float &GLGraphicsStateGuardian::
get_current_alpha_scale() const {
return _current_alpha_scale;
}
////////////////////////////////////////////////////////////////////
// Function: GLGraphicsStateGuardian::get_light_id
// Access: Public
// Description: Convert index to gl light id
////////////////////////////////////////////////////////////////////
INLINE GLenum GLGraphicsStateGuardian::get_light_id(int index) const
{
INLINE GLenum GLGraphicsStateGuardian::get_light_id(int index) const {
return GL_LIGHT0 + index;
}
@ -1047,20 +1016,7 @@ INLINE GLenum GLGraphicsStateGuardian::get_light_id(int index) const
////////////////////////////////////////////////////////////////////
INLINE GLenum GLGraphicsStateGuardian::
get_clip_plane_id(int index) const {
switch(index) {
case 0: return GL_CLIP_PLANE0;
case 1: return GL_CLIP_PLANE1;
case 2: return GL_CLIP_PLANE2;
case 3: return GL_CLIP_PLANE3;
case 4: return GL_CLIP_PLANE4;
case 5: return GL_CLIP_PLANE5;
default:
glgsg_cat.error()
<< "get_clip_plane_id() - we don't currently support ids "
<< "> 5" << endl;
break;
}
return GL_CLIP_PLANE0;
return GL_CLIP_PLANE0 + index;
}
////////////////////////////////////////////////////////////////////

View File

@ -498,10 +498,9 @@ draw_point(GeomPoint *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -559,10 +558,9 @@ draw_line(GeomLine *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -628,10 +626,9 @@ draw_linestrip(GeomLinestrip *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -990,10 +987,9 @@ draw_polygon(GeomPolygon *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -1071,10 +1067,9 @@ draw_tri(GeomTri *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -1150,10 +1145,9 @@ draw_quad(GeomQuad *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -1228,10 +1222,9 @@ draw_tristrip(GeomTristrip *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -1327,10 +1320,9 @@ draw_trifan(GeomTrifan *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -1424,10 +1416,9 @@ draw_sphere(GeomSphere *geom, GeomContext *) {
GeomIssuer::IssueColor *issue_color;
if (!_color_transform_enabled && !_alpha_transform_enabled) {
if (_color_transform_enabled == 0) {
issue_color = issue_color_gl;
}
else {
} else {
issue_color = issue_transformed_color_gl;
}
@ -3361,22 +3352,12 @@ print_gfx_visual() {
////////////////////////////////////////////////////////////////////
void GLGraphicsStateGuardian::
issue_transformed_color(const Colorf &color) const {
// To be truly general, we really need a 5x5 matrix to transform a
// 4-component color. Rather than messing with that, we instead
// treat the color as a 3-component RGB, which can be transformed by
// the ordinary 4x4 matrix, and a separate alpha value, which can be
// scaled and offsetted.
LPoint3f temp(color[0], color[1], color[2]);
temp = temp * get_current_color_mat();
float alpha = (color[3] * get_current_alpha_scale()) +
get_current_alpha_offset();
Colorf transformed
((color[0] * _current_color_scale[0]) + _current_color_offset[0],
(color[1] * _current_color_scale[1]) + _current_color_offset[1],
(color[2] * _current_color_scale[2]) + _current_color_offset[2],
(color[3] * _current_color_scale[3]) + _current_color_offset[3]);
Colorf transformed(temp[0], temp[1], temp[2], alpha);
// glgsg_cat.debug() << "Issuing color " << transformed << "\n";
// glgsg_cat.debug() << "\tTransformed by " << get_current_color_mat() << "\n";
// glgsg_cat.debug() << "\tAlpha Transformed by " << get_current_alpha_offset() << " "
// << get_current_alpha_scale() << "\n";
glColor4fv(transformed.get_data());
}

View File

@ -144,11 +144,6 @@ public:
//enabled/disable GL State compared to what GL says it is
void dump_state(void);
//Methods for extracting the current color and alpha transformations
INLINE const LMatrix4f &get_current_color_mat() const;
INLINE const float &get_current_alpha_offset() const;
INLINE const float &get_current_alpha_scale() const;
void issue_transformed_color(const Colorf &color) const;
protected: