// Filename: tinyGraphicsStateGuardian.cxx // Created by: drose (24Apr08) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) Carnegie Mellon University. All rights reserved. // // All use of this software is subject to the terms of the revised BSD // license. You should have received a copy of this license along // with this source code in a file named "LICENSE." // //////////////////////////////////////////////////////////////////// #include "tinyGraphicsStateGuardian.h" #include "tinyGeomMunger.h" #include "tinyTextureContext.h" #include "config_tinydisplay.h" #include "pStatTimer.h" #include "geomVertexReader.h" #include "ambientLight.h" #include "pointLight.h" #include "directionalLight.h" #include "spotlight.h" #include "bitMask.h" #include "zgl.h" #include "zmath.h" #include "ztriangle_table.h" #include "store_pixel_table.h" TypeHandle TinyGraphicsStateGuardian::_type_handle; PStatCollector TinyGraphicsStateGuardian::_vertices_immediate_pcollector("Vertices:Immediate mode"); PStatCollector TinyGraphicsStateGuardian::_draw_transform_pcollector("Draw:Transform"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_white_untextured_pcollector("Pixels:White untextured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_flat_untextured_pcollector("Pixels:Flat untextured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_smooth_untextured_pcollector("Pixels:Smooth untextured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_white_textured_pcollector("Pixels:White textured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_flat_textured_pcollector("Pixels:Flat textured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_smooth_textured_pcollector("Pixels:Smooth textured"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_white_perspective_pcollector("Pixels:White perspective"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_flat_perspective_pcollector("Pixels:Flat perspective"); PStatCollector TinyGraphicsStateGuardian::_pixel_count_smooth_perspective_pcollector("Pixels:Smooth perspective"); //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// TinyGraphicsStateGuardian:: TinyGraphicsStateGuardian(GraphicsPipe *pipe, TinyGraphicsStateGuardian *share_with) : GraphicsStateGuardian(CS_yup_right, pipe) { _current_frame_buffer = NULL; _aux_frame_buffer = NULL; _c = NULL; _vertices = NULL; _vertices_size = 0; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::Destructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// TinyGraphicsStateGuardian:: ~TinyGraphicsStateGuardian() { } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::reset // Access: Public, Virtual // Description: Resets all internal state as if the gsg were newly // created. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: reset() { free_pointers(); GraphicsStateGuardian::reset(); if (_c != (GLContext *)NULL) { glClose(_c); _c = NULL; } _c = (GLContext *)gl_zalloc(sizeof(GLContext)); glInit(_c, _current_frame_buffer); _c->draw_triangle_front = gl_draw_triangle_fill; _c->draw_triangle_back = gl_draw_triangle_fill; _supported_geom_rendering = Geom::GR_point | Geom::GR_indexed_other | Geom::GR_triangle_strip | Geom::GR_flat_last_vertex; _max_texture_dimension = (1 << ZB_POINT_ST_FRAC_BITS); _max_lights = MAX_LIGHTS; _color_scale_via_lighting = false; _alpha_scale_via_texture = false; _runtime_color_scale = true; _color_material_flags = 0; _texturing_state = 0; _texfilter_state = 0; _texture_replace = false; _filled_flat = false; _auto_rescale_normal = false; // Now that the GSG has been initialized, make it available for // optimizations. add_gsg(this); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::free_pointers // Access: Protected, Virtual // Description: Frees some memory that was explicitly allocated // within the glgsg. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: free_pointers() { if (_aux_frame_buffer != (ZBuffer *)NULL) { ZB_close(_aux_frame_buffer); _aux_frame_buffer = NULL; } if (_vertices != (GLVertex *)NULL) { PANDA_FREE_ARRAY(_vertices); _vertices = NULL; } _vertices_size = 0; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::close_gsg // Access: Protected, Virtual // Description: This is called by the associated GraphicsWindow when // close_window() is called. It should null out the // _win pointer and possibly free any open resources // associated with the GSG. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: close_gsg() { GraphicsStateGuardian::close_gsg(); if (_c != (GLContext *)NULL) { glClose(_c); _c = NULL; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::depth_offset_decals // Access: Public, Virtual // Description: Returns true if this GSG can implement decals using a // DepthOffsetAttrib, or false if that is unreliable // and the three-step rendering process should be used // instead. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: depth_offset_decals() { return false; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::make_geom_munger // Access: Public, Virtual // Description: Creates a new GeomMunger object to munge vertices // appropriate to this GSG for the indicated state. //////////////////////////////////////////////////////////////////// PT(GeomMunger) TinyGraphicsStateGuardian:: make_geom_munger(const RenderState *state, Thread *current_thread) { PT(TinyGeomMunger) munger = new TinyGeomMunger(this, state); return GeomMunger::register_munger(munger, current_thread); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::clear // Access: Public // Description: Clears the framebuffer within the current // DisplayRegion, according to the flags indicated by // the given DrawableRegion object. // // This does not set the DisplayRegion first. You // should call prepare_display_region() to specify the // region you wish the clear operation to apply to. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: clear(DrawableRegion *clearable) { PStatTimer timer(_clear_pcollector); if ((!clearable->get_clear_color_active())&& (!clearable->get_clear_depth_active())&& (!clearable->get_clear_stencil_active())) { return; } set_state_and_transform(RenderState::make_empty(), _internal_transform); bool clear_color = false; int r, g, b, a; if (clearable->get_clear_color_active()) { Colorf v = clearable->get_clear_color(); r = (int)(v[0] * 0xffff); g = (int)(v[1] * 0xffff); b = (int)(v[2] * 0xffff); a = (int)(v[3] * 0xffff); clear_color = true; } bool clear_z = false; int z; if (clearable->get_clear_depth_active()) { // We ignore the specified depth clear value, since we don't // support alternate depth compare functions anyway. z = 0; clear_z = true; } ZB_clear_viewport(_c->zb, clear_z, z, clear_color, r, g, b, a, _c->viewport.xmin, _c->viewport.ymin, _c->viewport.xsize, _c->viewport.ysize); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::prepare_display_region // Access: Public, Virtual // Description: Prepare a display region for rendering (set up // scissor region and viewport) //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: prepare_display_region(DisplayRegionPipelineReader *dr, Lens::StereoChannel stereo_channel) { nassertv(dr != (DisplayRegionPipelineReader *)NULL); GraphicsStateGuardian::prepare_display_region(dr, stereo_channel); int xmin, ymin, xsize, ysize; dr->get_region_pixels_i(xmin, ymin, xsize, ysize); float pixel_factor = _current_display_region->get_pixel_factor(); if (pixel_factor != 1.0) { // Render into an aux buffer, and zoom it up into the main // frame buffer later. xmin = 0; ymin = 0; xsize = int(xsize * pixel_factor); ysize = int(ysize * pixel_factor); if (_aux_frame_buffer == (ZBuffer *)NULL) { _aux_frame_buffer = ZB_open(xsize, ysize, ZB_MODE_RGBA, 0, 0, 0, 0); } else if (_aux_frame_buffer->xsize < xsize || _aux_frame_buffer->ysize < ysize) { ZB_resize(_aux_frame_buffer, NULL, max(_aux_frame_buffer->xsize, xsize), max(_aux_frame_buffer->ysize, ysize)); } _c->zb = _aux_frame_buffer; } else { // Render directly into the main frame buffer. _c->zb = _current_frame_buffer; } _c->viewport.xmin = xmin; _c->viewport.ymin = ymin; _c->viewport.xsize = xsize; _c->viewport.ysize = ysize; set_scissor(0.0f, 1.0f, 0.0f, 1.0f); nassertv(xmin >= 0 && xmin < _c->zb->xsize && ymin >= 0 && ymin < _c->zb->ysize && xmin + xsize >= 0 && xmin + xsize <= _c->zb->xsize && ymin + ysize >= 0 && ymin + ysize <= _c->zb->ysize); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::calc_projection_mat // Access: Public, Virtual // Description: Given a lens, calculates the appropriate projection // matrix for use with this gsg. Note that the // projection matrix depends a lot upon the coordinate // system of the rendering API. // // The return value is a TransformState if the lens is // acceptable, NULL if it is not. //////////////////////////////////////////////////////////////////// CPT(TransformState) TinyGraphicsStateGuardian:: calc_projection_mat(const Lens *lens) { if (lens == (Lens *)NULL) { return NULL; } if (!lens->is_linear()) { return NULL; } // The projection matrix must always be right-handed Y-up, even if // our coordinate system of choice is otherwise, because certain GL // calls (specifically glTexGen(GL_SPHERE_MAP)) assume this kind of // a coordinate system. Sigh. In order to implement a Z-up (or // other arbitrary) coordinate system, we'll use a Y-up projection // matrix, and store the conversion to our coordinate system of // choice in the modelview matrix. LMatrix4f result = LMatrix4f::convert_mat(CS_yup_right, _current_lens->get_coordinate_system()) * lens->get_projection_mat(_current_stereo_channel); if (_scene_setup->get_inverted()) { // If the scene is supposed to be inverted, then invert the // projection matrix. result *= LMatrix4f::scale_mat(1.0f, -1.0f, 1.0f); } return TransformState::make_mat(result); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::prepare_lens // Access: Public, Virtual // Description: Makes the current lens (whichever lens was most // recently specified with set_scene()) active, so // that it will transform future rendered geometry. // Normally this is only called from the draw process, // and usually it is called by set_scene(). // // The return value is true if the lens is acceptable, // false if it is not. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: prepare_lens() { _transform_stale = true; return true; } //////////////////////////////////////////////////////////////////// // Function: GraphicsStateGuardian::begin_frame // Access: Public, Virtual // Description: Called before each frame is rendered, to allow the // GSG a chance to do any internal cleanup before // beginning the frame. // // The return value is true if successful (in which case // the frame will be drawn and end_frame() will be // called later), or false if unsuccessful (in which // case nothing will be drawn and end_frame() will not // be called). //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: begin_frame(Thread *current_thread) { if (!GraphicsStateGuardian::begin_frame(current_thread)) { return false; } _c->zb = _current_frame_buffer; #ifdef DO_PSTATS _vertices_immediate_pcollector.clear_level(); _pixel_count_white_untextured_pcollector.clear_level(); _pixel_count_flat_untextured_pcollector.clear_level(); _pixel_count_smooth_untextured_pcollector.clear_level(); _pixel_count_white_textured_pcollector.clear_level(); _pixel_count_flat_textured_pcollector.clear_level(); _pixel_count_smooth_textured_pcollector.clear_level(); _pixel_count_white_perspective_pcollector.clear_level(); _pixel_count_flat_perspective_pcollector.clear_level(); _pixel_count_smooth_perspective_pcollector.clear_level(); #endif return true; } //////////////////////////////////////////////////////////////////// // Function: GraphicsStateGuardian::begin_scene // Access: Public, Virtual // Description: Called between begin_frame() and end_frame() to mark // the beginning of drawing commands for a "scene" // (usually a particular DisplayRegion) within a frame. // All 3-D drawing commands, except the clear operation, // must be enclosed within begin_scene() .. end_scene(). // // The return value is true if successful (in which case // the scene will be drawn and end_scene() will be // called later), or false if unsuccessful (in which // case nothing will be drawn and end_scene() will not // be called). //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: begin_scene() { return GraphicsStateGuardian::begin_scene(); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::end_scene // Access: Protected, Virtual // Description: Called between begin_frame() and end_frame() to mark // the end of drawing commands for a "scene" (usually a // particular DisplayRegion) within a frame. All 3-D // drawing commands, except the clear operation, must be // enclosed within begin_scene() .. end_scene(). //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: end_scene() { if (_c->zb == _aux_frame_buffer) { // Copy the aux frame buffer into the main scene now, zooming it // up to the appropriate size. int xmin, ymin, xsize, ysize; _current_display_region->get_region_pixels_i(xmin, ymin, xsize, ysize); float pixel_factor = _current_display_region->get_pixel_factor(); int fb_xsize = int(xsize * pixel_factor); int fb_ysize = int(ysize * pixel_factor); int tyinc = _current_frame_buffer->linesize / PSZB; int fyinc = _aux_frame_buffer->linesize / PSZB; int fyt = 0; for (int ty = 0; ty < ysize; ++ty) { int fy = fyt / ysize; fyt += fb_ysize; PIXEL *tp = _current_frame_buffer->pbuf + xmin + (ymin + ty) * tyinc; PIXEL *fp = _aux_frame_buffer->pbuf + fy * fyinc; ZPOINT *tz = _current_frame_buffer->zbuf + xmin + (ymin + ty) * _current_frame_buffer->xsize; ZPOINT *fz = _aux_frame_buffer->zbuf + fy * _aux_frame_buffer->xsize; int fxt = 0; for (int tx = 0; tx < xsize; ++tx) { int fx = fxt / xsize; fxt += fb_xsize; tp[tx] = fp[fx]; tz[tx] = fz[fx]; } } _c->zb = _current_frame_buffer; } GraphicsStateGuardian::end_scene(); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::end_frame // Access: Public, Virtual // Description: Called after each frame is rendered, to allow the // GSG a chance to do any internal cleanup after // rendering the frame, and before the window flips. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: end_frame(Thread *current_thread) { GraphicsStateGuardian::end_frame(current_thread); #ifdef DO_PSTATS // Flush any PCollectors specific to this kind of GSG. _vertices_immediate_pcollector.flush_level(); _pixel_count_white_untextured_pcollector.flush_level(); _pixel_count_flat_untextured_pcollector.flush_level(); _pixel_count_smooth_untextured_pcollector.flush_level(); _pixel_count_white_textured_pcollector.flush_level(); _pixel_count_flat_textured_pcollector.flush_level(); _pixel_count_smooth_textured_pcollector.flush_level(); _pixel_count_white_perspective_pcollector.flush_level(); _pixel_count_flat_perspective_pcollector.flush_level(); _pixel_count_smooth_perspective_pcollector.flush_level(); #endif // DO_PSTATS } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::begin_draw_primitives // Access: Public, Virtual // Description: Called before a sequence of draw_primitive() // functions are called, this should prepare the vertex // data for rendering. It returns true if the vertices // are ok, false to abort this group of primitives. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: begin_draw_primitives(const GeomPipelineReader *geom_reader, const GeomMunger *munger, const GeomVertexDataPipelineReader *data_reader, bool force) { #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "begin_draw_primitives: " << *(data_reader->get_object()) << "\n"; } #endif // NDEBUG if (!GraphicsStateGuardian::begin_draw_primitives(geom_reader, munger, data_reader, force)) { return false; } nassertr(_data_reader != (GeomVertexDataPipelineReader *)NULL, false); PStatTimer timer(_draw_transform_pcollector); // Set up the proper transform. if (_data_reader->is_vertex_transformed()) { // If the vertex data claims to be already transformed into clip // coordinates, wipe out the current projection and modelview // matrix (so we don't attempt to transform it again). const TransformState *ident = TransformState::make_identity(); load_matrix(&_c->matrix_model_view, ident); load_matrix(&_c->matrix_projection, _scissor_mat); load_matrix(&_c->matrix_model_view_inv, ident); load_matrix(&_c->matrix_model_projection, _scissor_mat); _c->matrix_model_projection_no_w_transform = 1; _transform_stale = true; } else if (_transform_stale) { // Load the actual transform. CPT(TransformState) scissor_proj_mat = _scissor_mat->compose(_projection_mat); if (_c->lighting_enabled) { // With the lighting equation, we need to keep the modelview and // projection matrices separate. load_matrix(&_c->matrix_model_view, _internal_transform); load_matrix(&_c->matrix_projection, scissor_proj_mat); /* precompute inverse modelview */ M4 tmp; gl_M4_Inv(&tmp, &_c->matrix_model_view); gl_M4_Transpose(&_c->matrix_model_view_inv, &tmp); } // Compose the modelview and projection matrices. load_matrix(&_c->matrix_model_projection, scissor_proj_mat->compose(_internal_transform)); /* test to accelerate computation */ _c->matrix_model_projection_no_w_transform = 0; float *m = &_c->matrix_model_projection.m[0][0]; if (m[12] == 0.0 && m[13] == 0.0 && m[14] == 0.0) { _c->matrix_model_projection_no_w_transform = 1; } _transform_stale = false; } // Figure out the subset of vertices we will be using in this // operation. int num_vertices = data_reader->get_num_rows(); _min_vertex = num_vertices; _max_vertex = 0; int num_prims = geom_reader->get_num_primitives(); int i; for (i = 0; i < num_prims; ++i) { CPT(GeomPrimitive) prim = geom_reader->get_primitive(i); int nv = prim->get_min_vertex(); _min_vertex = min(_min_vertex, nv); int xv = prim->get_max_vertex(); _max_vertex = max(_max_vertex, xv); } if (_min_vertex > _max_vertex) { return false; } // Now copy all of those vertices into our working table, // transforming into screen space them as we go. int num_used_vertices = _max_vertex - _min_vertex + 1; if (_vertices_size < num_used_vertices) { if (_vertices_size == 0) { _vertices_size = 1; } while (_vertices_size < num_used_vertices) { _vertices_size *= 2; } if (_vertices != (GLVertex *)NULL) { PANDA_FREE_ARRAY(_vertices); } _vertices = (GLVertex *)PANDA_MALLOC_ARRAY(_vertices_size * sizeof(GLVertex)); } GeomVertexReader rtexcoord, rcolor, rnormal; // We only support single-texturing, so only bother with the first // texture stage. bool needs_texcoord = false; bool needs_texmat = false; LMatrix4f texmat; const InternalName *texcoord_name = InternalName::get_texcoord(); int max_stage_index = _effective_texture->get_num_on_ff_stages(); if (max_stage_index > 0) { TextureStage *stage = _effective_texture->get_on_ff_stage(0); rtexcoord = GeomVertexReader(data_reader, stage->get_texcoord_name(), force); rtexcoord.set_row(_min_vertex); needs_texcoord = rtexcoord.has_column(); if (needs_texcoord && _target._tex_matrix->has_stage(stage)) { needs_texmat = true; texmat = _target._tex_matrix->get_mat(stage); } } bool needs_color = false; if (_vertex_colors_enabled) { rcolor = GeomVertexReader(data_reader, InternalName::get_color(), force); rcolor.set_row(_min_vertex); needs_color = rcolor.has_column(); } if (!needs_color) { const Colorf &d = _scene_graph_color; const Colorf &s = _current_color_scale; _c->current_color.X = d[0] * s[0]; _c->current_color.Y = d[1] * s[1]; _c->current_color.Z = d[2] * s[2]; _c->current_color.W = d[3] * s[3]; } bool needs_normal = false; if (_c->lighting_enabled) { rnormal = GeomVertexReader(data_reader, InternalName::get_normal(), force); rnormal.set_row(_min_vertex); needs_normal = rnormal.has_column(); } GeomVertexReader rvertex(data_reader, InternalName::get_vertex(), force); rvertex.set_row(_min_vertex); if (!rvertex.has_column()) { // Whoops, guess the vertex data isn't resident. return false; } if (!needs_color && _color_material_flags) { if (_color_material_flags & CMF_ambient) { _c->materials[0].ambient = _c->current_color; _c->materials[1].ambient = _c->current_color; } if (_color_material_flags & CMF_diffuse) { _c->materials[0].diffuse = _c->current_color; _c->materials[1].diffuse = _c->current_color; } } if (_texturing_state != 0 && _texture_replace) { // We don't need the vertex color or lighting calculation after // all, since the current texture will just hide all of that. needs_color = false; needs_normal = false; } bool lighting_enabled = (needs_normal && _c->lighting_enabled); for (i = 0; i < num_used_vertices; ++i) { GLVertex *v = &_vertices[i]; const LVecBase4f &d = rvertex.get_data4f(); v->coord.X = d[0]; v->coord.Y = d[1]; v->coord.Z = d[2]; v->coord.W = d[3]; if (needs_texmat) { // Transform texcoords as a four-component vector for most generality. LVecBase4f d = rtexcoord.get_data4f() * texmat; v->tex_coord.X = d[0]; v->tex_coord.Y = d[1]; } else if (needs_texcoord) { // No need to transform, so just extract as two-component. const LVecBase2f &d = rtexcoord.get_data2f(); v->tex_coord.X = d[0]; v->tex_coord.Y = d[1]; } if (needs_color) { const Colorf &d = rcolor.get_data4f(); const Colorf &s = _current_color_scale; _c->current_color.X = d[0] * s[0]; _c->current_color.Y = d[1] * s[1]; _c->current_color.Z = d[2] * s[2]; _c->current_color.W = d[3] * s[3]; if (_color_material_flags) { if (_color_material_flags & CMF_ambient) { _c->materials[0].ambient = _c->current_color; _c->materials[1].ambient = _c->current_color; } if (_color_material_flags & CMF_diffuse) { _c->materials[0].diffuse = _c->current_color; _c->materials[1].diffuse = _c->current_color; } } } v->color = _c->current_color; if (lighting_enabled) { const LVecBase3f &d = rnormal.get_data3f(); _c->current_normal.X = d[0]; _c->current_normal.Y = d[1]; _c->current_normal.Z = d[2]; _c->current_normal.W = 0.0f; gl_vertex_transform(_c, v); gl_shade_vertex(_c, v); } else { gl_vertex_transform(_c, v); } if (v->clip_code == 0) { gl_transform_to_viewport(_c, v); } v->edge_flag = 1; } // Set up the appropriate function callback for filling triangles, // according to the current state. int depth_write_state = 0; // zon if (_target._depth_write->get_mode() != DepthWriteAttrib::M_on) { depth_write_state = 1; // zoff } int color_write_state = 0; // cstore switch (_target._transparency->get_mode()) { case TransparencyAttrib::M_alpha: case TransparencyAttrib::M_dual: color_write_state = 1; // cblend break; default: break; } if (_target._color_blend->get_mode() == ColorBlendAttrib::M_add) { // If we have a color blend set that we can support, it overrides // the transparency set. int op_a = get_color_blend_op(_target._color_blend->get_operand_a()); int op_b = get_color_blend_op(_target._color_blend->get_operand_b()); _c->zb->store_pix_func = store_pixel_funcs[op_a][op_b]; Colorf c = _target._color_blend->get_color(); _c->zb->blend_r = (int)(c[0] * ZB_POINT_RED_MAX); _c->zb->blend_g = (int)(c[1] * ZB_POINT_GREEN_MAX); _c->zb->blend_b = (int)(c[2] * ZB_POINT_BLUE_MAX); _c->zb->blend_a = (int)(c[3] * ZB_POINT_ALPHA_MAX); color_write_state = 2; // cgeneral } unsigned int color_channels = _target._color_write->get_channels() & _color_write_mask; if (color_channels == ColorWriteAttrib::C_off) { color_write_state = 3; // coff } int alpha_test_state = 0; // anone switch (_target._alpha_test->get_mode()) { case AlphaTestAttrib::M_none: case AlphaTestAttrib::M_never: case AlphaTestAttrib::M_always: case AlphaTestAttrib::M_equal: case AlphaTestAttrib::M_not_equal: alpha_test_state = 0; // anone break; case AlphaTestAttrib::M_less: case AlphaTestAttrib::M_less_equal: alpha_test_state = 1; // aless _c->zb->reference_alpha = (int)_target._alpha_test->get_reference_alpha() * ZB_POINT_ALPHA_MAX; break; case AlphaTestAttrib::M_greater: case AlphaTestAttrib::M_greater_equal: alpha_test_state = 2; // amore _c->zb->reference_alpha = (int)_target._alpha_test->get_reference_alpha() * ZB_POINT_ALPHA_MAX; break; } int depth_test_state = 1; // zless _c->depth_test = 1; // set this for ZB_line if (_target._depth_test->get_mode() == DepthTestAttrib::M_none) { depth_test_state = 0; // zless _c->depth_test = 0; } ShadeModelAttrib::Mode shade_model = _target._shade_model->get_mode(); if (!needs_normal && !needs_color) { // With no per-vertex lighting, and no per-vertex colors, we might // as well use the flat shading model. shade_model = ShadeModelAttrib::M_flat; } int shade_model_state = 2; // smooth _c->smooth_shade_model = true; if (shade_model == ShadeModelAttrib::M_flat) { _c->smooth_shade_model = false; shade_model_state = 1; // flat if (_c->current_color.X == 1.0f && _c->current_color.Y == 1.0f && _c->current_color.Z == 1.0f && _c->current_color.W == 1.0f) { shade_model_state = 0; // white } } int texturing_state = _texturing_state; int texfilter_state = 0; // tnearest if (texturing_state > 0) { texfilter_state = _texfilter_state; if (_c->matrix_model_projection_no_w_transform || _filled_flat) { // Don't bother with the perspective-correct algorithm if we're // under an orthonormal lens, e.g. render2d; or if // RenderMode::M_filled_flat is in effect. texturing_state = 1; // textured (not perspective correct) } if (_texture_replace) { // If we're completely replacing the underlying color, then it // doesn't matter what the color is. shade_model_state = 0; } } _c->zb_fill_tri = fill_tri_funcs[depth_write_state][color_write_state][alpha_test_state][depth_test_state][texfilter_state][shade_model_state][texturing_state]; #ifdef DO_PSTATS pixel_count_white_untextured = 0; pixel_count_flat_untextured = 0; pixel_count_smooth_untextured = 0; pixel_count_white_textured = 0; pixel_count_flat_textured = 0; pixel_count_smooth_textured = 0; pixel_count_white_perspective = 0; pixel_count_flat_perspective = 0; pixel_count_smooth_perspective = 0; #endif // DO_PSTATS return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::draw_triangles // Access: Public, Virtual // Description: Draws a series of disconnected triangles. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: draw_triangles(const GeomPrimitivePipelineReader *reader, bool force) { PStatTimer timer(_draw_primitive_pcollector, reader->get_current_thread()); #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "draw_triangles: " << *(reader->get_object()) << "\n"; } #endif // NDEBUG int num_vertices = reader->get_num_vertices(); _vertices_tri_pcollector.add_level(num_vertices); if (reader->is_indexed()) { switch (reader->get_index_type()) { case Geom::NT_uint8: { PN_uint8 *index = (PN_uint8 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 3) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; GLVertex *v2 = &_vertices[index[i + 2] - _min_vertex]; gl_draw_triangle(_c, v0, v1, v2); } } break; case Geom::NT_uint16: { PN_uint16 *index = (PN_uint16 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 3) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; GLVertex *v2 = &_vertices[index[i + 2] - _min_vertex]; gl_draw_triangle(_c, v0, v1, v2); } } break; case Geom::NT_uint32: { PN_uint32 *index = (PN_uint32 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 3) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; GLVertex *v2 = &_vertices[index[i + 2] - _min_vertex]; gl_draw_triangle(_c, v0, v1, v2); } } break; default: break; } } else { int delta = reader->get_first_vertex() - _min_vertex; for (int vi = 0; vi < num_vertices; vi += 3) { GLVertex *v0 = &_vertices[vi + delta]; GLVertex *v1 = &_vertices[vi + delta + 1]; GLVertex *v2 = &_vertices[vi + delta + 2]; gl_draw_triangle(_c, v0, v1, v2); } } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::draw_tristrips // Access: Public, Virtual // Description: Draws a series of triangle strips. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force) { PStatTimer timer(_draw_primitive_pcollector, reader->get_current_thread()); #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "draw_tristrips: " << *(reader->get_object()) << "\n"; } #endif // NDEBUG // Send the individual triangle strips, stepping over the // degenerate vertices. CPTA_int ends = reader->get_ends(); _primitive_batches_tristrip_pcollector.add_level(ends.size()); if (reader->is_indexed()) { unsigned int start = 0; for (size_t i = 0; i < ends.size(); i++) { _vertices_tristrip_pcollector.add_level(ends[i] - start); int end = ends[i]; nassertr(end - start >= 3, false); switch (reader->get_index_type()) { case Geom::NT_uint8: { PN_uint8 *index = (PN_uint8 *)reader->get_read_pointer(force); if (index == NULL) { return false; } GLVertex *v0 = &_vertices[index[start] - _min_vertex]; GLVertex *v1 = &_vertices[index[start + 1] - _min_vertex]; bool reversed = false; for (int vi = start + 2; vi < end; ++vi) { GLVertex *v2 = &_vertices[index[vi] - _min_vertex]; if (reversed) { gl_draw_triangle(_c, v1, v0, v2); reversed = false; } else { gl_draw_triangle(_c, v0, v1, v2); reversed = true; } v0 = v1; v1 = v2; } } break; case Geom::NT_uint16: { PN_uint16 *index = (PN_uint16 *)reader->get_read_pointer(force); if (index == NULL) { return false; } GLVertex *v0 = &_vertices[index[start] - _min_vertex]; GLVertex *v1 = &_vertices[index[start + 1] - _min_vertex]; bool reversed = false; for (int vi = start + 2; vi < end; ++vi) { GLVertex *v2 = &_vertices[index[vi] - _min_vertex]; if (reversed) { gl_draw_triangle(_c, v1, v0, v2); reversed = false; } else { gl_draw_triangle(_c, v0, v1, v2); reversed = true; } v0 = v1; v1 = v2; } } break; case Geom::NT_uint32: { PN_uint32 *index = (PN_uint32 *)reader->get_read_pointer(force); if (index == NULL) { return false; } GLVertex *v0 = &_vertices[index[start] - _min_vertex]; GLVertex *v1 = &_vertices[index[start + 1] - _min_vertex]; bool reversed = false; for (int vi = start + 2; vi < end; ++vi) { GLVertex *v2 = &_vertices[index[vi] - _min_vertex]; if (reversed) { gl_draw_triangle(_c, v1, v0, v2); reversed = false; } else { gl_draw_triangle(_c, v0, v1, v2); reversed = true; } v0 = v1; v1 = v2; } } break; } start = ends[i] + 2; } } else { unsigned int start = 0; int delta = reader->get_first_vertex() - _min_vertex; for (size_t i = 0; i < ends.size(); i++) { _vertices_tristrip_pcollector.add_level(ends[i] - start); int end = ends[i]; nassertr(end - start >= 3, false); GLVertex *v0 = &_vertices[start + delta]; GLVertex *v1 = &_vertices[start + delta + 1]; bool reversed = false; for (int vi = start + 2; vi < end; ++vi) { GLVertex *v2 = &_vertices[vi + delta]; if (reversed) { gl_draw_triangle(_c, v1, v0, v2); reversed = false; } else { gl_draw_triangle(_c, v0, v1, v2); reversed = true; } v0 = v1; v1 = v2; } start = ends[i] + 2; } } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::draw_lines // Access: Public, Virtual // Description: Draws a series of disconnected line segments. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: draw_lines(const GeomPrimitivePipelineReader *reader, bool force) { PStatTimer timer(_draw_primitive_pcollector, reader->get_current_thread()); #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "draw_lines: " << *(reader->get_object()) << "\n"; } #endif // NDEBUG int num_vertices = reader->get_num_vertices(); _vertices_other_pcollector.add_level(num_vertices); if (reader->is_indexed()) { switch (reader->get_index_type()) { case Geom::NT_uint8: { PN_uint8 *index = (PN_uint8 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 2) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; gl_draw_line(_c, v0, v1); } } break; case Geom::NT_uint16: { PN_uint16 *index = (PN_uint16 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 2) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; gl_draw_line(_c, v0, v1); } } break; case Geom::NT_uint32: { PN_uint32 *index = (PN_uint32 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; i += 2) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; GLVertex *v1 = &_vertices[index[i + 1] - _min_vertex]; gl_draw_line(_c, v0, v1); } } break; default: break; } } else { int delta = reader->get_first_vertex() - _min_vertex; for (int vi = 0; vi < num_vertices; vi += 2) { GLVertex *v0 = &_vertices[vi + delta]; GLVertex *v1 = &_vertices[vi + delta + 1]; gl_draw_line(_c, v0, v1); } } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::draw_points // Access: Public, Virtual // Description: Draws a series of disconnected points. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: draw_points(const GeomPrimitivePipelineReader *reader, bool force) { PStatTimer timer(_draw_primitive_pcollector, reader->get_current_thread()); #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "draw_points: " << *(reader->get_object()) << "\n"; } #endif // NDEBUG int num_vertices = reader->get_num_vertices(); _vertices_other_pcollector.add_level(num_vertices); if (reader->is_indexed()) { switch (reader->get_index_type()) { case Geom::NT_uint8: { PN_uint8 *index = (PN_uint8 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; ++i) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; gl_draw_point(_c, v0); } } break; case Geom::NT_uint16: { PN_uint16 *index = (PN_uint16 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; ++i) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; gl_draw_point(_c, v0); } } break; case Geom::NT_uint32: { PN_uint32 *index = (PN_uint32 *)reader->get_read_pointer(force); if (index == NULL) { return false; } for (int i = 0; i < num_vertices; ++i) { GLVertex *v0 = &_vertices[index[i] - _min_vertex]; gl_draw_point(_c, v0); } } break; default: break; } } else { int delta = reader->get_first_vertex() - _min_vertex; for (int vi = 0; vi < num_vertices; ++vi) { GLVertex *v0 = &_vertices[vi + delta]; gl_draw_point(_c, v0); } } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::end_draw_primitives() // Access: Public, Virtual // Description: Called after a sequence of draw_primitive() // functions are called, this should do whatever cleanup // is appropriate. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: end_draw_primitives() { #ifdef DO_PSTATS _pixel_count_white_untextured_pcollector.add_level(pixel_count_white_untextured); _pixel_count_flat_untextured_pcollector.add_level(pixel_count_flat_untextured); _pixel_count_smooth_untextured_pcollector.add_level(pixel_count_smooth_untextured); _pixel_count_white_textured_pcollector.add_level(pixel_count_white_textured); _pixel_count_flat_textured_pcollector.add_level(pixel_count_flat_textured); _pixel_count_smooth_textured_pcollector.add_level(pixel_count_smooth_textured); _pixel_count_white_perspective_pcollector.add_level(pixel_count_white_perspective); _pixel_count_flat_perspective_pcollector.add_level(pixel_count_flat_perspective); _pixel_count_smooth_perspective_pcollector.add_level(pixel_count_smooth_perspective); #endif // DO_PSTATS GraphicsStateGuardian::end_draw_primitives(); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::framebuffer_copy_to_texture // Access: Public, Virtual // Description: Copy the pixels within the indicated display // region from the framebuffer into texture memory. // // If z > -1, it is the cube map index into which to // copy. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: framebuffer_copy_to_texture(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb) { nassertr(tex != NULL && dr != NULL, false); int xo, yo, w, h; dr->get_region_pixels_i(xo, yo, w, h); tex->setup_2d_texture(w, h, Texture::T_unsigned_byte, Texture::F_rgba); TextureContext *tc = tex->prepare_now(get_prepared_objects(), this); nassertr(tc != (TextureContext *)NULL, false); TinyTextureContext *gtc = DCAST(TinyTextureContext, tc); GLTexture *gltex = >c->_gltex; if (!setup_gltex(gltex, tex->get_x_size(), tex->get_y_size(), 1)) { return false; } PIXEL *ip = gltex->levels[0].pixmap + gltex->xsize * gltex->ysize; PIXEL *fo = _c->zb->pbuf + xo + yo * _c->zb->linesize / PSZB; for (int y = 0; y < gltex->ysize; ++y) { ip -= gltex->xsize; memcpy(ip, fo, gltex->xsize * PSZB); fo += _c->zb->linesize / PSZB; } gtc->update_data_size_bytes(gltex->xsize * gltex->ysize * 4); gtc->mark_loaded(); gtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru); return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::framebuffer_copy_to_ram // Access: Public, Virtual // Description: Copy the pixels within the indicated display region // from the framebuffer into system memory, not texture // memory. Returns true on success, false on failure. // // This completely redefines the ram image of the // indicated texture. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: framebuffer_copy_to_ram(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb) { nassertr(tex != NULL && dr != NULL, false); int xo, yo, w, h; dr->get_region_pixels_i(xo, yo, w, h); Texture::TextureType texture_type; int z_size; if (z >= 0) { texture_type = Texture::TT_cube_map; z_size = 6; } else { texture_type = Texture::TT_2d_texture; z_size = 1; } Texture::ComponentType component_type = Texture::T_unsigned_byte; Texture::Format format = Texture::F_rgba; if (tex->get_x_size() != w || tex->get_y_size() != h || tex->get_z_size() != z_size || tex->get_component_type() != component_type || tex->get_format() != format || tex->get_texture_type() != texture_type) { // Re-setup the texture; its properties have changed. tex->setup_texture(texture_type, w, h, z_size, component_type, format); } unsigned char *image_ptr = tex->modify_ram_image(); size_t image_size = tex->get_ram_image_size(); if (z >= 0) { nassertr(z < tex->get_z_size(), false); image_size = tex->get_expected_ram_page_size(); image_ptr += z * image_size; } PIXEL *ip = (PIXEL *)(image_ptr + image_size); PIXEL *fo = _c->zb->pbuf + xo + yo * _c->zb->linesize / PSZB; for (int y = 0; y < h; ++y) { ip -= w; memcpy(ip, fo, w * PSZB); fo += _c->zb->linesize / PSZB; } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::set_state_and_transform // Access: Public, Virtual // Description: Simultaneously resets the render state and the // transform state. // // This transform specified is the "internal" net // transform, already converted into the GSG's internal // coordinate space by composing it to // get_cs_transform(). (Previously, this used to be the // "external" net transform, with the assumption that // that GSG would convert it internally, but that is no // longer the case.) // // Special case: if (state==NULL), then the target // state is already stored in _target. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: set_state_and_transform(const RenderState *target, const TransformState *transform) { #ifndef NDEBUG if (tinydisplay_cat.is_spam()) { tinydisplay_cat.spam() << "Setting GSG state to " << (void *)target << ":\n"; target->write(tinydisplay_cat.spam(false), 2); transform->write(tinydisplay_cat.spam(false), 2); } #endif _state_pcollector.add_level(1); PStatTimer timer1(_draw_set_state_pcollector); if (transform != _internal_transform) { PStatTimer timer(_draw_set_state_transform_pcollector); _state_pcollector.add_level(1); _internal_transform = transform; do_issue_transform(); } if (target == _state_rs) { return; } _target_rs = target; _target.clear_to_defaults(); target->store_into_slots(&_target); _state_rs = 0; if (_target._color != _state._color || _target._color_scale != _state._color_scale) { PStatTimer timer(_draw_set_state_color_pcollector); do_issue_color(); do_issue_color_scale(); _state._color = _target._color; _state._color_scale = _target._color_scale; } if (_target._cull_face != _state._cull_face) { PStatTimer timer(_draw_set_state_cull_face_pcollector); do_issue_cull_face(); _state._cull_face = _target._cull_face; } if (_target._rescale_normal != _state._rescale_normal) { PStatTimer timer(_draw_set_state_rescale_normal_pcollector); do_issue_rescale_normal(); _state._rescale_normal = _target._rescale_normal; } if (_target._render_mode != _state._render_mode) { PStatTimer timer(_draw_set_state_render_mode_pcollector); do_issue_render_mode(); _state._render_mode = _target._render_mode; } if (_target._texture != _state._texture) { PStatTimer timer(_draw_set_state_texture_pcollector); determine_effective_texture(); do_issue_texture(); _state._texture = _target._texture; } if (_target._material != _state._material) { PStatTimer timer(_draw_set_state_material_pcollector); do_issue_material(); _state._material = _target._material; } if (_target._light != _state._light) { PStatTimer timer(_draw_set_state_light_pcollector); do_issue_light(); _state._light = _target._light; } if (_target._scissor != _state._scissor) { do_issue_scissor(); _state._scissor = _target._scissor; } _state_rs = _target_rs; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::prepare_texture // Access: Public, Virtual // Description: Creates whatever structures the GSG requires to // represent the texture internally, and returns a // newly-allocated TextureContext object with this data. // It is the responsibility of the calling function to // later call release_texture() with this same pointer // (which will also delete the pointer). // // This function should not be called directly to // prepare a texture. Instead, call Texture::prepare(). //////////////////////////////////////////////////////////////////// TextureContext *TinyGraphicsStateGuardian:: prepare_texture(Texture *tex) { if (tex->get_texture_type() != Texture::TT_2d_texture) { tinydisplay_cat.info() << "not loading texture " << tex->get_name() << ": " << tex->get_texture_type() << "\n"; return NULL; } if (tex->get_ram_image_compression() != Texture::CM_off) { tinydisplay_cat.info() << "not loading texture " << tex->get_name() << ": " << tex->get_ram_image_compression() << "\n"; return NULL; } TinyTextureContext *gtc = new TinyTextureContext(_prepared_objects, tex); return gtc; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::update_texture // Access: Public, Virtual // Description: Ensures that the current Texture data is refreshed // onto the GSG. This means updating the texture // properties and/or re-uploading the texture image, if // necessary. This should only be called within the // draw thread. // // If force is true, this function will not return until // the texture has been fully uploaded. If force is // false, the function may choose to upload a simple // version of the texture instead, if the texture is not // fully resident (and if get_incomplete_render() is // true). //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: update_texture(TextureContext *tc, bool force) { apply_texture(tc); TinyTextureContext *gtc = DCAST(TinyTextureContext, tc); GLTexture *gltex = >c->_gltex; if (gtc->was_image_modified() || gltex->num_levels == 0) { // If the texture image was modified, reload the texture. bool okflag = upload_texture(gtc); if (!okflag) { tinydisplay_cat.error() << "Could not load " << *gtc->get_texture() << "\n"; return false; } } gtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru); _c->current_texture = gltex; _c->zb->current_texture = gltex->levels; return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::release_texture // Access: Public, Virtual // Description: Frees the GL resources previously allocated for the // texture. This function should never be called // directly; instead, call Texture::release() (or simply // let the Texture destruct). //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: release_texture(TextureContext *tc) { TinyTextureContext *gtc = DCAST(TinyTextureContext, tc); _texturing_state = 0; // just in case GLTexture *gltex = >c->_gltex; if (gltex->allocated_buffer != NULL) { nassertv(gltex->num_levels != 0); TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount); PANDA_FREE_ARRAY(gltex->allocated_buffer); gltex->allocated_buffer = NULL; gltex->total_bytecount = 0; gltex->num_levels = 0; } else { nassertv(gltex->num_levels == 0); } gtc->dequeue_lru(); delete gtc; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_light // Access: Protected, Virtual // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_light() { // Initialize the current ambient light total and newly enabled // light list Colorf cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f); int num_enabled = 0; int num_on_lights = 0; if (display_cat.is_spam()) { display_cat.spam() << "do_issue_light: " << _target._light << "\n"; } // First, release all of the previously-assigned lights. _c->lighting_enabled = false; GLLight *gl_light = _c->first_light; while (gl_light != (GLLight *)NULL) { GLLight *next = gl_light->next; gl_light->next = NULL; gl_light = next; } _c->first_light = NULL; // Now, assign new lights. if (_target._light != (LightAttrib *)NULL) { CPT(LightAttrib) new_light = _target._light->filter_to_max(_max_lights); if (display_cat.is_spam()) { new_light->write(display_cat.spam(false), 2); } num_on_lights = new_light->get_num_on_lights(); for (int li = 0; li < num_on_lights; li++) { NodePath light = new_light->get_on_light(li); nassertv(!light.is_empty()); Light *light_obj = light.node()->as_light(); nassertv(light_obj != (Light *)NULL); _lighting_enabled = true; _c->lighting_enabled = true; if (light_obj->get_type() == AmbientLight::get_class_type()) { // Accumulate all of the ambient lights together into one. cur_ambient_light += light_obj->get_color(); } else { // Other kinds of lights each get their own GLLight object. nassertv(num_enabled < MAX_LIGHTS); GLLight *gl_light = &_c->lights[num_enabled]; memset(gl_light, 0, sizeof(GLLight)); gl_light->next = _c->first_light; _c->first_light = gl_light; const Colorf &diffuse = light_obj->get_color(); gl_light->diffuse.X = diffuse[0]; gl_light->diffuse.Y = diffuse[1]; gl_light->diffuse.Z = diffuse[2]; gl_light->diffuse.W = diffuse[3]; light_obj->bind(this, light, num_enabled); num_enabled++; } } } _c->ambient_light_model.X = cur_ambient_light[0]; _c->ambient_light_model.Y = cur_ambient_light[1]; _c->ambient_light_model.Z = cur_ambient_light[2]; _c->ambient_light_model.W = cur_ambient_light[3]; // Changing the lighting state means we need to reapply the // transform in begin_draw_primitives(). _transform_stale = true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::bind_light // Access: Public, Virtual // Description: Called the first time a particular light has been // bound to a given id within a frame, this should set // up the associated hardware light with the light's // properties. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: bind_light(PointLight *light_obj, const NodePath &light, int light_id) { GLLight *gl_light = _c->first_light; nassertv(gl_light != (GLLight *)NULL); const Colorf &specular = light_obj->get_specular_color(); gl_light->specular.X = specular[0]; gl_light->specular.Y = specular[1]; gl_light->specular.Z = specular[2]; gl_light->specular.W = specular[3]; // Position needs to specify x, y, z, and w // w == 1 implies non-infinite position CPT(TransformState) render_transform = _cs_transform->compose(_scene_setup->get_world_transform()); CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent()); CPT(TransformState) net_transform = render_transform->compose(transform); LPoint3f pos = light_obj->get_point() * net_transform->get_mat(); gl_light->position.X = pos[0]; gl_light->position.Y = pos[1]; gl_light->position.Z = pos[2]; gl_light->position.W = 1.0f; // Exponent == 0 implies uniform light distribution gl_light->spot_exponent = 0.0f; // Cutoff == 180 means uniform point light source gl_light->spot_cutoff = 180.0f; const LVecBase3f &att = light_obj->get_attenuation(); gl_light->attenuation[0] = att[0]; gl_light->attenuation[1] = att[1]; gl_light->attenuation[2] = att[2]; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::bind_light // Access: Public, Virtual // Description: Called the first time a particular light has been // bound to a given id within a frame, this should set // up the associated hardware light with the light's // properties. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) { GLLight *gl_light = _c->first_light; nassertv(gl_light != (GLLight *)NULL); const Colorf &specular = light_obj->get_specular_color(); gl_light->specular.X = specular[0]; gl_light->specular.Y = specular[1]; gl_light->specular.Z = specular[2]; gl_light->specular.W = specular[3]; // Position needs to specify x, y, z, and w // w == 0 implies light is at infinity CPT(TransformState) render_transform = _cs_transform->compose(_scene_setup->get_world_transform()); CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent()); CPT(TransformState) net_transform = render_transform->compose(transform); LVector3f dir = light_obj->get_direction() * net_transform->get_mat(); gl_light->position.X = -dir[0]; gl_light->position.Y = -dir[1]; gl_light->position.Z = -dir[2]; gl_light->position.W = 0.0f; gl_light->norm_position.X = -dir[0]; gl_light->norm_position.Y = -dir[1]; gl_light->norm_position.Z = -dir[2]; gl_V3_Norm(&gl_light->norm_position); // Exponent == 0 implies uniform light distribution gl_light->spot_exponent = 0.0f; // Cutoff == 180 means uniform point light source gl_light->spot_cutoff = 180.0f; // Default attenuation values (only spotlight and point light can // modify these) gl_light->attenuation[0] = 1.0f; gl_light->attenuation[1] = 0.0f; gl_light->attenuation[2] = 0.0f; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::bind_light // Access: Public, Virtual // Description: Called the first time a particular light has been // bound to a given id within a frame, this should set // up the associated hardware light with the light's // properties. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: bind_light(Spotlight *light_obj, const NodePath &light, int light_id) { GLLight *gl_light = _c->first_light; nassertv(gl_light != (GLLight *)NULL); const Colorf &specular = light_obj->get_specular_color(); gl_light->specular.X = specular[0]; gl_light->specular.Y = specular[1]; gl_light->specular.Z = specular[2]; gl_light->specular.W = specular[3]; Lens *lens = light_obj->get_lens(); nassertv(lens != (Lens *)NULL); // Position needs to specify x, y, z, and w // w == 1 implies non-infinite position CPT(TransformState) render_transform = _cs_transform->compose(_scene_setup->get_world_transform()); CPT(TransformState) transform = light.get_transform(_scene_setup->get_scene_root().get_parent()); CPT(TransformState) net_transform = render_transform->compose(transform); const LMatrix4f &light_mat = net_transform->get_mat(); LPoint3f pos = lens->get_nodal_point() * light_mat; LVector3f dir = lens->get_view_vector() * light_mat; gl_light->position.X = pos[0]; gl_light->position.Y = pos[1]; gl_light->position.Z = pos[2]; gl_light->position.W = 1.0f; gl_light->spot_direction.X = dir[0]; gl_light->spot_direction.Y = dir[1]; gl_light->spot_direction.Z = dir[2]; gl_light->norm_spot_direction.X = dir[0]; gl_light->norm_spot_direction.Y = dir[1]; gl_light->norm_spot_direction.Z = dir[2]; gl_V3_Norm(&gl_light->norm_spot_direction); gl_light->spot_exponent = light_obj->get_exponent(); gl_light->spot_cutoff = lens->get_hfov() * 0.5f; const LVecBase3f &att = light_obj->get_attenuation(); gl_light->attenuation[0] = att[0]; gl_light->attenuation[1] = att[1]; gl_light->attenuation[2] = att[2]; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_transform // Access: Protected // Description: Sends the indicated transform matrix to the graphics // API to be applied to future vertices. // // This transform is the internal_transform, already // converted into the GSG's internal coordinate system. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_transform() { _transform_state_pcollector.add_level(1); _transform_stale = true; if (_auto_rescale_normal) { do_auto_rescale_normal(); } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_render_mode // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_render_mode() { const RenderModeAttrib *attrib = _target._render_mode; _filled_flat = false; switch (attrib->get_mode()) { case RenderModeAttrib::M_unchanged: case RenderModeAttrib::M_filled: _c->draw_triangle_front = gl_draw_triangle_fill; _c->draw_triangle_back = gl_draw_triangle_fill; break; case RenderModeAttrib::M_filled_flat: _c->draw_triangle_front = gl_draw_triangle_fill; _c->draw_triangle_back = gl_draw_triangle_fill; _filled_flat = true; break; case RenderModeAttrib::M_wireframe: _c->draw_triangle_front = gl_draw_triangle_line; _c->draw_triangle_back = gl_draw_triangle_line; break; case RenderModeAttrib::M_point: _c->draw_triangle_front = gl_draw_triangle_point; _c->draw_triangle_back = gl_draw_triangle_point; break; default: tinydisplay_cat.error() << "Unknown render mode " << (int)attrib->get_mode() << endl; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_rescale_normal // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_rescale_normal() { const RescaleNormalAttrib *attrib = _target._rescale_normal; RescaleNormalAttrib::Mode mode = attrib->get_mode(); _auto_rescale_normal = false; switch (mode) { case RescaleNormalAttrib::M_none: _c->normalize_enabled = false; _c->normal_scale = 1.0f; break; case RescaleNormalAttrib::M_normalize: _c->normalize_enabled = true; _c->normal_scale = 1.0f; break; case RescaleNormalAttrib::M_rescale: case RescaleNormalAttrib::M_auto: _auto_rescale_normal = true; do_auto_rescale_normal(); break; default: tinydisplay_cat.error() << "Unknown rescale_normal mode " << (int)mode << endl; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_cull_face // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_cull_face() { const CullFaceAttrib *attrib = _target._cull_face; CullFaceAttrib::Mode mode = attrib->get_effective_mode(); switch (mode) { case CullFaceAttrib::M_cull_none: _c->cull_face_enabled = false; break; case CullFaceAttrib::M_cull_clockwise: _c->cull_face_enabled = true; _c->cull_clockwise = true; break; case CullFaceAttrib::M_cull_counter_clockwise: _c->cull_face_enabled = true; _c->cull_clockwise = false; break; default: tinydisplay_cat.error() << "invalid cull face mode " << (int)mode << endl; break; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_material // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_material() { static Material empty; const Material *material; if (_target._material == (MaterialAttrib *)NULL || _target._material->is_off()) { material = ∅ } else { material = _target._material->get_material(); } // Apply the material parameters to the front face. setup_material(&_c->materials[0], material); if (material->get_twoside()) { // Also apply the material parameters to the back face. setup_material(&_c->materials[1], material); } _c->local_light_model = material->get_local(); _c->light_model_two_side = material->get_twoside(); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_texture // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_texture() { _texturing_state = 0; // untextured _c->texture_2d_enabled = false; int num_stages = _effective_texture->get_num_on_ff_stages(); if (num_stages == 0) { // No texturing. return; } nassertv(num_stages == 1); TextureStage *stage = _effective_texture->get_on_ff_stage(0); Texture *texture = _effective_texture->get_on_texture(stage); nassertv(texture != (Texture *)NULL); TextureContext *tc = texture->prepare_now(_prepared_objects, this); if (tc == (TextureContext *)NULL) { // Something wrong with this texture; skip it. return; } // Then, turn on the current texture mode. if (!update_texture(tc, false)) { return; } // Set a few state cache values. _c->texture_2d_enabled = true; _texturing_state = 2; // perspective (perspective-correct texturing) if (!td_perspective_textures) { _texturing_state = 1; // textured (not perspective correct) } Texture::QualityLevel quality_level = _texture_quality_override; if (quality_level == Texture::QL_default) { quality_level = texture->get_quality_level(); if (quality_level == Texture::QL_default) { quality_level = texture_quality_level; } } if (quality_level == Texture::QL_best) { // This is the most generic texture filter. Slow, but pretty. _texfilter_state = 2; // tgeneral _c->zb->tex_minfilter_func = get_tex_filter_func(texture->get_minfilter()); _c->zb->tex_magfilter_func = get_tex_filter_func(texture->get_magfilter()); if (texture->get_minfilter() == Texture::FT_nearest && texture->get_magfilter() == Texture::FT_nearest) { // This case is inlined. _texfilter_state = 0; // tnearest } else if (texture->get_minfilter() == Texture::FT_nearest_mipmap_nearest && texture->get_magfilter() == Texture::FT_nearest) { // So is this case. _texfilter_state = 1; // tmipmap } } else if (quality_level == Texture::QL_fastest) { // This is the cheapest texture filter. We disallow mipmaps and // perspective correctness. _texfilter_state = 0; // tnearest _texturing_state = 1; // textured (not perspective correct) } else { // This is the default texture filter. We use nearest sampling if // there are no mipmaps, and mipmap_nearest if there are any // mipmaps--these are the two inlined filters. _texfilter_state = 0; // tnearest if (texture->uses_mipmaps() && !td_ignore_mipmaps) { _texfilter_state = 1; // tmipmap } } // M_replace means M_replace; anything else is treated the same as // M_modulate. _texture_replace = (stage->get_mode() == TextureStage::M_replace); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_issue_scissor // Access: Protected // Description: //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_issue_scissor() { const LVecBase4f &frame = _target._scissor->get_frame(); set_scissor(frame[0], frame[1], frame[2], frame[3]); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::set_scissor // Access: Private // Description: Sets up the scissor region, as a set of coordinates // relative to the current viewport. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: set_scissor(float left, float right, float bottom, float top) { _c->scissor.left = left; _c->scissor.right = right; _c->scissor.bottom = bottom; _c->scissor.top = top; gl_eval_viewport(_c); float xsize = right - left; float ysize = top - bottom; float xcenter = (left + right) - 1.0f; float ycenter = (bottom + top) - 1.0f; if (xsize == 0.0f || ysize == 0.0f) { // If the scissor region is zero, nothing will be drawn anyway, so // don't worry about it. _scissor_mat = TransformState::make_identity(); } else { _scissor_mat = TransformState::make_scale(LVecBase3f(1.0f / xsize, 1.0f / ysize, 1.0f))->compose(TransformState::make_pos(LPoint3f(-xcenter, -ycenter, 0.0f))); } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::apply_texture // Access: Protected // Description: Updates TinyGL with the current information for this // texture, and makes it the current texture available // for rendering. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: apply_texture(TextureContext *tc) { TinyTextureContext *gtc = DCAST(TinyTextureContext, tc); gtc->set_active(true); return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::upload_texture // Access: Protected // Description: Uploads the texture image to TinyGL. // // The return value is true if successful, or false if // the texture has no image. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: upload_texture(TinyTextureContext *gtc) { Texture *tex = gtc->get_texture(); if (_incomplete_render && !tex->has_uncompressed_ram_image() && tex->might_have_ram_image() && tex->has_simple_ram_image() && !_loader.is_null()) { // If we don't have the texture data right now, go get it, but in // the meantime load a temporary simple image in its place. async_reload_texture(gtc); if (!tex->has_ram_image()) { if (gtc->was_simple_image_modified()) { return upload_simple_texture(gtc); } return true; } } PStatTimer timer(_load_texture_pcollector); CPTA_uchar src_image = tex->get_uncompressed_ram_image(); if (src_image.is_null()) { return false; } if (tinydisplay_cat.is_debug()) { tinydisplay_cat.debug() << "loading texture " << tex->get_name() << "\n"; } #ifdef DO_PSTATS _data_transferred_pcollector.add_level(tex->get_ram_image_size()); #endif GLTexture *gltex = >c->_gltex; int num_levels = 1; if (tex->uses_mipmaps()) { if (!tex->has_all_ram_mipmap_images()) { tex->generate_ram_mipmap_images(); } num_levels = tex->get_num_ram_mipmap_images(); } if (!setup_gltex(gltex, tex->get_x_size(), tex->get_y_size(), num_levels)) { return false; } int bytecount = 0; int xsize = gltex->xsize; int ysize = gltex->ysize; for (int level = 0; level < gltex->num_levels; ++level) { ZTextureLevel *dest = &gltex->levels[level]; switch (tex->get_format()) { case Texture::F_rgb: case Texture::F_rgb5: case Texture::F_rgb8: case Texture::F_rgb12: case Texture::F_rgb332: copy_rgb_image(dest, xsize, ysize, tex, level); break; case Texture::F_rgba: case Texture::F_rgbm: case Texture::F_rgba4: case Texture::F_rgba5: case Texture::F_rgba8: case Texture::F_rgba12: case Texture::F_rgba16: case Texture::F_rgba32: copy_rgba_image(dest, xsize, ysize, tex, level); break; case Texture::F_luminance: copy_lum_image(dest, xsize, ysize, tex, level); break; case Texture::F_red: copy_one_channel_image(dest, xsize, ysize, tex, level, 0); break; case Texture::F_green: copy_one_channel_image(dest, xsize, ysize, tex, level, 1); break; case Texture::F_blue: copy_one_channel_image(dest, xsize, ysize, tex, level, 2); break; case Texture::F_alpha: copy_alpha_image(dest, xsize, ysize, tex, level); break; case Texture::F_luminance_alphamask: case Texture::F_luminance_alpha: copy_la_image(dest, xsize, ysize, tex, level); break; } bytecount += xsize * ysize * 4; xsize = max(xsize >> 1, 1); ysize = max(ysize >> 1, 1); } gtc->update_data_size_bytes(bytecount); tex->texture_uploaded(this); gtc->mark_loaded(); return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::upload_simple_texture // Access: Protected // Description: This is used as a standin for upload_texture // when the texture in question is unavailable (e.g. it // hasn't yet been loaded from disk). Until the texture // image itself becomes available, we will render the // texture's "simple" image--a sharply reduced version // of the same texture. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: upload_simple_texture(TinyTextureContext *gtc) { PStatTimer timer(_load_texture_pcollector); Texture *tex = gtc->get_texture(); nassertr(tex != (Texture *)NULL, false); const unsigned char *image_ptr = tex->get_simple_ram_image(); if (image_ptr == (const unsigned char *)NULL) { return false; } size_t image_size = tex->get_simple_ram_image_size(); int width = tex->get_simple_x_size(); int height = tex->get_simple_y_size(); #ifdef DO_PSTATS _data_transferred_pcollector.add_level(image_size); #endif GLTexture *gltex = >c->_gltex; if (tinydisplay_cat.is_debug()) { tinydisplay_cat.debug() << "loading simple image for " << tex->get_name() << "\n"; } if (!setup_gltex(gltex, width, height, 1)) { return false; } ZTextureLevel *dest = &gltex->levels[0]; memcpy(dest->pixmap, image_ptr, image_size); gtc->mark_simple_loaded(); return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::setup_gltex // Access: Private // Description: Sets the GLTexture size, bits, and masks // appropriately, and allocates space for a pixmap. // Does not fill the pixmap contents. Returns true if // the texture is a valid size, false otherwise. //////////////////////////////////////////////////////////////////// bool TinyGraphicsStateGuardian:: setup_gltex(GLTexture *gltex, int x_size, int y_size, int num_levels) { int s_bits = get_tex_shift(x_size); int t_bits = get_tex_shift(y_size); if (s_bits < 0 || t_bits < 0) { return false; } num_levels = min(num_levels, MAX_MIPMAP_LEVELS); gltex->xsize = x_size; gltex->ysize = y_size; gltex->s_max = 1 << (s_bits + ZB_POINT_ST_FRAC_BITS); gltex->t_max = 1 << (t_bits + ZB_POINT_ST_FRAC_BITS); gltex->num_levels = num_levels; // We allocate one big buffer, large enough to include all the // mipmap levels, and index into that buffer for each level. This // cuts down on the number of individual alloc calls we have to make // for each texture. int total_bytecount = 0; // Count up the total bytes required for all mipmap levels. { int x = x_size; int y = y_size; for (int level = 0; level < num_levels; ++level) { int bytecount = x * y * 4; total_bytecount += bytecount; x = max((x >> 1), 1); y = max((y >> 1), 1); } } if (gltex->total_bytecount != total_bytecount) { if (gltex->allocated_buffer != NULL) { PANDA_FREE_ARRAY(gltex->allocated_buffer); TinyTextureContext::get_class_type().dec_memory_usage(TypeHandle::MC_array, gltex->total_bytecount); } gltex->allocated_buffer = PANDA_MALLOC_ARRAY(total_bytecount); gltex->total_bytecount = total_bytecount; TinyTextureContext::get_class_type().inc_memory_usage(TypeHandle::MC_array, total_bytecount); } char *next_buffer = (char *)gltex->allocated_buffer; char *end_of_buffer = next_buffer + total_bytecount; int level = 0; ZTextureLevel *dest = NULL; while (level < num_levels) { dest = &gltex->levels[level]; int bytecount = x_size * y_size * 4; dest->pixmap = (PIXEL *)next_buffer; next_buffer += bytecount; nassertr(next_buffer <= end_of_buffer, false); dest->s_mask = (1 << (s_bits + ZB_POINT_ST_FRAC_BITS)) - (1 << ZB_POINT_ST_FRAC_BITS); dest->t_mask = (1 << (t_bits + ZB_POINT_ST_FRAC_BITS)) - (1 << ZB_POINT_ST_FRAC_BITS); dest->t_shift = (ZB_POINT_ST_FRAC_BITS - s_bits); x_size = max((x_size >> 1), 1); y_size = max((y_size >> 1), 1); s_bits = max(s_bits - 1, 0); t_bits = max(t_bits - 1, 0); ++level; } // Fill out the remaining mipmap arrays with copies of the last // level, so we don't have to be concerned with running off the end // of this array while scanning out triangles. while (level < MAX_MIPMAP_LEVELS) { gltex->levels[level] = *dest; ++level; } return true; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::get_tex_shift // Access: Private // Description: Calculates the bit shift count, such that (1 << shift) // == size. Returns -1 if the size is not a power of 2 // or is larger than our largest allowable size. //////////////////////////////////////////////////////////////////// int TinyGraphicsStateGuardian:: get_tex_shift(int orig_size) { if ((orig_size & (orig_size - 1)) != 0) { // Not a power of 2. return -1; } if (orig_size > _max_texture_dimension) { return -1; } return count_bits_in_word((unsigned int)orig_size - 1); } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_lum_image // Access: Private, Static // Description: Copies and scales the one-channel luminance image // from the texture into the indicated ZTexture pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_lum_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level) { nassertv(tex->get_num_components() == 1); nassertv(tex->get_expected_mipmap_x_size(level) == xsize && tex->get_expected_mipmap_y_size(level) == ysize); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = spix[co]; dpix[1] = spix[co]; dpix[2] = spix[co]; dpix[3] = 0xff; dpix += 4; spix += cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_alpha_image // Access: Private, Static // Description: Copies and scales the one-channel alpha image // from the texture into the indicated ZTexture pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_alpha_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level) { nassertv(tex->get_num_components() == 1); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = 0xff; dpix[1] = 0xff; dpix[2] = 0xff; dpix[3] = spix[co]; dpix += 4; spix += cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_one_channel_image // Access: Private, Static // Description: Copies and scales the one-channel image (with a // single channel, e.g. red, green, or blue) from // the texture into the indicated ZTexture pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_one_channel_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level, int channel) { nassertv(tex->get_num_components() == 1); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = 0; dpix[1] = 0; dpix[2] = 0; dpix[3] = 0xff; dpix[channel] = spix[co]; dpix += 4; spix += cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_la_image // Access: Private, Static // Description: Copies and scales the two-channel luminance-alpha // image from the texture into the indicated ZTexture // pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_la_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level) { nassertv(tex->get_num_components() == 2); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = spix[co]; dpix[1] = spix[co]; dpix[2] = spix[co]; dpix[3] = spix[cw + co]; dpix += 4; spix += 2 * cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_rgb_image // Access: Private, Static // Description: Copies and scales the three-channel RGB image from // the texture into the indicated ZTexture pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_rgb_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level) { nassertv(tex->get_num_components() == 3); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = spix[co]; dpix[1] = spix[cw + co]; dpix[2] = spix[cw + cw + co]; dpix[3] = 0xff; dpix += 4; spix += 3 * cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::copy_rgba_image // Access: Private, Static // Description: Copies and scales the four-channel RGBA image from // the texture into the indicated ZTexture pixmap. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: copy_rgba_image(ZTextureLevel *dest, int xsize, int ysize, Texture *tex, int level) { nassertv(tex->get_num_components() == 4); CPTA_uchar src_image = tex->get_ram_mipmap_image(level); nassertv(!src_image.is_null()); const unsigned char *src = src_image.p(); // Component width, and offset to the high-order byte. int cw = tex->get_component_width(); #ifdef WORDS_BIGENDIAN // Big-endian: the high-order byte is always first. static const int co = 0; #else // Little-endian: the high-order byte is last. int co = cw - 1; #endif unsigned char *dpix = (unsigned char *)dest->pixmap; nassertv(dpix != NULL); const unsigned char *spix = src; int pixel_count = xsize * ysize; while (pixel_count-- > 0) { dpix[0] = spix[co]; dpix[1] = spix[cw + co]; dpix[2] = spix[cw + cw + co]; dpix[3] = spix[cw + cw + cw + co]; dpix += 4; spix += 4 * cw; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::setup_material // Access: Private // Description: Applies the desired parametesr to the indicated // GLMaterial object. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: setup_material(GLMaterial *gl_material, const Material *material) { const Colorf &specular = material->get_specular(); gl_material->specular.X = specular[0]; gl_material->specular.Y = specular[1]; gl_material->specular.Z = specular[2]; gl_material->specular.W = specular[3]; const Colorf &emission = material->get_emission(); gl_material->emission.X = emission[0]; gl_material->emission.Y = emission[1]; gl_material->emission.Z = emission[2]; gl_material->emission.W = emission[3]; gl_material->shininess = material->get_shininess(); gl_material->shininess_i = (int)((material->get_shininess() / 128.0f) * SPECULAR_BUFFER_RESOLUTION); _color_material_flags = CMF_ambient | CMF_diffuse; if (material->has_ambient()) { const Colorf &ambient = material->get_ambient(); gl_material->ambient.X = ambient[0]; gl_material->ambient.Y = ambient[1]; gl_material->ambient.Z = ambient[2]; gl_material->ambient.W = ambient[3]; _color_material_flags &= ~CMF_ambient; } if (material->has_diffuse()) { const Colorf &diffuse = material->get_diffuse(); gl_material->diffuse.X = diffuse[0]; gl_material->diffuse.Y = diffuse[1]; gl_material->diffuse.Z = diffuse[2]; gl_material->diffuse.W = diffuse[3]; _color_material_flags &= ~CMF_diffuse; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::do_auto_rescale_normal // Access: Protected // Description: Sets the state to either rescale or normalize the // normals according to the current transform. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: do_auto_rescale_normal() { if (_internal_transform->has_uniform_scale()) { // There's a uniform scale; rescale the normals uniformly. _c->normalize_enabled = false; _c->normal_scale = _internal_transform->get_uniform_scale(); } else { // If there's a non-uniform scale, normalize everything. _c->normalize_enabled = true; _c->normal_scale = 1.0f; } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::load_matrix // Access: Private, Static // Description: Copies the Panda matrix stored in the indicated // TransformState object into the indicated TinyGL // matrix. //////////////////////////////////////////////////////////////////// void TinyGraphicsStateGuardian:: load_matrix(M4 *matrix, const TransformState *transform) { const LMatrix4f &pm = transform->get_mat(); for (int i = 0; i < 4; ++i) { matrix->m[0][i] = pm.get_cell(i, 0); matrix->m[1][i] = pm.get_cell(i, 1); matrix->m[2][i] = pm.get_cell(i, 2); matrix->m[3][i] = pm.get_cell(i, 3); } } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::get_color_blend_op // Access: Private, Static // Description: Returns the integer element of store_pixel_funcs (as // defined by store_pixel.py) that corresponds to the // indicated ColorBlendAttrib operand code. //////////////////////////////////////////////////////////////////// int TinyGraphicsStateGuardian:: get_color_blend_op(ColorBlendAttrib::Operand operand) { switch (operand) { case ColorBlendAttrib::O_zero: return 0; case ColorBlendAttrib::O_one: return 1; case ColorBlendAttrib::O_incoming_color: return 2; case ColorBlendAttrib::O_one_minus_incoming_color: return 3; case ColorBlendAttrib::O_fbuffer_color: return 4; case ColorBlendAttrib::O_one_minus_fbuffer_color: return 5; case ColorBlendAttrib::O_incoming_alpha: return 6; case ColorBlendAttrib::O_one_minus_incoming_alpha: return 7; case ColorBlendAttrib::O_fbuffer_alpha: return 8; case ColorBlendAttrib::O_one_minus_fbuffer_alpha: return 9; case ColorBlendAttrib::O_constant_color: return 10; case ColorBlendAttrib::O_one_minus_constant_color: return 11; case ColorBlendAttrib::O_constant_alpha: return 12; case ColorBlendAttrib::O_one_minus_constant_alpha: return 13; case ColorBlendAttrib::O_incoming_color_saturate: return 1; case ColorBlendAttrib::O_color_scale: return 10; case ColorBlendAttrib::O_one_minus_color_scale: return 11; case ColorBlendAttrib::O_alpha_scale: return 12; case ColorBlendAttrib::O_one_minus_alpha_scale: return 13; } return 0; } //////////////////////////////////////////////////////////////////// // Function: TinyGraphicsStateGuardian::get_tex_filter_func // Access: Private, Static // Description: Returns the pointer to the appropriate filter // function according to the texture's filter type. //////////////////////////////////////////////////////////////////// ZB_lookupTextureFunc TinyGraphicsStateGuardian:: get_tex_filter_func(Texture::FilterType filter) { switch (filter) { case Texture::FT_nearest: return &lookup_texture_nearest; case Texture::FT_linear: return &lookup_texture_bilinear; case Texture::FT_nearest_mipmap_nearest: if (td_ignore_mipmaps) { return &lookup_texture_nearest; } return &lookup_texture_mipmap_nearest; case Texture::FT_nearest_mipmap_linear: if (td_ignore_mipmaps) { return &lookup_texture_nearest; } return &lookup_texture_mipmap_linear; case Texture::FT_linear_mipmap_nearest: if (td_ignore_mipmaps) { return &lookup_texture_bilinear; } return &lookup_texture_mipmap_bilinear; case Texture::FT_linear_mipmap_linear: if (td_ignore_mipmaps) { return &lookup_texture_bilinear; } return &lookup_texture_mipmap_trilinear; default: return &lookup_texture_nearest; } }