panda3d/panda/src/glgsg/glGraphicsStateGuardian.h
2002-02-06 21:46:18 +00:00

392 lines
14 KiB
C++

// Filename: glGraphicsStateGuardian.h
// Created by: drose (02Feb99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef GLGRAPHICSSTATEGUARDIAN_H
#define GLGRAPHICSSTATEGUARDIAN_H
//#define GSG_VERBOSE
#include <pandabase.h>
#include <graphicsStateGuardian.h>
#include <geomprimitives.h>
#include <texture.h>
#include <pixelBuffer.h>
#include <displayRegion.h>
#include <material.h>
#include <textureApplyProperty.h>
#include <depthTestProperty.h>
#include <stencilProperty.h>
#include <fog.h>
#include <pt_Light.h>
#ifdef WIN32_VC
// Must include windows.h before gl.h on NT
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#undef WIN32_LEAN_AND_MEAN
#endif
#include <GL/gl.h>
#include <pointerToArray.h>
class PlaneNode;
class Light;
#ifdef GSG_VERBOSE
ostream &output_gl_enum(ostream &out, GLenum v);
INLINE ostream &operator << (ostream &out, GLenum v) {
return output_gl_enum(out, v);
}
#endif
////////////////////////////////////////////////////////////////////
// Class : GLGraphicsStateGuardian
// Description : A GraphicsStateGuardian specialized for rendering
// into OpenGL contexts. There should be no GL calls
// outside of this object.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDAGL GLGraphicsStateGuardian : public GraphicsStateGuardian {
public:
GLGraphicsStateGuardian(GraphicsWindow *win);
~GLGraphicsStateGuardian();
virtual void reset();
virtual void clear(const RenderBuffer &buffer);
virtual void clear(const RenderBuffer &buffer, const DisplayRegion* region);
virtual void prepare_display_region();
virtual void render_frame();
virtual void render_scene(Node *root, LensNode *projnode);
virtual void render_subgraph(RenderTraverser *traverser,
Node *subgraph, LensNode *projnode,
const AllTransitionsWrapper &net_trans);
virtual void render_subgraph(RenderTraverser *traverser,
Node *subgraph,
const AllTransitionsWrapper &net_trans);
virtual void draw_point(GeomPoint *geom, GeomContext *gc);
virtual void draw_line(GeomLine *geom, GeomContext *gc);
virtual void draw_linestrip(GeomLinestrip *geom, GeomContext *gc);
virtual void draw_sprite(GeomSprite *geom, GeomContext *gc);
virtual void draw_polygon(GeomPolygon *geom, GeomContext *gc);
virtual void draw_quad(GeomQuad *geom, GeomContext *gc);
virtual void draw_tri(GeomTri *geom, GeomContext *gc);
virtual void draw_tristrip(GeomTristrip *geom, GeomContext *gc);
virtual void draw_trifan(GeomTrifan *geom, GeomContext *gc);
virtual void draw_sphere(GeomSphere *geom, GeomContext *gc);
virtual TextureContext *prepare_texture(Texture *tex);
virtual void apply_texture(TextureContext *tc);
virtual void release_texture(TextureContext *tc);
virtual GeomNodeContext *prepare_geom_node(GeomNode *node);
virtual void draw_geom_node(GeomNode *node, GeomNodeContext *gnc);
virtual void release_geom_node(GeomNodeContext *gnc);
virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr);
virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr,
const RenderBuffer &rb);
virtual void draw_texture(TextureContext *tc, const DisplayRegion *dr);
virtual void draw_texture(TextureContext *tc, const DisplayRegion *dr,
const RenderBuffer &rb);
virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb);
virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb,
const DisplayRegion *dr);
virtual void copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr);
virtual void copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
const RenderBuffer &rb);
virtual void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
const NodeTransitions& na=NodeTransitions());
virtual void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
const RenderBuffer &rb,
const NodeTransitions& na=NodeTransitions());
virtual void apply_material(const Material *material);
virtual void apply_fog(Fog *fog);
virtual void apply_light(PointLight* light);
virtual void apply_light(DirectionalLight* light);
virtual void apply_light(Spotlight* light);
virtual void apply_light(AmbientLight* light);
virtual void issue_transform(const TransformTransition *attrib);
virtual void issue_color_transform(const ColorMatrixTransition *attrib);
virtual void issue_alpha_transform(const AlphaTransformTransition *attrib);
virtual void issue_tex_matrix(const TexMatrixTransition *attrib);
virtual void issue_color(const ColorTransition *attrib);
virtual void issue_texture(const TextureTransition *attrib);
virtual void issue_light(const LightTransition *attrib);
virtual void issue_material(const MaterialTransition *attrib);
virtual void issue_render_mode(const RenderModeTransition *attrib);
virtual void issue_color_blend(const ColorBlendTransition *attrib);
virtual void issue_texture_apply(const TextureApplyTransition *attrib);
virtual void issue_color_mask(const ColorMaskTransition *attrib);
virtual void issue_depth_test(const DepthTestTransition *attrib);
virtual void issue_depth_write(const DepthWriteTransition *attrib);
virtual void issue_tex_gen(const TexGenTransition *attrib);
virtual void issue_cull_face(const CullFaceTransition *attrib);
virtual void issue_stencil(const StencilTransition *attrib);
virtual void issue_clip_plane(const ClipPlaneTransition *attrib);
virtual void issue_transparency(const TransparencyTransition *attrib);
virtual void issue_fog(const FogTransition *attrib);
virtual void issue_linesmooth(const LinesmoothTransition *attrib);
virtual void issue_point_shape(const PointShapeTransition *attrib);
virtual void issue_polygon_offset(const PolygonOffsetTransition *attrib);
virtual bool wants_normals(void) const;
virtual bool wants_texcoords(void) const;
virtual bool wants_colors(void) const;
virtual void begin_decal(GeomNode *base_geom, AllTransitionsWrapper &attrib);
virtual void end_decal(GeomNode *base_geom);
virtual float compute_distance_to(const LPoint3f &point) const;
void print_gfx_visual();
//For those interested in what the guardian thinks is the current
//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:
void free_pointers();
virtual PT(SavedFrameBuffer) save_frame_buffer(const RenderBuffer &buffer,
CPT(DisplayRegion) dr);
virtual void restore_frame_buffer(SavedFrameBuffer *frame_buffer);
INLINE void activate();
INLINE void call_glClearColor(GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha);
INLINE void call_glClearDepth(GLclampd depth);
INLINE void call_glClearStencil(GLint s);
INLINE void call_glClearAccum(GLclampf red, GLclampf green, GLclampf blue,
GLclampf alpha);
INLINE void call_glDrawBuffer(GLenum mode);
INLINE void call_glReadBuffer(GLenum mode);
INLINE void call_glShadeModel(GLenum mode);
INLINE void call_glBlendFunc(GLenum sfunc, GLenum dfunc);
INLINE void call_glCullFace(GLenum mode);
INLINE void call_glScissor(GLint x, GLint y, GLsizei width, GLsizei height);
INLINE void call_glViewport(GLint x, GLint y, GLsizei width, GLsizei height);
INLINE void call_glLightModelAmbient(const Colorf& color);
INLINE void call_glLightModelLocal(GLboolean local);
INLINE void call_glLightModelTwoSide(GLboolean twoside);
INLINE void call_glStencilFunc(GLenum func,GLint refval,GLuint mask);
INLINE void call_glStencilOp(GLenum fail,GLenum zfail,GLenum pass);
INLINE void call_glClipPlane(GLenum plane, const double equation[4]);
INLINE void call_glLineWidth(GLfloat width);
INLINE void call_glPointSize(GLfloat size);
INLINE void call_glDepthMask(GLboolean mask);
INLINE void call_glFogMode(GLint mode);
INLINE void call_glFogStart(GLfloat start);
INLINE void call_glFogEnd(GLfloat end);
INLINE void call_glFogDensity(GLfloat density);
INLINE void call_glFogColor(const Colorf &color);
INLINE void call_glAlphaFunc(GLenum func, GLclampf ref);
INLINE void call_glPolygonMode(GLenum mode);
INLINE void set_pack_alignment(GLint alignment);
INLINE void set_unpack_alignment(GLint alignment);
INLINE void enable_multisample(bool val);
INLINE void enable_line_smooth(bool val);
INLINE void enable_point_smooth(bool val);
INLINE void enable_lighting(bool val);
INLINE void enable_light(int light, bool val);
INLINE void enable_texturing(bool val);
INLINE void enable_scissor(bool val);
INLINE void enable_dither(bool val);
INLINE void enable_stencil_test(bool val);
INLINE void enable_clip_plane(int clip_plane, bool val);
INLINE void enable_multisample_alpha_one(bool val);
INLINE void enable_multisample_alpha_mask(bool val);
INLINE void enable_blend(bool val);
INLINE void enable_depth_test(bool val);
INLINE void enable_fog(bool val);
INLINE void enable_alpha_test(bool val);
INLINE void enable_polygon_offset(bool val);
INLINE GLenum get_light_id(int index) const;
INLINE GLenum get_clip_plane_id(int index) const;
INLINE void issue_scene_graph_color();
void set_draw_buffer(const RenderBuffer &rb);
void set_read_buffer(const RenderBuffer &rb);
void bind_texture(TextureContext *tc);
void specify_texture(Texture *tex);
bool apply_texture_immediate(Texture *tex);
GLenum get_texture_wrap_mode(Texture::WrapMode wm);
GLenum get_texture_filter_type(Texture::FilterType ft);
GLenum get_image_type(PixelBuffer::Type type);
GLenum get_external_image_format(PixelBuffer::Format format);
GLenum get_internal_image_format(PixelBuffer::Format format);
GLint get_texture_apply_mode_type( TextureApplyProperty::Mode am ) const;
GLenum get_depth_func_type(DepthTestProperty::Mode m) const;
GLenum get_stencil_func_type(StencilProperty::Mode m) const;
GLenum get_stencil_action_type(StencilProperty::Action a) const;
GLenum get_fog_mode_type(Fog::Mode m) const;
#ifndef NDEBUG
void build_phony_mipmaps(Texture *tex);
void build_phony_mipmap_level(int level, int xsize, int ysize);
void save_mipmap_images(Texture *tex);
#endif
GLclampf _clear_color_red, _clear_color_green, _clear_color_blue,
_clear_color_alpha;
GLclampd _clear_depth;
GLint _clear_stencil;
GLclampf _clear_accum_red, _clear_accum_green, _clear_accum_blue,
_clear_accum_alpha;
GLenum _draw_buffer_mode;
GLenum _read_buffer_mode;
GLenum _shade_model_mode;
GLint _scissor_x;
GLint _scissor_y;
GLsizei _scissor_width;
GLsizei _scissor_height;
GLint _viewport_x;
GLint _viewport_y;
GLsizei _viewport_width;
GLsizei _viewport_height;
GLboolean _lmodel_local;
GLboolean _lmodel_twoside;
Colorf _lmodel_ambient;
Colorf _material_ambient;
Colorf _material_diffuse;
Colorf _material_specular;
float _material_shininess;
Colorf _material_emission;
GLenum _stencil_func;
GLenum _stencil_op;
GLfloat _line_width;
GLfloat _point_size;
GLenum _blend_source_func;
GLenum _blend_dest_func;
GLboolean _depth_mask;
GLint _fog_mode;
GLfloat _fog_start;
GLfloat _fog_end;
GLfloat _fog_density;
Colorf _fog_color;
GLenum _alpha_func;
GLclampf _alpha_func_ref;
GLenum _polygon_mode;
GLint _pack_alignment;
GLint _unpack_alignment;
bool _multisample_enabled;
bool _line_smooth_enabled;
bool _point_smooth_enabled;
bool _scissor_enabled;
bool _lighting_enabled;
bool _lighting_enabled_this_frame;
bool _texturing_enabled;
bool _dither_enabled;
bool _stencil_test_enabled;
bool _multisample_alpha_one_enabled;
bool _multisample_alpha_mask_enabled;
bool _blend_enabled;
bool _depth_test_enabled;
bool _fog_enabled;
bool _dithering_enabled;
bool _alpha_test_enabled;
bool _polygon_offset_enabled;
bool _color_transform_enabled;
bool _alpha_transform_enabled;
int _decal_level;
class LightInfo {
public:
INLINE LightInfo();
PT_Light _light;
bool _enabled;
bool _next_enabled;
};
int _max_lights;
LightInfo *_light_info; // LightInfo[_max_lights]
int _cur_light_id;
LMatrix4f _current_projection_mat;
int _projection_mat_stack_count;
int _max_clip_planes;
PTA(PlaneNode *)_available_clip_plane_ids; // pPlaneNode[_max_clip_planes]
bool *_clip_plane_enabled; // bool[_max_clip_planes]
bool *_cur_clip_plane_enabled; // bool[_max_clip_planes]
int _cur_clip_plane_id;
CPT(DisplayRegion) _actual_display_region;
LMatrix4f _current_color_mat;
float _current_alpha_offset;
float _current_alpha_scale;
Colorf _scene_graph_color;
bool _has_scene_graph_color;
bool _issued_color_stale;
bool _vertex_colors_enabled;
int _pass_number;
public:
static GraphicsStateGuardian *
make_GlGraphicsStateGuardian(const FactoryParams &params);
static TypeHandle get_class_type(void);
static void init_type(void);
virtual TypeHandle get_type(void) const;
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
static PStatCollector _vertices_display_list_pcollector;
private:
static TypeHandle _type_handle;
};
#ifdef DO_PSTATS
#define DO_PSTATS_STUFF(XX) XX;
#else
#define DO_PSTATS_STUFF(XX)
#endif
#include "glGraphicsStateGuardian.I"
#endif