panda3d/panda/src/tinydisplay/tinyGraphicsStateGuardian.cxx

3190 lines
102 KiB
C++

/**
* 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."
*
* @file tinyGraphicsStateGuardian.cxx
* @author drose
* @date 2008-04-24
*/
#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 "depthWriteAttrib.h"
#include "depthOffsetAttrib.h"
#include "colorWriteAttrib.h"
#include "alphaTestAttrib.h"
#include "depthTestAttrib.h"
#include "shadeModelAttrib.h"
#include "cullFaceAttrib.h"
#include "rescaleNormalAttrib.h"
#include "materialAttrib.h"
#include "lightAttrib.h"
#include "scissorAttrib.h"
#include "bitMask.h"
#include "samplerState.h"
#include "zgl.h"
#include "zmath.h"
#include "ztriangle_table.h"
#include "store_pixel_table.h"
#include "graphicsEngine.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");
PStatCollector TinyGraphicsStateGuardian::_pixel_count_smooth_multitex2_pcollector("Pixels:Smooth multitex 2");
PStatCollector TinyGraphicsStateGuardian::_pixel_count_smooth_multitex3_pcollector("Pixels:Smooth multitex 3");
/**
*
*/
TinyGraphicsStateGuardian::
TinyGraphicsStateGuardian(GraphicsEngine *engine, GraphicsPipe *pipe,
TinyGraphicsStateGuardian *share_with) :
GraphicsStateGuardian(CS_yup_right, engine, pipe)
{
_current_frame_buffer = NULL;
_aux_frame_buffer = NULL;
_c = NULL;
_vertices = NULL;
_vertices_size = 0;
}
/**
*
*/
TinyGraphicsStateGuardian::
~TinyGraphicsStateGuardian() {
}
/**
* Resets all internal state as if the gsg were newly created.
*/
void TinyGraphicsStateGuardian::
reset() {
free_pointers();
GraphicsStateGuardian::reset();
// Build _inv_state_mask as a mask of 1's where we don't care, and 0's where
// we do care, about the state.
_inv_state_mask.clear_bit(ColorAttrib::get_class_slot());
_inv_state_mask.clear_bit(ColorScaleAttrib::get_class_slot());
_inv_state_mask.clear_bit(CullFaceAttrib::get_class_slot());
_inv_state_mask.clear_bit(DepthOffsetAttrib::get_class_slot());
_inv_state_mask.clear_bit(RenderModeAttrib::get_class_slot());
_inv_state_mask.clear_bit(RescaleNormalAttrib::get_class_slot());
_inv_state_mask.clear_bit(TextureAttrib::get_class_slot());
_inv_state_mask.clear_bit(MaterialAttrib::get_class_slot());
_inv_state_mask.clear_bit(LightAttrib::get_class_slot());
_inv_state_mask.clear_bit(ScissorAttrib::get_class_slot());
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 |
Geom::GR_render_mode_wireframe | Geom::GR_render_mode_point;
_max_texture_dimension = (1 << ZB_POINT_ST_FRAC_BITS);
_max_texture_stages = MAX_TEXTURE_STAGES;
_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);
}
/**
* 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;
}
/**
* 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;
}
}
/**
* 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;
}
/**
* 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);
}
/**
* 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;
PIXEL color = 0;
if (clearable->get_clear_color_active()) {
LColor v = clearable->get_clear_color();
v = v.fmin(LColor(1, 1, 1, 1)).fmax(LColor::zero());
if (_current_properties->get_srgb_color()) {
color = SRGBA_TO_PIXEL(
(v[0] * 0xffff), (v[1] * 0xffff),
(v[2] * 0xffff), (v[3] * 0xffff));
} else {
color = RGBA_TO_PIXEL(
(v[0] * 0xffff), (v[1] * 0xffff),
(v[2] * 0xffff), (v[3] * 0xffff));
}
clear_color = true;
}
bool clear_z = false;
int z = 0;
if (clearable->get_clear_depth_active()) {
// We ignore the specified depth clear value, since we don't support
// alternate depth compare functions anyway.
clear_z = true;
}
ZB_clear_viewport(_c->zb, clear_z, z, clear_color, color,
_c->viewport.xmin, _c->viewport.ymin,
_c->viewport.xsize, _c->viewport.ysize);
}
/**
* Prepare a display region for rendering (set up scissor region and viewport)
*/
void TinyGraphicsStateGuardian::
prepare_display_region(DisplayRegionPipelineReader *dr) {
nassertv(dr != (DisplayRegionPipelineReader *)NULL);
GraphicsStateGuardian::prepare_display_region(dr);
int xmin, ymin, xsize, ysize;
dr->get_region_pixels_i(xmin, ymin, xsize, ysize);
PN_stdfloat 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);
}
/**
* 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.
LMatrix4 result =
LMatrix4::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 *= LMatrix4::scale_mat(1.0f, -1.0f, 1.0f);
}
return TransformState::make_mat(result);
}
/**
* 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;
}
/**
* 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();
_pixel_count_smooth_multitex2_pcollector.clear_level();
_pixel_count_smooth_multitex3_pcollector.clear_level();
#endif
return true;
}
/**
* 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();
}
/**
* 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);
PN_stdfloat pixel_factor = _current_display_region->get_pixel_factor();
int fb_xsize = int(xsize * pixel_factor);
int fb_ysize = int(ysize * pixel_factor);
ZB_zoomFrameBuffer(_current_frame_buffer, xmin, ymin, xsize, ysize,
_aux_frame_buffer, 0, 0, fb_xsize, fb_ysize);
_c->zb = _current_frame_buffer;
}
// Clear the lighting state.
clear_light_state();
_plights.clear();
_dlights.clear();
_slights.clear();
GraphicsStateGuardian::end_scene();
}
/**
* 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);
#ifndef NDEBUG
static ConfigVariableBool td_show_zbuffer
("td-show-zbuffer", false,
PRC_DESC("Set this true to draw the ZBuffer instead of the visible buffer, when rendering with tinydisplay. This is useful to aid debugging the ZBuffer"));
if (td_show_zbuffer) {
PIXEL *tp = _current_frame_buffer->pbuf;
ZPOINT *tz = _current_frame_buffer->zbuf;
for (int yi = 0; yi < _current_frame_buffer->ysize; ++yi) {
for (int xi = 0; xi < _current_frame_buffer->xsize; ++xi) {
(*tp) = (int)(*tz);
++tz;
++tp;
}
}
}
#endif // NDEBUG
#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();
_pixel_count_smooth_multitex2_pcollector.flush_level();
_pixel_count_smooth_multitex3_pcollector.flush_level();
#endif // DO_PSTATS
}
/**
* 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;
PN_stdfloat *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 rcolor, rnormal;
// We now support up to 3-stage multitexturing.
GenTexcoordFunc *texgen_func[MAX_TEXTURE_STAGES];
TexCoordData tcdata[MAX_TEXTURE_STAGES];
const TexGenAttrib *target_tex_gen = DCAST(TexGenAttrib, _target_rs->get_attrib_def(TexGenAttrib::get_class_slot()));
const TexMatrixAttrib *target_tex_matrix = DCAST(TexMatrixAttrib, _target_rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
int max_stage_index = _target_texture->get_num_on_ff_stages();
for (int si = 0; si < max_stage_index; ++si) {
TextureStage *stage = _target_texture->get_on_ff_stage(si);
switch (target_tex_gen->get_mode(stage)) {
case TexGenAttrib::M_eye_sphere_map:
tcdata[si]._r1 = GeomVertexReader(data_reader, InternalName::get_normal(),
force);
tcdata[si]._r2 = GeomVertexReader(data_reader, InternalName::get_vertex(),
force);
texgen_func[si] = &texgen_sphere_map;
tcdata[si]._mat = _internal_transform->get_mat();
break;
case TexGenAttrib::M_eye_position:
tcdata[si]._r1 = GeomVertexReader(data_reader, InternalName::get_vertex(),
force);
texgen_func[si] = &texgen_texmat;
{
CPT(TransformState) eye_transform =
_cs_transform->invert_compose(_internal_transform);
tcdata[si]._mat = eye_transform->get_mat();
}
if (target_tex_matrix->has_stage(stage)) {
tcdata[si]._mat = tcdata[si]._mat * target_tex_matrix->get_mat(stage);
}
break;
case TexGenAttrib::M_world_position:
tcdata[si]._r1 = GeomVertexReader(data_reader, InternalName::get_vertex(),
force);
texgen_func[si] = &texgen_texmat;
{
CPT(TransformState) render_transform =
_cs_transform->compose(_scene_setup->get_world_transform());
CPT(TransformState) world_inv_transform =
render_transform->invert_compose(_internal_transform);
tcdata[si]._mat = world_inv_transform->get_mat();
}
if (target_tex_matrix->has_stage(stage)) {
tcdata[si]._mat = tcdata[si]._mat * target_tex_matrix->get_mat(stage);
}
break;
default:
// Fall through: use the standard texture coordinates.
tcdata[si]._r1 = GeomVertexReader(data_reader, stage->get_texcoord_name(),
force);
texgen_func[si] = &texgen_simple;
if (target_tex_matrix->has_stage(stage)) {
texgen_func[si] = &texgen_texmat;
tcdata[si]._mat = target_tex_matrix->get_mat(stage);
}
break;
}
tcdata[si]._r1.set_row_unsafe(_min_vertex);
tcdata[si]._r2.set_row_unsafe(_min_vertex);
if (!tcdata[si]._r1.has_column()) {
texgen_func[si] = &texgen_null;
}
}
bool needs_color = false;
if (_vertex_colors_enabled) {
rcolor = GeomVertexReader(data_reader, InternalName::get_color(), force);
rcolor.set_row_unsafe(_min_vertex);
needs_color = rcolor.has_column();
}
if (!needs_color) {
const LColor &d = _scene_graph_color;
const LColor &s = _current_color_scale;
_c->current_color.v[0] = max(d[0] * s[0], (PN_stdfloat)0);
_c->current_color.v[1] = max(d[1] * s[1], (PN_stdfloat)0);
_c->current_color.v[2] = max(d[2] * s[2], (PN_stdfloat)0);
_c->current_color.v[3] = max(d[3] * s[3], (PN_stdfloat)0);
}
bool needs_normal = false;
if (_c->lighting_enabled) {
rnormal = GeomVertexReader(data_reader, InternalName::get_normal(), force);
rnormal.set_row_unsafe(_min_vertex);
needs_normal = rnormal.has_column();
}
GeomVertexReader rvertex(data_reader, InternalName::get_vertex(), force);
rvertex.set_row_unsafe(_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 LVecBase4 &d = rvertex.get_data4();
v->coord.v[0] = d[0];
v->coord.v[1] = d[1];
v->coord.v[2] = d[2];
v->coord.v[3] = d[3];
// Texture coordinates.
for (int si = 0; si < max_stage_index; ++si) {
LTexCoord d;
(*texgen_func[si])(v->tex_coord[si], tcdata[si]);
}
if (needs_color) {
const LColor &d = rcolor.get_data4();
const LColor &s = _current_color_scale;
_c->current_color.v[0] = max(d[0] * s[0], (PN_stdfloat)0);
_c->current_color.v[1] = max(d[1] * s[1], (PN_stdfloat)0);
_c->current_color.v[2] = max(d[2] * s[2], (PN_stdfloat)0);
_c->current_color.v[3] = max(d[3] * s[3], (PN_stdfloat)0);
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 LVecBase3 &d = rnormal.get_data3();
_c->current_normal.v[0] = d[0];
_c->current_normal.v[1] = d[1];
_c->current_normal.v[2] = d[2];
_c->current_normal.v[3] = 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.
bool srgb_blend = _current_properties->get_srgb_color();
int depth_write_state = 0; // zon
const DepthWriteAttrib *target_depth_write = DCAST(DepthWriteAttrib, _target_rs->get_attrib_def(DepthWriteAttrib::get_class_slot()));
if (target_depth_write->get_mode() != DepthWriteAttrib::M_on) {
depth_write_state = 1; // zoff
}
int color_write_state = 0; // cstore
const ColorWriteAttrib *target_color_write = DCAST(ColorWriteAttrib, _target_rs->get_attrib_def(ColorWriteAttrib::get_class_slot()));
unsigned int color_channels =
target_color_write->get_channels() & _color_write_mask;
if (color_channels == ColorWriteAttrib::C_all) {
if (srgb_blend) {
color_write_state = 4; // csstore
} else {
color_write_state = 0; // cstore
}
} else {
// Implement a color mask.
int op_a = get_color_blend_op(ColorBlendAttrib::O_one);
int op_b = get_color_blend_op(ColorBlendAttrib::O_zero);
if (srgb_blend) {
_c->zb->store_pix_func = store_pixel_funcs_sRGB[op_a][op_b][color_channels];
} else {
_c->zb->store_pix_func = store_pixel_funcs[op_a][op_b][color_channels];
}
color_write_state = 2; // cgeneral
}
const TransparencyAttrib *target_transparency = DCAST(TransparencyAttrib, _target_rs->get_attrib_def(TransparencyAttrib::get_class_slot()));
switch (target_transparency->get_mode()) {
case TransparencyAttrib::M_alpha:
case TransparencyAttrib::M_dual:
if (color_channels == ColorWriteAttrib::C_all) {
if (srgb_blend) {
color_write_state = 5; // csblend
} else {
color_write_state = 1; // cblend
}
} else {
// Implement a color mask, with alpha blending.
int op_a = get_color_blend_op(ColorBlendAttrib::O_incoming_alpha);
int op_b = get_color_blend_op(ColorBlendAttrib::O_one_minus_incoming_alpha);
if (srgb_blend) {
_c->zb->store_pix_func = store_pixel_funcs_sRGB[op_a][op_b][color_channels];
} else {
_c->zb->store_pix_func = store_pixel_funcs[op_a][op_b][color_channels];
}
color_write_state = 2; // cgeneral
}
break;
case TransparencyAttrib::M_premultiplied_alpha:
{
// Implement a color mask, with pre-multiplied alpha blending.
int op_a = get_color_blend_op(ColorBlendAttrib::O_one);
int op_b = get_color_blend_op(ColorBlendAttrib::O_one_minus_incoming_alpha);
if (srgb_blend) {
_c->zb->store_pix_func = store_pixel_funcs_sRGB[op_a][op_b][color_channels];
} else {
_c->zb->store_pix_func = store_pixel_funcs[op_a][op_b][color_channels];
}
color_write_state = 2; // cgeneral
}
break;
default:
break;
}
const ColorBlendAttrib *target_color_blend = DCAST(ColorBlendAttrib, _target_rs->get_attrib_def(ColorBlendAttrib::get_class_slot()));
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.
LColor 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);
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());
if (srgb_blend) {
_c->zb->store_pix_func = store_pixel_funcs_sRGB[op_a][op_b][color_channels];
} else {
_c->zb->store_pix_func = store_pixel_funcs[op_a][op_b][color_channels];
}
color_write_state = 2; // cgeneral
}
if (color_channels == ColorWriteAttrib::C_off) {
color_write_state = 3; // coff
}
int alpha_test_state = 0; // anone
const AlphaTestAttrib *target_alpha_test = DCAST(AlphaTestAttrib, _target_rs->get_attrib_def(AlphaTestAttrib::get_class_slot()));
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
const DepthTestAttrib *target_depth_test = DCAST(DepthTestAttrib, _target_rs->get_attrib_def(DepthTestAttrib::get_class_slot()));
if (target_depth_test->get_mode() == DepthTestAttrib::M_none) {
depth_test_state = 0; // zless
_c->depth_test = 0;
}
const ShadeModelAttrib *target_shade_model = DCAST(ShadeModelAttrib, _target_rs->get_attrib_def(ShadeModelAttrib::get_class_slot()));
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.v[0] == 1.0f &&
_c->current_color.v[1] == 1.0f &&
_c->current_color.v[2] == 1.0f &&
_c->current_color.v[3] == 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 (texturing_state < 3 &&
(_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;
pixel_count_smooth_multitex2 = 0;
pixel_count_smooth_multitex3 = 0;
#endif // DO_PSTATS
return true;
}
/**
* 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:
{
uint8_t *index = (uint8_t *)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:
{
uint16_t *index = (uint16_t *)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:
{
uint32_t *index = (uint32_t *)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:
tinydisplay_cat.error()
<< "Invalid index type " << reader->get_index_type() << "!\n";
return false;
}
} 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;
}
/**
* 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:
{
uint8_t *index = (uint8_t *)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:
{
uint16_t *index = (uint16_t *)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:
{
uint32_t *index = (uint32_t *)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;
default:
tinydisplay_cat.error()
<< "Invalid index type " << reader->get_index_type() << "!\n";
return false;
}
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;
}
/**
* 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:
{
uint8_t *index = (uint8_t *)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:
{
uint16_t *index = (uint16_t *)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:
{
uint32_t *index = (uint32_t *)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:
tinydisplay_cat.error()
<< "Invalid index type " << reader->get_index_type() << "!\n";
return false;
}
} 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;
}
/**
* 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:
{
uint8_t *index = (uint8_t *)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:
{
uint16_t *index = (uint16_t *)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:
{
uint32_t *index = (uint32_t *)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:
tinydisplay_cat.error()
<< "Invalid index type " << reader->get_index_type() << "!\n";
return false;
}
} 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;
}
/**
* 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);
_pixel_count_smooth_multitex2_pcollector.add_level(pixel_count_smooth_multitex2);
_pixel_count_smooth_multitex3_pcollector.add_level(pixel_count_smooth_multitex3);
#endif // DO_PSTATS
GraphicsStateGuardian::end_draw_primitives();
}
/**
* 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 view, 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(view, get_prepared_objects(), this);
nassertr(tc != (TextureContext *)NULL, false);
TinyTextureContext *gtc = DCAST(TinyTextureContext, tc);
GLTexture *gltex = &gtc->_gltex;
if (!setup_gltex(gltex, tex->get_x_size(), tex->get_y_size(), 1)) {
return false;
}
LColor border_color = tex->get_border_color();
border_color = border_color.fmin(LColor(1, 1, 1, 1)).fmax(LColor::zero());
gltex->border_color.v[0] = border_color[0];
gltex->border_color.v[1] = border_color[1];
gltex->border_color.v[2] = border_color[2];
gltex->border_color.v[3] = border_color[3];
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;
}
/**
* 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 view, 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);
}
nassertr(z < tex->get_z_size(), false);
unsigned char *image_ptr = tex->modify_ram_image();
size_t image_size = tex->get_ram_image_size();
if (z >= 0 || view > 0) {
image_size = tex->get_expected_ram_page_size();
if (z >= 0) {
image_ptr += z * image_size;
}
if (view > 0) {
image_ptr += (view * tex->get_z_size()) * 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;
#ifndef WORDS_BIGENDIAN
// On a little-endian machine, we can copy the whole row at a time.
memcpy(ip, fo, w * PSZB);
#else
// On a big-endian machine, we have to reverse the color-component order.
const char *source = (const char *)fo;
const char *stop = (const char *)fo + w * PSZB;
char *dest = (char *)ip;
while (source < stop) {
char b = source[0];
char g = source[1];
char r = source[2];
char a = source[3];
dest[0] = a;
dest[1] = r;
dest[2] = g;
dest[3] = b;
dest += 4;
source += 4;
}
#endif
fo += _c->zb->linesize / PSZB;
}
return true;
}
/**
* 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 && (_state_mask | _inv_state_mask).is_all_on()) {
return;
}
_target_rs = target;
int color_slot = ColorAttrib::get_class_slot();
int color_scale_slot = ColorScaleAttrib::get_class_slot();
if (_target_rs->get_attrib(color_slot) != _state_rs->get_attrib(color_slot) ||
_target_rs->get_attrib(color_scale_slot) != _state_rs->get_attrib(color_scale_slot) ||
!_state_mask.get_bit(color_slot) ||
!_state_mask.get_bit(color_scale_slot)) {
PStatTimer timer(_draw_set_state_color_pcollector);
do_issue_color();
do_issue_color_scale();
_state_mask.set_bit(color_slot);
_state_mask.set_bit(color_scale_slot);
}
int cull_face_slot = CullFaceAttrib::get_class_slot();
if (_target_rs->get_attrib(cull_face_slot) != _state_rs->get_attrib(cull_face_slot) ||
!_state_mask.get_bit(cull_face_slot)) {
PStatTimer timer(_draw_set_state_cull_face_pcollector);
do_issue_cull_face();
_state_mask.set_bit(cull_face_slot);
}
int depth_offset_slot = DepthOffsetAttrib::get_class_slot();
if (_target_rs->get_attrib(depth_offset_slot) != _state_rs->get_attrib(depth_offset_slot) ||
!_state_mask.get_bit(depth_offset_slot)) {
// PStatTimer timer(_draw_set_state_depth_offset_pcollector);
do_issue_depth_offset();
_state_mask.set_bit(depth_offset_slot);
}
int rescale_normal_slot = RescaleNormalAttrib::get_class_slot();
if (_target_rs->get_attrib(rescale_normal_slot) != _state_rs->get_attrib(rescale_normal_slot) ||
!_state_mask.get_bit(rescale_normal_slot)) {
PStatTimer timer(_draw_set_state_rescale_normal_pcollector);
do_issue_rescale_normal();
_state_mask.set_bit(rescale_normal_slot);
}
int render_mode_slot = RenderModeAttrib::get_class_slot();
if (_target_rs->get_attrib(render_mode_slot) != _state_rs->get_attrib(render_mode_slot) ||
!_state_mask.get_bit(render_mode_slot)) {
PStatTimer timer(_draw_set_state_render_mode_pcollector);
do_issue_render_mode();
_state_mask.set_bit(render_mode_slot);
}
int texture_slot = TextureAttrib::get_class_slot();
if (_target_rs->get_attrib(texture_slot) != _state_rs->get_attrib(texture_slot) ||
!_state_mask.get_bit(texture_slot)) {
PStatTimer timer(_draw_set_state_texture_pcollector);
determine_target_texture();
do_issue_texture();
_state_mask.set_bit(texture_slot);
}
int material_slot = MaterialAttrib::get_class_slot();
if (_target_rs->get_attrib(material_slot) != _state_rs->get_attrib(material_slot) ||
!_state_mask.get_bit(material_slot)) {
PStatTimer timer(_draw_set_state_material_pcollector);
do_issue_material();
_state_mask.set_bit(material_slot);
}
int light_slot = LightAttrib::get_class_slot();
if (_target_rs->get_attrib(light_slot) != _state_rs->get_attrib(light_slot) ||
!_state_mask.get_bit(light_slot)) {
PStatTimer timer(_draw_set_state_light_pcollector);
do_issue_light();
_state_mask.set_bit(light_slot);
}
int scissor_slot = ScissorAttrib::get_class_slot();
if (_target_rs->get_attrib(scissor_slot) != _state_rs->get_attrib(scissor_slot) ||
!_state_mask.get_bit(scissor_slot)) {
PStatTimer timer(_draw_set_state_scissor_pcollector);
do_issue_scissor();
_state_mask.set_bit(scissor_slot);
}
_state_rs = _target_rs;
}
/**
* 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, int view) {
switch (tex->get_texture_type()) {
case Texture::TT_1d_texture:
case Texture::TT_2d_texture:
// These are supported.
break;
default:
// Anything else is not supported.
tinydisplay_cat.info()
<< "Not loading texture " << tex->get_name() << ": "
<< tex->get_texture_type() << "\n";
return NULL;
}
// Even though the texture might be compressed now, it might have an
// available uncompressed version that we can load. So don't reject it out-
// of-hand just because it's compressed.
/*
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, view);
return gtc;
}
/**
* 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 = &gtc->_gltex;
if (gtc->was_image_modified() || gltex->num_levels == 0) {
// If the texture image was modified, reload the texture.
Texture *tex = gtc->get_texture();
bool okflag = upload_texture(gtc, force, tex->uses_mipmaps());
if (!okflag) {
tinydisplay_cat.error()
<< "Could not load " << *tex << "\n";
return false;
}
}
gtc->enqueue_lru(&_prepared_objects->_graphics_memory_lru);
return true;
}
/**
* 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, int stage_index, bool uses_mipmaps) {
if (!update_texture(tc, force)) {
return false;
}
TinyTextureContext *gtc = DCAST(TinyTextureContext, tc);
GLTexture *gltex = &gtc->_gltex;
if (uses_mipmaps && gltex->num_levels <= 1) {
// We don't have mipmaps, yet we are sampling with mipmaps.
Texture *tex = gtc->get_texture();
bool okflag = upload_texture(gtc, force, true);
if (!okflag) {
tinydisplay_cat.error()
<< "Could not load " << *tex << "\n";
return false;
}
}
_c->current_textures[stage_index] = gltex;
ZTextureDef *texture_def = &_c->zb->current_textures[stage_index];
texture_def->levels = gltex->levels;
texture_def->s_max = gltex->s_max;
texture_def->t_max = gltex->t_max;
const V4 &bc = gltex->border_color;
int r = (int)(bc.v[0] * (ZB_POINT_RED_MAX - ZB_POINT_RED_MIN)
+ ZB_POINT_RED_MIN);
int g = (int)(bc.v[1] * (ZB_POINT_GREEN_MAX - ZB_POINT_GREEN_MIN)
+ ZB_POINT_GREEN_MIN);
int b = (int)(bc.v[2] * (ZB_POINT_BLUE_MAX - ZB_POINT_BLUE_MIN)
+ ZB_POINT_BLUE_MIN);
int a = (int)(bc.v[3] * (ZB_POINT_ALPHA_MAX - ZB_POINT_ALPHA_MIN)
+ ZB_POINT_ALPHA_MIN);
texture_def->border_color = RGBA_TO_PIXEL(r, g, b, a);
return true;
}
/**
* 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 = &gtc->_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;
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_light() {
// Initialize the current ambient light total and newly enabled light list
LColor cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
int num_enabled = 0;
int num_on_lights = 0;
const LightAttrib *target_light = DCAST(LightAttrib, _target_rs->get_attrib_def(LightAttrib::get_class_slot()));
if (display_cat.is_spam()) {
display_cat.spam()
<< "do_issue_light: " << target_light << "\n";
}
// First, release all of the previously-assigned lights.
clear_light_state();
// 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.
light_obj->bind(this, light, num_enabled);
num_enabled++;
// Handle the diffuse color here, since all lights have this property.
GLLight *gl_light = _c->first_light;
nassertv(gl_light != NULL);
const LColor &diffuse = light_obj->get_color();
gl_light->diffuse.v[0] = diffuse[0];
gl_light->diffuse.v[1] = diffuse[1];
gl_light->diffuse.v[2] = diffuse[2];
gl_light->diffuse.v[3] = diffuse[3];
}
}
}
_c->ambient_light_model.v[0] = cur_ambient_light[0];
_c->ambient_light_model.v[1] = cur_ambient_light[1];
_c->ambient_light_model.v[2] = cur_ambient_light[2];
_c->ambient_light_model.v[3] = cur_ambient_light[3];
// Changing the lighting state means we need to reapply the transform in
// begin_draw_primitives().
_transform_stale = true;
}
/**
* 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) {
pair<Lights::iterator, bool> lookup = _plights.insert(Lights::value_type(light, GLLight()));
GLLight *gl_light = &(*lookup.first).second;
if (lookup.second) {
// It's a brand new light. Define it.
memset(gl_light, 0, sizeof(GLLight));
const LColor &specular = light_obj->get_specular_color();
gl_light->specular.v[0] = specular[0];
gl_light->specular.v[1] = specular[1];
gl_light->specular.v[2] = specular[2];
gl_light->specular.v[3] = 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);
LPoint3 pos = light_obj->get_point() * net_transform->get_mat();
gl_light->position.v[0] = pos[0];
gl_light->position.v[1] = pos[1];
gl_light->position.v[2] = pos[2];
gl_light->position.v[3] = 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 LVecBase3 &att = light_obj->get_attenuation();
gl_light->attenuation[0] = att[0];
gl_light->attenuation[1] = att[1];
gl_light->attenuation[2] = att[2];
}
nassertv(gl_light->next == NULL);
// Add it to the linked list of active lights.
gl_light->next = _c->first_light;
_c->first_light = gl_light;
}
/**
* 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) {
pair<Lights::iterator, bool> lookup = _dlights.insert(Lights::value_type(light, GLLight()));
GLLight *gl_light = &(*lookup.first).second;
if (lookup.second) {
// It's a brand new light. Define it.
memset(gl_light, 0, sizeof(GLLight));
const LColor &specular = light_obj->get_specular_color();
gl_light->specular.v[0] = specular[0];
gl_light->specular.v[1] = specular[1];
gl_light->specular.v[2] = specular[2];
gl_light->specular.v[3] = 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);
LVector3 dir = light_obj->get_direction() * net_transform->get_mat();
dir.normalize();
gl_light->position.v[0] = -dir[0];
gl_light->position.v[1] = -dir[1];
gl_light->position.v[2] = -dir[2];
gl_light->position.v[3] = 0.0f;
gl_light->norm_position.v[0] = -dir[0];
gl_light->norm_position.v[1] = -dir[1];
gl_light->norm_position.v[2] = -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;
}
nassertv(gl_light->next == NULL);
// Add it to the linked list of active lights.
gl_light->next = _c->first_light;
_c->first_light = gl_light;
}
/**
* 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) {
pair<Lights::iterator, bool> lookup = _plights.insert(Lights::value_type(light, GLLight()));
GLLight *gl_light = &(*lookup.first).second;
if (lookup.second) {
// It's a brand new light. Define it.
memset(gl_light, 0, sizeof(GLLight));
const LColor &specular = light_obj->get_specular_color();
gl_light->specular.v[0] = specular[0];
gl_light->specular.v[1] = specular[1];
gl_light->specular.v[2] = specular[2];
gl_light->specular.v[3] = 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 LMatrix4 &light_mat = net_transform->get_mat();
LPoint3 pos = lens->get_nodal_point() * light_mat;
LVector3 dir = lens->get_view_vector() * light_mat;
dir.normalize();
gl_light->position.v[0] = pos[0];
gl_light->position.v[1] = pos[1];
gl_light->position.v[2] = pos[2];
gl_light->position.v[3] = 1.0f;
gl_light->spot_direction.v[0] = dir[0];
gl_light->spot_direction.v[1] = dir[1];
gl_light->spot_direction.v[2] = dir[2];
gl_light->norm_spot_direction.v[0] = dir[0];
gl_light->norm_spot_direction.v[1] = dir[1];
gl_light->norm_spot_direction.v[2] = 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 LVecBase3 &att = light_obj->get_attenuation();
gl_light->attenuation[0] = att[0];
gl_light->attenuation[1] = att[1];
gl_light->attenuation[2] = att[2];
}
nassertv(gl_light->next == NULL);
// Add it to the linked list of active lights.
gl_light->next = _c->first_light;
_c->first_light = gl_light;
}
/**
* 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();
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_render_mode() {
const RenderModeAttrib *target_render_mode = DCAST(RenderModeAttrib, _target_rs->get_attrib_def(RenderModeAttrib::get_class_slot()));
_filled_flat = false;
switch (target_render_mode->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)target_render_mode->get_mode() << endl;
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_rescale_normal() {
const RescaleNormalAttrib *target_rescale_normal = DCAST(RescaleNormalAttrib, _target_rs->get_attrib_def(RescaleNormalAttrib::get_class_slot()));
RescaleNormalAttrib::Mode mode = target_rescale_normal->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;
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_depth_offset() {
const DepthOffsetAttrib *target_depth_offset = DCAST(DepthOffsetAttrib, _target_rs->get_attrib_def(DepthOffsetAttrib::get_class_slot()));
int offset = target_depth_offset->get_offset();
_c->zbias = offset;
PN_stdfloat min_value = target_depth_offset->get_min_value();
PN_stdfloat max_value = target_depth_offset->get_max_value();
if (min_value == 0.0f && max_value == 1.0f) {
_c->has_zrange = false;
} else {
_c->has_zrange = true;
_c->zmin = min_value;
_c->zrange = max_value - min_value;
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_cull_face() {
const CullFaceAttrib *target_cull_face = DCAST(CullFaceAttrib, _target_rs->get_attrib_def(CullFaceAttrib::get_class_slot()));
CullFaceAttrib::Mode mode = target_cull_face->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;
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_material() {
static Material empty;
const MaterialAttrib *target_material = DCAST(MaterialAttrib, _target_rs->get_attrib_def(MaterialAttrib::get_class_slot()));
const Material *material;
if (target_material == (MaterialAttrib *)NULL ||
target_material->is_off()) {
material = &empty;
} 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();
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_texture() {
_texturing_state = 0; // untextured
_c->num_textures_enabled = 0;
int num_stages = _target_texture->get_num_on_ff_stages();
if (num_stages == 0) {
// No texturing.
return;
}
nassertv(num_stages <= MAX_TEXTURE_STAGES);
bool all_replace = true;
bool all_nearest = true;
bool all_mipmap_nearest = true;
bool any_mipmap = false;
bool needs_general = false;
Texture::QualityLevel best_quality_level = Texture::QL_default;
for (int si = 0; si < num_stages; ++si) {
TextureStage *stage = _target_texture->get_on_ff_stage(si);
Texture *texture = _target_texture->get_on_texture(stage);
nassertv(texture != (Texture *)NULL);
int view = get_current_tex_view_offset() + stage->get_tex_view_offset();
TextureContext *tc = texture->prepare_now(view, _prepared_objects, this);
if (tc == (TextureContext *)NULL) {
// Something wrong with this texture; skip it.
return;
}
// Get the sampler state that we are supposed to use.
const SamplerState &sampler = _target_texture->get_on_sampler(stage);
// Then, turn on the current texture mode.
if (!update_texture(tc, false, si, sampler.uses_mipmaps())) {
return;
}
// M_replace means M_replace; anything else is treated the same as
// M_modulate.
if (stage->get_mode() != TextureStage::M_replace) {
all_replace = false;
}
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;
}
best_quality_level = max(best_quality_level, quality_level);
ZTextureDef *texture_def = &_c->zb->current_textures[si];
// Fill in the filter func pointers. These may not actually get called,
// if we decide below we can inline the filters.
SamplerState::FilterType minfilter = sampler.get_minfilter();
SamplerState::FilterType magfilter = sampler.get_magfilter();
if (td_ignore_mipmaps && SamplerState::is_mipmap(minfilter)) {
// Downgrade mipmaps.
if (minfilter == SamplerState::FT_nearest_mipmap_nearest) {
minfilter = SamplerState::FT_nearest;
} else {
minfilter = SamplerState::FT_linear;
}
}
// Depending on this particular texture's quality level, we may downgrade
// the requested filters.
if (quality_level == Texture::QL_fastest) {
minfilter = SamplerState::FT_nearest;
magfilter = SamplerState::FT_nearest;
} else if (quality_level == Texture::QL_normal) {
if (SamplerState::is_mipmap(minfilter)) {
minfilter = SamplerState::FT_nearest_mipmap_nearest;
} else {
minfilter = SamplerState::FT_nearest;
}
magfilter = SamplerState::FT_nearest;
} else if (quality_level == Texture::QL_best) {
minfilter = sampler.get_effective_minfilter();
magfilter = sampler.get_effective_magfilter();
}
texture_def->tex_minfilter_func = get_tex_filter_func(minfilter);
texture_def->tex_magfilter_func = get_tex_filter_func(magfilter);
SamplerState::WrapMode wrap_u = sampler.get_wrap_u();
SamplerState::WrapMode wrap_v = sampler.get_wrap_v();
if (td_ignore_clamp) {
wrap_u = SamplerState::WM_repeat;
wrap_v = SamplerState::WM_repeat;
}
if (wrap_u != SamplerState::WM_repeat || wrap_v != SamplerState::WM_repeat) {
// We have some nonstandard wrap mode. This will force the use of the
// general texfilter mode.
needs_general = true;
// We need another level of indirection to implement the different
// texcoord wrap modes. This means we will be using the _impl function
// pointers, which are called by the toplevel function.
texture_def->tex_minfilter_func_impl = texture_def->tex_minfilter_func;
texture_def->tex_magfilter_func_impl = texture_def->tex_magfilter_func;
// Now assign the toplevel function pointer to do the appropriate
// texture coordinate wrappingclamping.
texture_def->tex_minfilter_func = apply_wrap_general_minfilter;
texture_def->tex_magfilter_func = apply_wrap_general_magfilter;
texture_def->tex_wrap_u_func = get_tex_wrap_func(wrap_u);
texture_def->tex_wrap_v_func = get_tex_wrap_func(wrap_v);
// The following special cases are handled inline, rather than relying
// on the above wrap function pointers.
if (wrap_u && SamplerState::WM_border_color && wrap_v == SamplerState::WM_border_color) {
texture_def->tex_minfilter_func = apply_wrap_border_color_minfilter;
texture_def->tex_magfilter_func = apply_wrap_border_color_magfilter;
} else if (wrap_u && SamplerState::WM_clamp && wrap_v == SamplerState::WM_clamp) {
texture_def->tex_minfilter_func = apply_wrap_clamp_minfilter;
texture_def->tex_magfilter_func = apply_wrap_clamp_magfilter;
}
}
if (minfilter != SamplerState::FT_nearest || magfilter != SamplerState::FT_nearest) {
all_nearest = false;
}
if (minfilter != SamplerState::FT_nearest_mipmap_nearest ||
magfilter != SamplerState::FT_nearest) {
all_mipmap_nearest = false;
}
if (SamplerState::is_mipmap(minfilter)) {
any_mipmap = true;
}
}
// Set a few state cache values.
_c->num_textures_enabled = num_stages;
_texture_replace = all_replace;
_texturing_state = 2; // perspective (perspective-correct texturing)
if (num_stages >= 3) {
_texturing_state = 4; // multitex3
} else if (num_stages == 2) {
_texturing_state = 3; // multitex2
} else if (!td_perspective_textures) {
_texturing_state = 1; // textured (not perspective correct)
}
if (best_quality_level == Texture::QL_best) {
// This is the most generic texture filter. Slow, but pretty.
_texfilter_state = 2; // tgeneral
if (!needs_general) {
if (all_nearest) {
// This case is inlined.
_texfilter_state = 0; // tnearest
} else if (all_mipmap_nearest) {
// So is this case.
_texfilter_state = 1; // tmipmap
}
}
} else if (best_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, no multitexture)
} 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 (any_mipmap) {
_texfilter_state = 1; // tmipmap
}
if (needs_general) {
// To support nonstandard texcoord wrapping etc, we need to force the
// general texfilter mode.
_texfilter_state = 2; // tgeneral
}
}
}
/**
*
*/
void TinyGraphicsStateGuardian::
do_issue_scissor() {
const ScissorAttrib *target_scissor = DCAST(ScissorAttrib, _target_rs->get_attrib_def(ScissorAttrib::get_class_slot()));
const LVecBase4 &frame = target_scissor->get_frame();
set_scissor(frame[0], frame[1], frame[2], frame[3]);
}
/**
* Sets up the scissor region, as a set of coordinates relative to the current
* viewport.
*/
void TinyGraphicsStateGuardian::
set_scissor(PN_stdfloat left, PN_stdfloat right, PN_stdfloat bottom, PN_stdfloat top) {
_c->scissor.left = left;
_c->scissor.right = right;
_c->scissor.bottom = bottom;
_c->scissor.top = top;
gl_eval_viewport(_c);
PN_stdfloat xsize = right - left;
PN_stdfloat ysize = top - bottom;
PN_stdfloat xcenter = (left + right) - 1.0f;
PN_stdfloat 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(LVecBase3(1.0f / xsize, 1.0f / ysize, 1.0f))->compose(TransformState::make_pos(LPoint3(-xcenter, -ycenter, 0.0f)));
}
}
/**
* Updates the graphics state 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;
}
/**
* Uploads the texture image to the graphics state.
*
* The return value is true if successful, or false if the texture has no
* image.
*/
bool TinyGraphicsStateGuardian::
upload_texture(TinyTextureContext *gtc, bool force, bool uses_mipmaps) {
Texture *tex = gtc->get_texture();
if (_effective_incomplete_render && !force) {
if (!tex->has_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;
}
#ifdef DO_PSTATS
_data_transferred_pcollector.add_level(tex->get_ram_image_size());
#endif
GLTexture *gltex = &gtc->_gltex;
int num_levels = 1;
if (uses_mipmaps) {
num_levels = tex->get_expected_num_mipmap_levels();
if (tex->get_num_ram_mipmap_images() < num_levels) {
tex->generate_ram_mipmap_images();
}
}
if (tinydisplay_cat.is_debug()) {
tinydisplay_cat.debug()
<< "loading texture " << tex->get_name() << ", "
<< tex->get_x_size() << " x " << tex->get_y_size() << ", mipmaps = "
<< num_levels << ", uses_mipmaps = " << uses_mipmaps << "\n";
}
if (!setup_gltex(gltex, tex->get_x_size(), tex->get_y_size(), num_levels)) {
return false;
}
LColor border_color = tex->get_border_color();
border_color = border_color.fmin(LColor(1, 1, 1, 1)).fmax(LColor::zero());
gltex->border_color.v[0] = border_color[0];
gltex->border_color.v[1] = border_color[1];
gltex->border_color.v[2] = border_color[2];
gltex->border_color.v[3] = border_color[3];
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, gtc, 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, gtc, level);
break;
case Texture::F_luminance:
copy_lum_image(dest, xsize, ysize, gtc, level);
break;
case Texture::F_red:
copy_one_channel_image(dest, xsize, ysize, gtc, level, 0);
break;
case Texture::F_green:
copy_one_channel_image(dest, xsize, ysize, gtc, level, 1);
break;
case Texture::F_blue:
copy_one_channel_image(dest, xsize, ysize, gtc, level, 2);
break;
case Texture::F_alpha:
copy_alpha_image(dest, xsize, ysize, gtc, level);
break;
case Texture::F_luminance_alphamask:
case Texture::F_luminance_alpha:
copy_la_image(dest, xsize, ysize, gtc, level);
break;
default:
tinydisplay_cat.error()
<< "Unsupported texture format "
<< tex->get_format() << "!\n";
return false;
}
bytecount += xsize * ysize * 4;
xsize = max(xsize >> 1, 1);
ysize = max(ysize >> 1, 1);
}
gtc->update_data_size_bytes(bytecount);
get_engine()->texture_uploaded(tex);
gtc->mark_loaded();
return true;
}
/**
* 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 = &gtc->_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;
}
LColor border_color = tex->get_border_color();
border_color = border_color.fmin(LColor(1, 1, 1, 1)).fmax(LColor::zero());
gltex->border_color.v[0] = border_color[0];
gltex->border_color.v[1] = border_color[1];
gltex->border_color.v[2] = border_color[2];
gltex->border_color.v[3] = border_color[3];
ZTextureLevel *dest = &gltex->levels[0];
memcpy(dest->pixmap, image_ptr, image_size);
gtc->mark_simple_loaded();
return true;
}
/**
* 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) {
tinydisplay_cat.error()
<< "Texture size " << x_size << 'x' << y_size
<< " unsupported: dimensions must be power of two"
<< " and smaller than " << _max_texture_dimension << '\n';
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)) << level;
dest->t_mask = ((1 << (t_bits + ZB_POINT_ST_FRAC_BITS)) - (1 << ZB_POINT_ST_FRAC_BITS)) << level;
dest->s_shift = (ZB_POINT_ST_FRAC_BITS + level);
dest->t_shift = (ZB_POINT_ST_FRAC_BITS - s_bits + level);
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;
}
/**
* 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);
}
/**
* 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, TinyTextureContext *gtc, int level) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(spix[co], spix[co], spix[co], 0xff);
++dpix;
spix += cw;
}
}
/**
* 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, TinyTextureContext *gtc, int level) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(0xff, 0xff, 0xff, spix[co]);
++dpix;
spix += cw;
}
}
/**
* 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, TinyTextureContext *gtc, int level, int channel) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
switch (channel) {
case 0:
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(spix[co], 0, 0, 0xff);
++dpix;
spix += cw;
}
break;
case 1:
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(0, spix[co], 0, 0xff);
++dpix;
spix += cw;
}
break;
case 2:
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(0, 0, spix[co], 0xff);
++dpix;
spix += cw;
}
break;
case 3:
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(0, 0, 0, spix[co]);
++dpix;
spix += cw;
}
break;
}
}
/**
* 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, TinyTextureContext *gtc, int level) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
int inc = 2 * cw;
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(spix[co], spix[co], spix[co], spix[cw + co]);
++dpix;
spix += inc;
}
}
/**
* 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, TinyTextureContext *gtc, int level) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
int inc = 3 * cw;
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(spix[cw + cw + co], spix[cw + co], spix[co], 0xff);
++dpix;
spix += inc;
}
}
/**
* 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, TinyTextureContext *gtc, int level) {
Texture *tex = gtc->get_texture();
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();
size_t view_size = tex->get_ram_mipmap_view_size(level);
src += view_size * gtc->get_view();
// 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 int *dpix = (unsigned int *)dest->pixmap;
nassertv(dpix != NULL);
const unsigned char *spix = src;
int pixel_count = xsize * ysize;
int inc = 4 * cw;
while (pixel_count-- > 0) {
*dpix = RGBA8_TO_PIXEL(spix[cw + cw + co], spix[cw + co], spix[co], spix[cw + cw + cw + co]);
++dpix;
spix += inc;
}
}
/**
* Applies the desired parametesr to the indicated GLMaterial object.
*/
void TinyGraphicsStateGuardian::
setup_material(GLMaterial *gl_material, const Material *material) {
const LColor &specular = material->get_specular();
gl_material->specular.v[0] = specular[0];
gl_material->specular.v[1] = specular[1];
gl_material->specular.v[2] = specular[2];
gl_material->specular.v[3] = specular[3];
const LColor &emission = material->get_emission();
gl_material->emission.v[0] = emission[0];
gl_material->emission.v[1] = emission[1];
gl_material->emission.v[2] = emission[2];
gl_material->emission.v[3] = 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 LColor &ambient = material->get_ambient();
gl_material->ambient.v[0] = ambient[0];
gl_material->ambient.v[1] = ambient[1];
gl_material->ambient.v[2] = ambient[2];
gl_material->ambient.v[3] = ambient[3];
_color_material_flags &= ~CMF_ambient;
}
if (material->has_diffuse()) {
const LColor &diffuse = material->get_diffuse();
gl_material->diffuse.v[0] = diffuse[0];
gl_material->diffuse.v[1] = diffuse[1];
gl_material->diffuse.v[2] = diffuse[2];
gl_material->diffuse.v[3] = diffuse[3];
_color_material_flags &= ~CMF_diffuse;
}
}
/**
* 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;
}
}
/**
* 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 LMatrix4 &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);
}
}
/**
* 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;
}
/**
* Returns the pointer to the appropriate filter function according to the
* texture's filter type.
*/
ZB_lookupTextureFunc TinyGraphicsStateGuardian::
get_tex_filter_func(SamplerState::FilterType filter) {
switch (filter) {
case SamplerState::FT_nearest:
return &lookup_texture_nearest;
case SamplerState::FT_linear:
return &lookup_texture_bilinear;
case SamplerState::FT_nearest_mipmap_nearest:
return &lookup_texture_mipmap_nearest;
case SamplerState::FT_nearest_mipmap_linear:
return &lookup_texture_mipmap_linear;
case SamplerState::FT_linear_mipmap_nearest:
return &lookup_texture_mipmap_bilinear;
case SamplerState::FT_linear_mipmap_linear:
return &lookup_texture_mipmap_trilinear;
default:
return &lookup_texture_nearest;
}
}
/**
* Returns the pointer to the appropriate wrap function according to the
* texture's wrap mode.
*/
ZB_texWrapFunc TinyGraphicsStateGuardian::
get_tex_wrap_func(SamplerState::WrapMode wrap_mode) {
switch (wrap_mode) {
case SamplerState::WM_clamp:
case SamplerState::WM_border_color: // border_color is handled later.
return &texcoord_clamp;
case SamplerState::WM_repeat:
case SamplerState::WM_invalid:
return &texcoord_repeat;
case SamplerState::WM_mirror:
return &texcoord_mirror;
case SamplerState::WM_mirror_once:
return &texcoord_mirror_once;
}
return &texcoord_repeat;
}
/**
* Generates invalid texture coordinates. Used when texture coordinate params
* are invalid or unsupported.
*/
void TinyGraphicsStateGuardian::
texgen_null(V2 &result, TinyGraphicsStateGuardian::TexCoordData &) {
result.v[0] = 0.0;
result.v[1] = 0.0;
}
/**
* Extracts a simple 2-d texture coordinate pair from the vertex data, without
* applying any texture matrix.
*/
void TinyGraphicsStateGuardian::
texgen_simple(V2 &result, TinyGraphicsStateGuardian::TexCoordData &tcdata) {
// No need to transform, so just extract as two-component.
const LVecBase2 &d = tcdata._r1.get_data2();
result.v[0] = d[0];
result.v[1] = d[1];
}
/**
* Extracts a simple 2-d texture coordinate pair from the vertex data, and
* then applies a texture matrix.
*/
void TinyGraphicsStateGuardian::
texgen_texmat(V2 &result, TinyGraphicsStateGuardian::TexCoordData &tcdata) {
// Transform texcoords as a four-component vector for most generality.
LVecBase4 d = tcdata._r1.get_data4() * tcdata._mat;
result.v[0] = d[0] / d[3];
result.v[1] = d[1] / d[3];
}
/**
* Computes appropriate sphere map texture coordinates based on the eye normal
* coordinates.
*/
void TinyGraphicsStateGuardian::
texgen_sphere_map(V2 &result, TinyGraphicsStateGuardian::TexCoordData &tcdata) {
// Get the normal and point in eye coordinates.
LVector3 n = tcdata._mat.xform_vec(tcdata._r1.get_data3());
LVector3 u = tcdata._mat.xform_point(tcdata._r2.get_data3());
// Normalize the vectors.
n.normalize();
u.normalize();
// Compute the reflection vector.
LVector3 r = u - n * dot(n, u) * 2.0f;
// compute the denominator, m.
PN_stdfloat m = 2.0f * csqrt(r[0] * r[0] + r[1] * r[1] + (r[2] + 1.0f) * (r[2] + 1.0f));
// Now we can compute the s and t coordinates.
result.v[0] = r[0] / m + 0.5f;
result.v[1] = r[1] / m + 0.5f;
/*
cerr << "n = " << n << " u = " << u << "\n"
<< " r = " << r << "\n"
<< " m = " << m << ", result = " << result.v[0] << " " << result.v[1]
<< "\n";
*/
}