panda3d/panda/src/display/graphicsStateGuardian.h

588 lines
20 KiB
C++

// Filename: graphicsStateGuardian.h
// Created by: drose (02Feb99)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef GRAPHICSSTATEGUARDIAN_H
#define GRAPHICSSTATEGUARDIAN_H
#include "pandabase.h"
#include "frameBufferProperties.h"
#include "preparedGraphicsObjects.h"
#include "lens.h"
#include "graphicsStateGuardianBase.h"
#include "graphicsThreadingModel.h"
#include "graphicsPipe.h"
#include "sceneSetup.h"
#include "displayRegion.h"
#include "luse.h"
#include "coordinateSystem.h"
#include "factory.h"
#include "pStatCollector.h"
#include "transformState.h"
#include "renderState.h"
#include "light.h"
#include "planeNode.h"
#include "config_display.h"
#include "geomMunger.h"
#include "geomVertexData.h"
#include "pnotify.h"
#include "pvector.h"
#include "shaderContext.h"
#include "bitMask.h"
#include "texture.h"
#include "occlusionQueryContext.h"
#include "stencilRenderStates.h"
#include "loader.h"
#include "textureAttrib.h"
#include "texGenAttrib.h"
#include "shaderAttrib.h"
class DrawableRegion;
class GraphicsEngine;
class ShaderGenerator;
////////////////////////////////////////////////////////////////////
// Class : GraphicsStateGuardian
// Description : Encapsulates all the communication with a particular
// instance of a given rendering backend. Tries to
// guarantee that redundant state-change requests are
// not issued (hence "state guardian").
//
// There will be one of these objects for each different
// graphics context active in the system.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_DISPLAY GraphicsStateGuardian : public GraphicsStateGuardianBase {
//
// Interfaces all GSGs should have
//
public:
GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
GraphicsEngine *engine, GraphicsPipe *pipe);
virtual ~GraphicsStateGuardian();
PUBLISHED:
enum ShaderModel
{
SM_00,
SM_11,
SM_20,
SM_2X,
SM_30,
SM_40,
};
INLINE void release_all();
INLINE int release_all_textures();
INLINE int release_all_geoms();
INLINE int release_all_vertex_buffers();
INLINE int release_all_index_buffers();
INLINE void set_active(bool active);
INLINE bool is_active() const;
INLINE bool is_valid() const;
INLINE bool needs_reset() const;
INLINE void set_incomplete_render(bool incomplete_render);
virtual INLINE bool get_incomplete_render() const;
virtual INLINE bool get_effective_incomplete_render() const;
INLINE void set_loader(Loader *loader);
INLINE Loader *get_loader() const;
INLINE GraphicsPipe *get_pipe() const;
GraphicsEngine *get_engine() const;
INLINE const GraphicsThreadingModel &get_threading_model() const;
INLINE bool is_hardware() const;
virtual INLINE bool prefers_triangle_strips() const;
virtual INLINE int get_max_vertices_per_array() const;
virtual INLINE int get_max_vertices_per_primitive() const;
INLINE int get_max_texture_stages() const;
virtual INLINE int get_max_texture_dimension() const;
INLINE int get_max_3d_texture_dimension() const;
INLINE int get_max_cube_map_dimension() const;
INLINE bool get_supports_texture_combine() const;
INLINE bool get_supports_texture_saved_result() const;
INLINE bool get_supports_texture_dot3() const;
INLINE bool get_supports_3d_texture() const;
INLINE bool get_supports_cube_map() const;
INLINE bool get_supports_tex_non_pow2() const;
INLINE bool get_supports_compressed_texture() const;
virtual INLINE bool get_supports_compressed_texture_format(int compression_mode) const;
INLINE int get_max_lights() const;
INLINE int get_max_clip_planes() const;
INLINE int get_max_vertex_transforms() const;
INLINE int get_max_vertex_transform_indices() const;
INLINE bool get_copy_texture_inverted() const;
virtual bool get_supports_multisample() const;
INLINE bool get_supports_generate_mipmap() const;
INLINE bool get_supports_render_texture() const;
INLINE bool get_supports_depth_texture() const;
INLINE bool get_supports_depth_stencil() const;
INLINE bool get_supports_shadow_filter() const;
INLINE bool get_supports_basic_shaders() const;
INLINE bool get_supports_stencil() const;
INLINE bool get_supports_two_sided_stencil() const;
INLINE int get_maximum_simultaneous_render_targets() const;
INLINE int get_shader_model() const;
INLINE void set_shader_model(int shader_model);
virtual int get_supported_geom_rendering() const;
INLINE bool get_color_scale_via_lighting() const;
INLINE bool get_alpha_scale_via_texture() const;
INLINE bool get_alpha_scale_via_texture(const TextureAttrib *tex_attrib) const;
INLINE bool get_runtime_color_scale() const;
INLINE static TextureStage *get_alpha_scale_texture_stage();
void set_coordinate_system(CoordinateSystem cs);
INLINE CoordinateSystem get_coordinate_system() const;
virtual CoordinateSystem get_internal_coordinate_system() const;
virtual PreparedGraphicsObjects *get_prepared_objects();
virtual bool set_gamma(float gamma);
float get_gamma(float gamma);
virtual void restore_gamma();
INLINE void set_texture_quality_override(Texture::QualityLevel quality_level);
INLINE Texture::QualityLevel get_texture_quality_override() const;
#ifdef HAVE_PYTHON
PyObject *get_prepared_textures() const;
#endif
typedef bool TextureCallback(TextureContext *tc, void *callback_arg);
void traverse_prepared_textures(TextureCallback *func, void *callback_arg);
#ifndef NDEBUG
void set_flash_texture(Texture *tex);
void clear_flash_texture();
Texture *get_flash_texture() const;
#endif
PUBLISHED:
bool set_scene(SceneSetup *scene_setup);
virtual SceneSetup *get_scene() const;
public:
virtual TextureContext *prepare_texture(Texture *tex);
virtual bool update_texture(TextureContext *tc, bool force);
virtual void release_texture(TextureContext *tc);
virtual bool extract_texture_data(Texture *tex);
virtual GeomContext *prepare_geom(Geom *geom);
virtual void release_geom(GeomContext *gc);
virtual ShaderContext *prepare_shader(Shader *shader);
virtual void release_shader(ShaderContext *sc);
virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data);
virtual void release_vertex_buffer(VertexBufferContext *vbc);
virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data);
virtual void release_index_buffer(IndexBufferContext *ibc);
virtual bool get_supports_occlusion_query() const;
virtual void begin_occlusion_query();
virtual PT(OcclusionQueryContext) end_occlusion_query();
virtual PT(GeomMunger) get_geom_munger(const RenderState *state,
Thread *current_thread);
virtual PT(GeomMunger) make_geom_munger(const RenderState *state,
Thread *current_thread);
virtual void set_state_and_transform(const RenderState *state,
const TransformState *transform);
virtual float compute_distance_to(const LPoint3f &point) const;
virtual void clear(DrawableRegion *clearable);
const LMatrix4f *fetch_specified_value(Shader::ShaderMatSpec &spec, int altered);
const LMatrix4f *fetch_specified_part(Shader::ShaderMatInput input, InternalName *name, LMatrix4f &t);
virtual void prepare_display_region(DisplayRegionPipelineReader *dr,
Lens::StereoChannel stereo_channel);
virtual void clear_before_callback();
virtual void clear_state_and_transform();
virtual void remove_window(GraphicsOutputBase *window);
virtual CPT(TransformState) calc_projection_mat(const Lens *lens);
virtual bool prepare_lens();
virtual bool begin_frame(Thread *current_thread);
PUBLISHED:
virtual bool begin_scene();
virtual void end_scene();
public:
virtual void end_frame(Thread *current_thread);
void set_current_properties(const FrameBufferProperties *properties);
virtual bool depth_offset_decals();
virtual CPT(RenderState) begin_decal_base_first();
virtual CPT(RenderState) begin_decal_nested();
virtual CPT(RenderState) begin_decal_base_second();
virtual void finish_decal();
virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
const GeomMunger *munger,
const GeomVertexDataPipelineReader *data_reader,
bool force);
virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_lines(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader,
bool force);
virtual bool draw_points(const GeomPrimitivePipelineReader *reader,
bool force);
virtual void end_draw_primitives();
INLINE bool reset_if_new();
INLINE void mark_new();
virtual void reset();
INLINE CPT(TransformState) get_external_transform() const;
INLINE CPT(TransformState) get_internal_transform() const;
RenderBuffer get_render_buffer(int buffer_type, const FrameBufferProperties &prop);
INLINE const DisplayRegion *get_current_display_region() const;
INLINE Lens::StereoChannel get_current_stereo_channel() const;
INLINE const Lens *get_current_lens() const;
virtual const TransformState *get_cs_transform() const;
INLINE const TransformState *get_inv_cs_transform() const;
void do_issue_clip_plane();
void do_issue_color();
void do_issue_color_scale();
virtual void do_issue_light();
virtual bool framebuffer_copy_to_texture
(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb);
virtual bool framebuffer_copy_to_ram
(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb);
virtual void bind_light(PointLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
int light_id);
virtual void bind_light(Spotlight *light_obj, const NodePath &light,
int light_id);
static void create_gamma_table (float gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table);
virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host);
#ifdef DO_PSTATS
static void init_frame_pstats();
#endif
protected:
virtual void reissue_transforms();
virtual void enable_lighting(bool enable);
virtual void set_ambient_light(const Colorf &color);
virtual void enable_light(int light_id, bool enable);
virtual void begin_bind_lights();
virtual void end_bind_lights();
virtual void enable_clip_planes(bool enable);
virtual void enable_clip_plane(int plane_id, bool enable);
virtual void begin_bind_clip_planes();
virtual void bind_clip_plane(const NodePath &plane, int plane_id);
virtual void end_bind_clip_planes();
void determine_target_texture();
virtual void free_pointers();
virtual void close_gsg();
void panic_deactivate();
void determine_light_color_scale();
static CPT(RenderState) get_unlit_state();
static CPT(RenderState) get_unclipped_state();
static CPT(RenderState) get_untextured_state();
void async_reload_texture(TextureContext *tc);
protected:
PT(SceneSetup) _scene_null;
PT(SceneSetup) _scene_setup;
// The current state of the graphics context, as of the last call to
// set_state_and_transform().
CPT(RenderState) _state_rs;
// The desired state of the graphics context, during processing of
// set_state_and_transform().
CPT(RenderState) _target_rs;
// This bitmask contains a 1 bit everywhere that _state_rs has a
// known value. If a bit is 0, the corresponding state must be
// re-sent.
RenderState::SlotMask _state_mask;
// The current transform, as of the last call to
// set_state_and_transform().
CPT(TransformState) _internal_transform;
// The current TextureAttrib is a special case; we may further
// restrict it (according to graphics cards limits) or extend it
// (according to ColorScaleAttribs in effect) beyond what is
// specifically requested in the scene graph.
CPT(TextureAttrib) _target_texture;
CPT(TextureAttrib) _state_texture;
CPT(TexGenAttrib) _target_tex_gen;
CPT(TexGenAttrib) _state_tex_gen;
// Also, the shader might be the explicitly-requested shader, or it
// might be an auto-generated one.
CPT(ShaderAttrib) _state_shader;
CPT(ShaderAttrib) _target_shader;
// These are set by begin_draw_primitives(), and are only valid
// between begin_draw_primitives() and end_draw_primitives().
CPT(GeomMunger) _munger;
const GeomVertexDataPipelineReader *_data_reader;
unsigned int _color_write_mask;
CPT(DisplayRegion) _current_display_region;
Lens::StereoChannel _current_stereo_channel;
CPT(Lens) _current_lens;
CPT(TransformState) _projection_mat;
CPT(TransformState) _projection_mat_inv;
const FrameBufferProperties *_current_properties;
CoordinateSystem _coordinate_system;
CoordinateSystem _internal_coordinate_system;
CPT(TransformState) _cs_transform;
CPT(TransformState) _inv_cs_transform;
Colorf _scene_graph_color;
bool _has_scene_graph_color;
bool _transform_stale;
bool _color_blend_involves_color_scale;
bool _texture_involves_color_scale;
bool _vertex_colors_enabled;
bool _lighting_enabled;
bool _clip_planes_enabled;
bool _color_scale_enabled;
LVecBase4f _current_color_scale;
bool _has_material_force_color;
Colorf _material_force_color;
LVecBase4f _light_color_scale;
bool _has_texture_alpha_scale;
bool _tex_gen_modifies_mat;
bool _tex_gen_point_sprite;
int _last_max_stage_index;
bool _needs_reset;
bool _is_valid;
bool _closing_gsg;
bool _active;
bool _incomplete_render;
bool _effective_incomplete_render;
PT(Loader) _loader;
PT(PreparedGraphicsObjects) _prepared_objects;
bool _is_hardware;
bool _prefers_triangle_strips;
int _max_vertices_per_array;
int _max_vertices_per_primitive;
int _max_texture_stages;
int _max_texture_dimension;
int _max_3d_texture_dimension;
int _max_cube_map_dimension;
bool _supports_texture_combine;
bool _supports_texture_saved_result;
bool _supports_texture_dot3;
bool _supports_3d_texture;
bool _supports_cube_map;
bool _supports_tex_non_pow2;
bool _supports_compressed_texture;
BitMask32 _compressed_texture_formats;
int _max_lights;
int _max_clip_planes;
int _max_vertex_transforms;
int _max_vertex_transform_indices;
bool _supports_occlusion_query;
PT(OcclusionQueryContext) _current_occlusion_query;
bool _copy_texture_inverted;
bool _supports_multisample;
bool _supports_generate_mipmap;
bool _supports_render_texture;
bool _supports_depth_texture;
bool _supports_depth_stencil;
bool _supports_shadow_filter;
bool _supports_basic_shaders;
bool _supports_framebuffer_multisample;
bool _supports_framebuffer_blit;
bool _supports_stencil;
bool _supports_stencil_wrap;
bool _supports_two_sided_stencil;
int _maximum_simultaneous_render_targets;
int _supported_geom_rendering;
bool _color_scale_via_lighting;
bool _alpha_scale_via_texture;
bool _runtime_color_scale;
int _stereo_buffer_mask;
StencilRenderStates *_stencil_render_states;
int _auto_detect_shader_model;
int _shader_model;
static PT(TextureStage) _alpha_scale_texture_stage;
Shader::ShaderCaps _shader_caps;
float _gamma;
Texture::QualityLevel _texture_quality_override;
ShaderGenerator* _shader_generator;
#ifndef NDEBUG
PT(Texture) _flash_texture;
#endif
public:
// Statistics
static PStatCollector _vertex_buffer_switch_pcollector;
static PStatCollector _index_buffer_switch_pcollector;
static PStatCollector _load_vertex_buffer_pcollector;
static PStatCollector _load_index_buffer_pcollector;
static PStatCollector _create_vertex_buffer_pcollector;
static PStatCollector _create_index_buffer_pcollector;
static PStatCollector _load_texture_pcollector;
static PStatCollector _data_transferred_pcollector;
static PStatCollector _texmgrmem_total_pcollector;
static PStatCollector _texmgrmem_resident_pcollector;
static PStatCollector _primitive_batches_pcollector;
static PStatCollector _primitive_batches_tristrip_pcollector;
static PStatCollector _primitive_batches_trifan_pcollector;
static PStatCollector _primitive_batches_tri_pcollector;
static PStatCollector _primitive_batches_other_pcollector;
static PStatCollector _vertices_tristrip_pcollector;
static PStatCollector _vertices_trifan_pcollector;
static PStatCollector _vertices_tri_pcollector;
static PStatCollector _vertices_other_pcollector;
static PStatCollector _vertices_indexed_tristrip_pcollector;
static PStatCollector _state_pcollector;
static PStatCollector _transform_state_pcollector;
static PStatCollector _texture_state_pcollector;
static PStatCollector _draw_primitive_pcollector;
static PStatCollector _draw_set_state_pcollector;
static PStatCollector _clear_pcollector;
static PStatCollector _flush_pcollector;
static PStatCollector _wait_occlusion_pcollector;
// A whole slew of collectors to measure the cost of individual
// state changes. These are disabled by default.
static PStatCollector _draw_set_state_transform_pcollector;
static PStatCollector _draw_set_state_alpha_test_pcollector;
static PStatCollector _draw_set_state_antialias_pcollector;
static PStatCollector _draw_set_state_clip_plane_pcollector;
static PStatCollector _draw_set_state_color_pcollector;
static PStatCollector _draw_set_state_cull_face_pcollector;
static PStatCollector _draw_set_state_depth_offset_pcollector;
static PStatCollector _draw_set_state_depth_test_pcollector;
static PStatCollector _draw_set_state_depth_write_pcollector;
static PStatCollector _draw_set_state_render_mode_pcollector;
static PStatCollector _draw_set_state_rescale_normal_pcollector;
static PStatCollector _draw_set_state_shade_model_pcollector;
static PStatCollector _draw_set_state_blending_pcollector;
static PStatCollector _draw_set_state_shader_pcollector;
static PStatCollector _draw_set_state_shader_parameters_pcollector;
static PStatCollector _draw_set_state_texture_pcollector;
static PStatCollector _draw_set_state_tex_matrix_pcollector;
static PStatCollector _draw_set_state_tex_gen_pcollector;
static PStatCollector _draw_set_state_material_pcollector;
static PStatCollector _draw_set_state_light_pcollector;
static PStatCollector _draw_set_state_stencil_pcollector;
static PStatCollector _draw_set_state_fog_pcollector;
static PStatCollector _draw_set_state_scissor_pcollector;
private:
int _num_lights_enabled;
int _num_clip_planes_enabled;
PT(GraphicsPipe) _pipe;
GraphicsEngine *_engine;
GraphicsThreadingModel _threading_model;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
public:
static void init_type() {
GraphicsStateGuardianBase::init_type();
register_type(_type_handle, "GraphicsStateGuardian",
GraphicsStateGuardianBase::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
friend class GraphicsPipe;
friend class GraphicsWindow;
friend class GraphicsEngine;
};
#include "graphicsStateGuardian.I"
#endif