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588 lines
20 KiB
C++
588 lines
20 KiB
C++
// Filename: graphicsStateGuardian.h
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// Created by: drose (02Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef GRAPHICSSTATEGUARDIAN_H
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#define GRAPHICSSTATEGUARDIAN_H
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#include "pandabase.h"
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#include "frameBufferProperties.h"
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#include "preparedGraphicsObjects.h"
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#include "lens.h"
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#include "graphicsStateGuardianBase.h"
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#include "graphicsThreadingModel.h"
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#include "graphicsPipe.h"
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#include "sceneSetup.h"
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#include "displayRegion.h"
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#include "luse.h"
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#include "coordinateSystem.h"
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#include "factory.h"
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#include "pStatCollector.h"
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#include "transformState.h"
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#include "renderState.h"
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#include "light.h"
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#include "planeNode.h"
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#include "config_display.h"
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#include "geomMunger.h"
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#include "geomVertexData.h"
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#include "pnotify.h"
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#include "pvector.h"
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#include "shaderContext.h"
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#include "bitMask.h"
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#include "texture.h"
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#include "occlusionQueryContext.h"
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#include "stencilRenderStates.h"
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#include "loader.h"
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#include "textureAttrib.h"
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#include "texGenAttrib.h"
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#include "shaderAttrib.h"
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class DrawableRegion;
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class GraphicsEngine;
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class ShaderGenerator;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsStateGuardian
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// Description : Encapsulates all the communication with a particular
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// instance of a given rendering backend. Tries to
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// guarantee that redundant state-change requests are
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// not issued (hence "state guardian").
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//
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// There will be one of these objects for each different
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// graphics context active in the system.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_DISPLAY GraphicsStateGuardian : public GraphicsStateGuardianBase {
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//
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// Interfaces all GSGs should have
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//
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public:
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GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
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GraphicsEngine *engine, GraphicsPipe *pipe);
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virtual ~GraphicsStateGuardian();
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PUBLISHED:
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enum ShaderModel
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{
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SM_00,
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SM_11,
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SM_20,
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SM_2X,
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SM_30,
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SM_40,
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};
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INLINE void release_all();
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INLINE int release_all_textures();
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INLINE int release_all_geoms();
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INLINE int release_all_vertex_buffers();
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INLINE int release_all_index_buffers();
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INLINE void set_active(bool active);
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INLINE bool is_active() const;
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INLINE bool is_valid() const;
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INLINE bool needs_reset() const;
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INLINE void set_incomplete_render(bool incomplete_render);
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virtual INLINE bool get_incomplete_render() const;
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virtual INLINE bool get_effective_incomplete_render() const;
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INLINE void set_loader(Loader *loader);
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INLINE Loader *get_loader() const;
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INLINE GraphicsPipe *get_pipe() const;
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GraphicsEngine *get_engine() const;
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INLINE const GraphicsThreadingModel &get_threading_model() const;
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INLINE bool is_hardware() const;
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virtual INLINE bool prefers_triangle_strips() const;
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virtual INLINE int get_max_vertices_per_array() const;
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virtual INLINE int get_max_vertices_per_primitive() const;
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INLINE int get_max_texture_stages() const;
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virtual INLINE int get_max_texture_dimension() const;
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INLINE int get_max_3d_texture_dimension() const;
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INLINE int get_max_cube_map_dimension() const;
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INLINE bool get_supports_texture_combine() const;
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INLINE bool get_supports_texture_saved_result() const;
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INLINE bool get_supports_texture_dot3() const;
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INLINE bool get_supports_3d_texture() const;
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INLINE bool get_supports_cube_map() const;
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INLINE bool get_supports_tex_non_pow2() const;
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INLINE bool get_supports_compressed_texture() const;
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virtual INLINE bool get_supports_compressed_texture_format(int compression_mode) const;
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INLINE int get_max_lights() const;
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INLINE int get_max_clip_planes() const;
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INLINE int get_max_vertex_transforms() const;
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INLINE int get_max_vertex_transform_indices() const;
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INLINE bool get_copy_texture_inverted() const;
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virtual bool get_supports_multisample() const;
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INLINE bool get_supports_generate_mipmap() const;
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INLINE bool get_supports_render_texture() const;
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INLINE bool get_supports_depth_texture() const;
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INLINE bool get_supports_depth_stencil() const;
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INLINE bool get_supports_shadow_filter() const;
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INLINE bool get_supports_basic_shaders() const;
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INLINE bool get_supports_stencil() const;
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INLINE bool get_supports_two_sided_stencil() const;
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INLINE int get_maximum_simultaneous_render_targets() const;
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INLINE int get_shader_model() const;
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INLINE void set_shader_model(int shader_model);
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virtual int get_supported_geom_rendering() const;
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INLINE bool get_color_scale_via_lighting() const;
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INLINE bool get_alpha_scale_via_texture() const;
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INLINE bool get_alpha_scale_via_texture(const TextureAttrib *tex_attrib) const;
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INLINE bool get_runtime_color_scale() const;
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INLINE static TextureStage *get_alpha_scale_texture_stage();
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void set_coordinate_system(CoordinateSystem cs);
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INLINE CoordinateSystem get_coordinate_system() const;
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virtual CoordinateSystem get_internal_coordinate_system() const;
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virtual PreparedGraphicsObjects *get_prepared_objects();
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virtual bool set_gamma(float gamma);
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float get_gamma(float gamma);
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virtual void restore_gamma();
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INLINE void set_texture_quality_override(Texture::QualityLevel quality_level);
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INLINE Texture::QualityLevel get_texture_quality_override() const;
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#ifdef HAVE_PYTHON
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PyObject *get_prepared_textures() const;
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#endif
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typedef bool TextureCallback(TextureContext *tc, void *callback_arg);
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void traverse_prepared_textures(TextureCallback *func, void *callback_arg);
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#ifndef NDEBUG
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void set_flash_texture(Texture *tex);
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void clear_flash_texture();
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Texture *get_flash_texture() const;
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#endif
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PUBLISHED:
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bool set_scene(SceneSetup *scene_setup);
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virtual SceneSetup *get_scene() const;
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public:
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virtual TextureContext *prepare_texture(Texture *tex);
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virtual bool update_texture(TextureContext *tc, bool force);
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virtual void release_texture(TextureContext *tc);
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virtual bool extract_texture_data(Texture *tex);
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virtual GeomContext *prepare_geom(Geom *geom);
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virtual void release_geom(GeomContext *gc);
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virtual ShaderContext *prepare_shader(Shader *shader);
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virtual void release_shader(ShaderContext *sc);
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virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data);
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virtual void release_vertex_buffer(VertexBufferContext *vbc);
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virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data);
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virtual void release_index_buffer(IndexBufferContext *ibc);
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virtual bool get_supports_occlusion_query() const;
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virtual void begin_occlusion_query();
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virtual PT(OcclusionQueryContext) end_occlusion_query();
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virtual PT(GeomMunger) get_geom_munger(const RenderState *state,
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Thread *current_thread);
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virtual PT(GeomMunger) make_geom_munger(const RenderState *state,
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Thread *current_thread);
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virtual void set_state_and_transform(const RenderState *state,
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const TransformState *transform);
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virtual float compute_distance_to(const LPoint3f &point) const;
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virtual void clear(DrawableRegion *clearable);
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const LMatrix4f *fetch_specified_value(Shader::ShaderMatSpec &spec, int altered);
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const LMatrix4f *fetch_specified_part(Shader::ShaderMatInput input, InternalName *name, LMatrix4f &t);
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virtual void prepare_display_region(DisplayRegionPipelineReader *dr,
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Lens::StereoChannel stereo_channel);
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virtual void clear_before_callback();
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virtual void clear_state_and_transform();
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virtual void remove_window(GraphicsOutputBase *window);
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virtual CPT(TransformState) calc_projection_mat(const Lens *lens);
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virtual bool prepare_lens();
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virtual bool begin_frame(Thread *current_thread);
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PUBLISHED:
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virtual bool begin_scene();
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virtual void end_scene();
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public:
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virtual void end_frame(Thread *current_thread);
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void set_current_properties(const FrameBufferProperties *properties);
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virtual bool depth_offset_decals();
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virtual CPT(RenderState) begin_decal_base_first();
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virtual CPT(RenderState) begin_decal_nested();
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virtual CPT(RenderState) begin_decal_base_second();
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virtual void finish_decal();
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virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
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const GeomMunger *munger,
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const GeomVertexDataPipelineReader *data_reader,
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bool force);
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virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_lines(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual bool draw_points(const GeomPrimitivePipelineReader *reader,
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bool force);
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virtual void end_draw_primitives();
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INLINE bool reset_if_new();
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INLINE void mark_new();
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virtual void reset();
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INLINE CPT(TransformState) get_external_transform() const;
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INLINE CPT(TransformState) get_internal_transform() const;
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RenderBuffer get_render_buffer(int buffer_type, const FrameBufferProperties &prop);
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INLINE const DisplayRegion *get_current_display_region() const;
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INLINE Lens::StereoChannel get_current_stereo_channel() const;
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INLINE const Lens *get_current_lens() const;
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virtual const TransformState *get_cs_transform() const;
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INLINE const TransformState *get_inv_cs_transform() const;
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void do_issue_clip_plane();
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void do_issue_color();
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void do_issue_color_scale();
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virtual void do_issue_light();
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virtual bool framebuffer_copy_to_texture
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(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb);
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virtual bool framebuffer_copy_to_ram
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(Texture *tex, int z, const DisplayRegion *dr, const RenderBuffer &rb);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id);
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static void create_gamma_table (float gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table);
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virtual PT(Texture) make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host);
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#ifdef DO_PSTATS
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static void init_frame_pstats();
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#endif
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protected:
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virtual void reissue_transforms();
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virtual void enable_lighting(bool enable);
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virtual void set_ambient_light(const Colorf &color);
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virtual void enable_light(int light_id, bool enable);
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virtual void begin_bind_lights();
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virtual void end_bind_lights();
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virtual void enable_clip_planes(bool enable);
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virtual void enable_clip_plane(int plane_id, bool enable);
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virtual void begin_bind_clip_planes();
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virtual void bind_clip_plane(const NodePath &plane, int plane_id);
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virtual void end_bind_clip_planes();
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void determine_target_texture();
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virtual void free_pointers();
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virtual void close_gsg();
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void panic_deactivate();
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void determine_light_color_scale();
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static CPT(RenderState) get_unlit_state();
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static CPT(RenderState) get_unclipped_state();
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static CPT(RenderState) get_untextured_state();
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void async_reload_texture(TextureContext *tc);
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protected:
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PT(SceneSetup) _scene_null;
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PT(SceneSetup) _scene_setup;
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// The current state of the graphics context, as of the last call to
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// set_state_and_transform().
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CPT(RenderState) _state_rs;
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// The desired state of the graphics context, during processing of
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// set_state_and_transform().
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CPT(RenderState) _target_rs;
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// This bitmask contains a 1 bit everywhere that _state_rs has a
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// known value. If a bit is 0, the corresponding state must be
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// re-sent.
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RenderState::SlotMask _state_mask;
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// The current transform, as of the last call to
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// set_state_and_transform().
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CPT(TransformState) _internal_transform;
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// The current TextureAttrib is a special case; we may further
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// restrict it (according to graphics cards limits) or extend it
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// (according to ColorScaleAttribs in effect) beyond what is
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// specifically requested in the scene graph.
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CPT(TextureAttrib) _target_texture;
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CPT(TextureAttrib) _state_texture;
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CPT(TexGenAttrib) _target_tex_gen;
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CPT(TexGenAttrib) _state_tex_gen;
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// Also, the shader might be the explicitly-requested shader, or it
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// might be an auto-generated one.
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CPT(ShaderAttrib) _state_shader;
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CPT(ShaderAttrib) _target_shader;
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// These are set by begin_draw_primitives(), and are only valid
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// between begin_draw_primitives() and end_draw_primitives().
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CPT(GeomMunger) _munger;
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const GeomVertexDataPipelineReader *_data_reader;
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unsigned int _color_write_mask;
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CPT(DisplayRegion) _current_display_region;
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Lens::StereoChannel _current_stereo_channel;
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CPT(Lens) _current_lens;
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CPT(TransformState) _projection_mat;
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CPT(TransformState) _projection_mat_inv;
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const FrameBufferProperties *_current_properties;
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CoordinateSystem _coordinate_system;
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CoordinateSystem _internal_coordinate_system;
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CPT(TransformState) _cs_transform;
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CPT(TransformState) _inv_cs_transform;
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Colorf _scene_graph_color;
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bool _has_scene_graph_color;
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bool _transform_stale;
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bool _color_blend_involves_color_scale;
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bool _texture_involves_color_scale;
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bool _vertex_colors_enabled;
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bool _lighting_enabled;
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bool _clip_planes_enabled;
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bool _color_scale_enabled;
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LVecBase4f _current_color_scale;
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bool _has_material_force_color;
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Colorf _material_force_color;
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LVecBase4f _light_color_scale;
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bool _has_texture_alpha_scale;
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bool _tex_gen_modifies_mat;
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bool _tex_gen_point_sprite;
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int _last_max_stage_index;
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bool _needs_reset;
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bool _is_valid;
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bool _closing_gsg;
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bool _active;
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bool _incomplete_render;
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bool _effective_incomplete_render;
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PT(Loader) _loader;
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PT(PreparedGraphicsObjects) _prepared_objects;
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bool _is_hardware;
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bool _prefers_triangle_strips;
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int _max_vertices_per_array;
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int _max_vertices_per_primitive;
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int _max_texture_stages;
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int _max_texture_dimension;
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int _max_3d_texture_dimension;
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int _max_cube_map_dimension;
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bool _supports_texture_combine;
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bool _supports_texture_saved_result;
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bool _supports_texture_dot3;
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bool _supports_3d_texture;
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bool _supports_cube_map;
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bool _supports_tex_non_pow2;
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bool _supports_compressed_texture;
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BitMask32 _compressed_texture_formats;
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int _max_lights;
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int _max_clip_planes;
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int _max_vertex_transforms;
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int _max_vertex_transform_indices;
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bool _supports_occlusion_query;
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PT(OcclusionQueryContext) _current_occlusion_query;
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bool _copy_texture_inverted;
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bool _supports_multisample;
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bool _supports_generate_mipmap;
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bool _supports_render_texture;
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bool _supports_depth_texture;
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bool _supports_depth_stencil;
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bool _supports_shadow_filter;
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bool _supports_basic_shaders;
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bool _supports_framebuffer_multisample;
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bool _supports_framebuffer_blit;
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bool _supports_stencil;
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bool _supports_stencil_wrap;
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bool _supports_two_sided_stencil;
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int _maximum_simultaneous_render_targets;
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int _supported_geom_rendering;
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bool _color_scale_via_lighting;
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bool _alpha_scale_via_texture;
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bool _runtime_color_scale;
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int _stereo_buffer_mask;
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StencilRenderStates *_stencil_render_states;
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int _auto_detect_shader_model;
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int _shader_model;
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static PT(TextureStage) _alpha_scale_texture_stage;
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Shader::ShaderCaps _shader_caps;
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float _gamma;
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Texture::QualityLevel _texture_quality_override;
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ShaderGenerator* _shader_generator;
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#ifndef NDEBUG
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PT(Texture) _flash_texture;
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#endif
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public:
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// Statistics
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static PStatCollector _vertex_buffer_switch_pcollector;
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static PStatCollector _index_buffer_switch_pcollector;
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static PStatCollector _load_vertex_buffer_pcollector;
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static PStatCollector _load_index_buffer_pcollector;
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static PStatCollector _create_vertex_buffer_pcollector;
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static PStatCollector _create_index_buffer_pcollector;
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static PStatCollector _load_texture_pcollector;
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static PStatCollector _data_transferred_pcollector;
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static PStatCollector _texmgrmem_total_pcollector;
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static PStatCollector _texmgrmem_resident_pcollector;
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static PStatCollector _primitive_batches_pcollector;
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static PStatCollector _primitive_batches_tristrip_pcollector;
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static PStatCollector _primitive_batches_trifan_pcollector;
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static PStatCollector _primitive_batches_tri_pcollector;
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static PStatCollector _primitive_batches_other_pcollector;
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static PStatCollector _vertices_tristrip_pcollector;
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static PStatCollector _vertices_trifan_pcollector;
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static PStatCollector _vertices_tri_pcollector;
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static PStatCollector _vertices_other_pcollector;
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static PStatCollector _vertices_indexed_tristrip_pcollector;
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static PStatCollector _state_pcollector;
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static PStatCollector _transform_state_pcollector;
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static PStatCollector _texture_state_pcollector;
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static PStatCollector _draw_primitive_pcollector;
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static PStatCollector _draw_set_state_pcollector;
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static PStatCollector _clear_pcollector;
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static PStatCollector _flush_pcollector;
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static PStatCollector _wait_occlusion_pcollector;
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// A whole slew of collectors to measure the cost of individual
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// state changes. These are disabled by default.
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static PStatCollector _draw_set_state_transform_pcollector;
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static PStatCollector _draw_set_state_alpha_test_pcollector;
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static PStatCollector _draw_set_state_antialias_pcollector;
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static PStatCollector _draw_set_state_clip_plane_pcollector;
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static PStatCollector _draw_set_state_color_pcollector;
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static PStatCollector _draw_set_state_cull_face_pcollector;
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static PStatCollector _draw_set_state_depth_offset_pcollector;
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static PStatCollector _draw_set_state_depth_test_pcollector;
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static PStatCollector _draw_set_state_depth_write_pcollector;
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static PStatCollector _draw_set_state_render_mode_pcollector;
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static PStatCollector _draw_set_state_rescale_normal_pcollector;
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static PStatCollector _draw_set_state_shade_model_pcollector;
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static PStatCollector _draw_set_state_blending_pcollector;
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static PStatCollector _draw_set_state_shader_pcollector;
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static PStatCollector _draw_set_state_shader_parameters_pcollector;
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static PStatCollector _draw_set_state_texture_pcollector;
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static PStatCollector _draw_set_state_tex_matrix_pcollector;
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static PStatCollector _draw_set_state_tex_gen_pcollector;
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static PStatCollector _draw_set_state_material_pcollector;
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static PStatCollector _draw_set_state_light_pcollector;
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static PStatCollector _draw_set_state_stencil_pcollector;
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static PStatCollector _draw_set_state_fog_pcollector;
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static PStatCollector _draw_set_state_scissor_pcollector;
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private:
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int _num_lights_enabled;
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int _num_clip_planes_enabled;
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|
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PT(GraphicsPipe) _pipe;
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GraphicsEngine *_engine;
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GraphicsThreadingModel _threading_model;
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public:
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static TypeHandle get_class_type() {
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|
return _type_handle;
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|
}
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|
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public:
|
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static void init_type() {
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GraphicsStateGuardianBase::init_type();
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register_type(_type_handle, "GraphicsStateGuardian",
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GraphicsStateGuardianBase::get_class_type());
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}
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virtual TypeHandle get_type() const {
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|
return get_class_type();
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|
}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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|
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private:
|
|
static TypeHandle _type_handle;
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|
|
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friend class GraphicsPipe;
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friend class GraphicsWindow;
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friend class GraphicsEngine;
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|
};
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#include "graphicsStateGuardian.I"
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#endif
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