panda3d/panda/src/pgraph/renderEffects.cxx

931 lines
33 KiB
C++

// Filename: renderEffects.cxx
// Created by: drose (14Mar02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "renderEffects.h"
#include "billboardEffect.h"
#include "decalEffect.h"
#include "compassEffect.h"
#include "polylightEffect.h"
#include "showBoundsEffect.h"
#include "config_pgraph.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "datagramIterator.h"
#include "indent.h"
#include "compareTo.h"
#include "reMutexHolder.h"
#include "mutexHolder.h"
#include "thread.h"
ReMutex *RenderEffects::_states_lock = NULL;
RenderEffects::States *RenderEffects::_states = NULL;
CPT(RenderEffects) RenderEffects::_empty_state;
TypeHandle RenderEffects::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::Constructor
// Access: Protected
// Description: Actually, this could be a private constructor, since
// no one inherits from RenderEffects, but gcc gives us a
// spurious warning if all constructors are private.
////////////////////////////////////////////////////////////////////
RenderEffects::
RenderEffects() : _lock("RenderEffects") {
if (_states == (States *)NULL) {
init_states();
}
_saved_entry = _states->end();
_flags = 0;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::Copy Constructor
// Access: Private
// Description: RenderEffectss are not meant to be copied.
////////////////////////////////////////////////////////////////////
RenderEffects::
RenderEffects(const RenderEffects &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::Copy Assignment Operator
// Access: Private
// Description: RenderEffectss are not meant to be copied.
////////////////////////////////////////////////////////////////////
void RenderEffects::
operator = (const RenderEffects &) {
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::Destructor
// Access: Public, Virtual
// Description: The destructor is responsible for removing the
// RenderEffects from the global set if it is there.
////////////////////////////////////////////////////////////////////
RenderEffects::
~RenderEffects() {
// Remove the deleted RenderEffects object from the global pool.
ReMutexHolder holder(*_states_lock);
// unref() should have cleared this.
nassertv(_saved_entry == _states->end());
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::safe_to_transform
// Access: Public
// Description: Returns true if all of the effects in this set can
// safely be transformed, and therefore the complete set
// can be transformed, by calling xform().
////////////////////////////////////////////////////////////////////
bool RenderEffects::
safe_to_transform() const {
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
if (!effect._effect->safe_to_transform()) {
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::prepare_flatten_transform
// Access: Public, Virtual
// Description: Preprocesses the accumulated transform that is about
// to be applied to (or through) this node due to a
// flatten operation. The returned value will be used
// instead.
////////////////////////////////////////////////////////////////////
CPT(TransformState) RenderEffects::
prepare_flatten_transform(const TransformState *net_transform) const {
CPT(TransformState) result = net_transform;
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
result = effect._effect->prepare_flatten_transform(result);
}
return result;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::safe_to_combine
// Access: Public
// Description: Returns true if all of the effects in this set can
// safely be shared with a sibling node that has the
// exact same set of effects, or false if this would be
// bad for any of the effects.
////////////////////////////////////////////////////////////////////
bool RenderEffects::
safe_to_combine() const {
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
if (!effect._effect->safe_to_combine()) {
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::xform
// Access: Public, Virtual
// Description: Returns a new RenderEffects transformed by the
// indicated matrix.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
xform(const LMatrix4f &mat) const {
if (is_empty()) {
return this;
}
RenderEffects *new_state = new RenderEffects;
back_insert_iterator<Effects> result =
back_inserter(new_state->_effects);
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
Effect new_effect(effect);
new_effect._effect = effect._effect->xform(mat);
*result = new_effect;
++result;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::operator <
// Access: Published
// Description: Provides an arbitrary ordering among all unique
// RenderEffectss, so we can store the essentially
// different ones in a big set and throw away the rest.
//
// This method is not needed outside of the RenderEffects
// class because all equivalent RenderEffects objects are
// guaranteed to share the same pointer; thus, a pointer
// comparison is always sufficient.
////////////////////////////////////////////////////////////////////
bool RenderEffects::
operator < (const RenderEffects &other) const {
// We must compare all the properties of the effects, not just
// the type; thus, we compare them one at a time using compare_to().
return lexicographical_compare(_effects.begin(), _effects.end(),
other._effects.begin(), other._effects.end(),
CompareTo<Effect>());
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::find_effect
// Access: Published
// Description: Searches for an effect with the indicated type in
// the state, and returns its index if it is found, or
// -1 if it is not.
////////////////////////////////////////////////////////////////////
int RenderEffects::
find_effect(TypeHandle type) const {
Effects::const_iterator ai = _effects.find(Effect(type));
if (ai == _effects.end()) {
return -1;
}
return ai - _effects.begin();
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make_empty
// Access: Published, Static
// Description: Returns a RenderEffects with no effects set.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
make_empty() {
// The empty state is asked for so often, we make it a special case
// and store a pointer forever once we find it the first time.
if (_empty_state == (RenderEffects *)NULL) {
RenderEffects *state = new RenderEffects;
_empty_state = return_new(state);
}
return _empty_state;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make
// Access: Published, Static
// Description: Returns a RenderEffects with one effect set.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
make(const RenderEffect *effect) {
RenderEffects *state = new RenderEffects;
state->_effects.reserve(1);
state->_effects.insert(Effect(effect));
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make
// Access: Published, Static
// Description: Returns a RenderEffects with two effects set.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
make(const RenderEffect *effect1,
const RenderEffect *effect2) {
RenderEffects *state = new RenderEffects;
state->_effects.reserve(2);
state->_effects.push_back(Effect(effect1));
state->_effects.push_back(Effect(effect2));
state->_effects.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make
// Access: Published, Static
// Description: Returns a RenderEffects with three effects set.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
make(const RenderEffect *effect1,
const RenderEffect *effect2,
const RenderEffect *effect3) {
RenderEffects *state = new RenderEffects;
state->_effects.reserve(2);
state->_effects.push_back(Effect(effect1));
state->_effects.push_back(Effect(effect2));
state->_effects.push_back(Effect(effect3));
state->_effects.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make
// Access: Published, Static
// Description: Returns a RenderEffects with four effects set.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
make(const RenderEffect *effect1,
const RenderEffect *effect2,
const RenderEffect *effect3,
const RenderEffect *effect4) {
RenderEffects *state = new RenderEffects;
state->_effects.reserve(2);
state->_effects.push_back(Effect(effect1));
state->_effects.push_back(Effect(effect2));
state->_effects.push_back(Effect(effect3));
state->_effects.push_back(Effect(effect4));
state->_effects.sort();
return return_new(state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::add_effect
// Access: Published
// Description: Returns a new RenderEffects object that represents the
// same as the source state, with the new RenderEffect
// added. If there is already a RenderEffect with the
// same type, it is replaced.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
add_effect(const RenderEffect *effect) const {
RenderEffects *new_state = new RenderEffects;
back_insert_iterator<Effects> result =
back_inserter(new_state->_effects);
Effect new_effect(effect);
Effects::const_iterator ai = _effects.begin();
while (ai != _effects.end() && (*ai) < new_effect) {
*result = *ai;
++ai;
++result;
}
*result = new_effect;
++result;
if (ai != _effects.end() && !(new_effect < (*ai))) {
// At this point we know:
// !((*ai) < new_effect) && !(new_effect < (*ai))
// which means (*ai) == new_effect--so we should leave it out,
// to avoid duplicating effects in the set.
++ai;
}
while (ai != _effects.end()) {
*result = *ai;
++ai;
++result;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::remove_effect
// Access: Published
// Description: Returns a new RenderEffects object that represents the
// same as the source state, with the indicated
// RenderEffect removed.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
remove_effect(TypeHandle type) const {
RenderEffects *new_state = new RenderEffects;
back_insert_iterator<Effects> result =
back_inserter(new_state->_effects);
Effects::const_iterator ai = _effects.begin();
while (ai != _effects.end()) {
if ((*ai)._type != type) {
*result = *ai;
++result;
}
++ai;
}
return return_new(new_state);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::get_effect
// Access: Published, Virtual
// Description: Looks for a RenderEffect of the indicated type in the
// state, and returns it if it is found, or NULL if it
// is not.
////////////////////////////////////////////////////////////////////
const RenderEffect *RenderEffects::
get_effect(TypeHandle type) const {
Effects::const_iterator ai;
ai = _effects.find(Effect(type));
if (ai != _effects.end()) {
return (*ai)._effect;
}
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::unref
// Access: Published
// Description: This method overrides ReferenceCount::unref() to
// check whether the remaining reference count is
// entirely in the cache, and if so, it checks for and
// breaks a cycle in the cache involving this object.
// This is designed to prevent leaks from cyclical
// references within the cache.
//
// Note that this is not a virtual method, and cannot be
// because ReferenceCount itself declares no virtual
// methods (it avoids the overhead of a virtual function
// pointer). But this doesn't matter, because
// PT(TransformState) is a template class, and will call
// the appropriate method even though it is non-virtual.
////////////////////////////////////////////////////////////////////
bool RenderEffects::
unref() const {
ReMutexHolder holder(*_states_lock);
if (ReferenceCount::unref()) {
// The reference count is still nonzero.
return true;
}
// The reference count has just reached zero. Make sure the object
// is removed from the global object pool, before anyone else finds
// it and tries to ref it.
((RenderEffects *)this)->release_new();
return false;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::output
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void RenderEffects::
output(ostream &out) const {
out << "E:";
if (_effects.empty()) {
out << "(empty)";
} else {
Effects::const_iterator ai = _effects.begin();
out << "(" << (*ai)._type;
++ai;
while (ai != _effects.end()) {
out << " " << (*ai)._type;
++ai;
}
out << ")";
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::write
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void RenderEffects::
write(ostream &out, int indent_level) const {
indent(out, indent_level) << _effects.size() << " effects:\n";
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
effect._effect->write(out, indent_level + 2);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::get_num_states
// Access: Published, Static
// Description: Returns the total number of unique RenderEffects
// objects allocated in the world. This will go up and
// down during normal operations.
////////////////////////////////////////////////////////////////////
int RenderEffects::
get_num_states() {
if (_states == (States *)NULL) {
return 0;
}
ReMutexHolder holder(*_states_lock);
return _states->size();
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::list_states
// Access: Published, Static
// Description: Lists all of the RenderEffectss in the cache to the
// output stream, one per line. This can be quite a lot
// of output if the cache is large, so be prepared.
////////////////////////////////////////////////////////////////////
void RenderEffects::
list_states(ostream &out) {
out << _states->size() << " states:\n";
States::const_iterator si;
for (si = _states->begin(); si != _states->end(); ++si) {
const RenderEffects *state = (*si);
state->write(out, 2);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::validate_states
// Access: Published, Static
// Description: Ensures that the cache is still stored in sorted
// order. Returns true if so, false if there is a
// problem (which implies someone has modified one of
// the supposedly-const RenderEffects objects).
////////////////////////////////////////////////////////////////////
bool RenderEffects::
validate_states() {
if (_states->empty()) {
return true;
}
ReMutexHolder holder(*_states_lock);
States::const_iterator si = _states->begin();
States::const_iterator snext = si;
++snext;
while (snext != _states->end()) {
if (!(*(*si) < *(*snext))) {
pgraph_cat.error()
<< "RenderEffectss out of order!\n";
(*si)->write(pgraph_cat.error(false), 2);
(*snext)->write(pgraph_cat.error(false), 2);
return false;
}
si = snext;
++snext;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::cull_callback
// Access: Public
// Description: Calls cull_callback() on all effects. You may check
// has_cull_callback() first to see if any effects
// define this method to do anything useful.
////////////////////////////////////////////////////////////////////
void RenderEffects::
cull_callback(CullTraverser *trav, CullTraverserData &data,
CPT(TransformState) &node_transform,
CPT(RenderState) &node_state) const {
Effects::const_iterator ei;
for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
(*ei)._effect->cull_callback(trav, data, node_transform, node_state);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::adjust_transform
// Access: Public
// Description: Calls adjust_transform() on all effects. You may check
// has_adjust_transform() first to see if any effects
// define this method to do anything useful.
//
// The order in which the individual effects are applied
// is not defined, so if more than one effect applies a
// change to the transform on any particular node, you
// might get indeterminate results.
////////////////////////////////////////////////////////////////////
void RenderEffects::
adjust_transform(CPT(TransformState) &net_transform,
CPT(TransformState) &node_transform,
PandaNode *node) const {
Effects::const_iterator ei;
for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
(*ei)._effect->adjust_transform(net_transform, node_transform, node);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::init_states
// Access: Public, Static
// Description: Make sure the global _states map is allocated. This
// only has to be done once. We could make this map
// static, but then we run into problems if anyone
// creates a RenderEffects object at static init time;
// it also seems to cause problems when the Panda shared
// library is unloaded at application exit time.
////////////////////////////////////////////////////////////////////
void RenderEffects::
init_states() {
_states = new States;
// TODO: we should have a global Panda mutex to allow us to safely
// create _states_lock without a startup race condition. For the
// meantime, this is OK because we guarantee that this method is
// called at static init time, presumably when there is still only
// one thread in the world.
_states_lock = new ReMutex("RenderEffects::_states_lock");
nassertv(Thread::get_current_thread() == Thread::get_main_thread());
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::return_new
// Access: Private, Static
// Description: This function is used to share a common RenderEffects
// pointer for all equivalent RenderEffects objects.
//
// See the similar logic in RenderEffect. The idea is
// to create a new RenderEffects object and pass it
// through this function, which will share the pointer
// with a previously-created RenderEffects object if it is
// equivalent.
////////////////////////////////////////////////////////////////////
CPT(RenderEffects) RenderEffects::
return_new(RenderEffects *state) {
nassertr(state != (RenderEffects *)NULL, state);
#ifndef NDEBUG
if (!state_cache) {
return state;
}
#endif
#ifndef NDEBUG
if (paranoid_const) {
nassertr(validate_states(), state);
}
#endif
ReMutexHolder holder(*_states_lock);
// This should be a newly allocated pointer, not one that was used
// for anything else.
nassertr(state->_saved_entry == _states->end(), state);
// Save the state in a local PointerTo so that it will be freed at
// the end of this function if no one else uses it.
CPT(RenderEffects) pt_state = state;
pair<States::iterator, bool> result = _states->insert(state);
if (result.second) {
// The state was inserted; save the iterator and return the
// input state.
state->_saved_entry = result.first;
return pt_state;
}
// The state was not inserted; there must be an equivalent one
// already in the set. Return that one.
return *(result.first);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::release_new
// Access: Private
// Description: This inverse of return_new, this releases this object
// from the global RenderEffects table.
//
// You must already be holding _states_lock before you
// call this method.
////////////////////////////////////////////////////////////////////
void RenderEffects::
release_new() {
nassertv(_states_lock->debug_is_locked());
if (_saved_entry != _states->end()) {
nassertv(_states->find(this) == _saved_entry);
_states->erase(_saved_entry);
_saved_entry = _states->end();
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::determine_decal
// Access: Private
// Description: This is the private implementation of has_decal().
////////////////////////////////////////////////////////////////////
void RenderEffects::
determine_decal() {
MutexHolder holder(_lock);
if ((_flags & F_checked_decal) != 0) {
// Someone else checked it first.
return;
}
const RenderEffect *effect = get_effect(DecalEffect::get_class_type());
if (effect != (const RenderEffect *)NULL) {
_flags |= F_has_decal;
}
_flags |= F_checked_decal;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::determine_show_bounds
// Access: Private
// Description: This is the private implementation of has_show_bounds().
////////////////////////////////////////////////////////////////////
void RenderEffects::
determine_show_bounds() {
MutexHolder holder(_lock);
if ((_flags & F_checked_show_bounds) != 0) {
// Someone else checked it first.
return;
}
const RenderEffect *effect = get_effect(ShowBoundsEffect::get_class_type());
if (effect != (const RenderEffect *)NULL) {
_flags |= F_has_show_bounds;
const ShowBoundsEffect *sba = DCAST(ShowBoundsEffect, effect);
if (sba->get_tight()) {
_flags |= F_has_show_tight_bounds;
}
}
_flags |= F_checked_show_bounds;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::determine_cull_callback
// Access: Private
// Description: This is the private implementation of has_cull_callback().
////////////////////////////////////////////////////////////////////
void RenderEffects::
determine_cull_callback() {
MutexHolder holder(_lock);
if ((_flags & F_checked_cull_callback) != 0) {
// Someone else checked it first.
return;
}
_flags |= F_checked_cull_callback;
Effects::const_iterator ei;
for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
if ((*ei)._effect->has_cull_callback()) {
_flags |= F_has_cull_callback;
return;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::determine_adjust_transform
// Access: Private
// Description: This is the private implementation of has_adjust_transform().
////////////////////////////////////////////////////////////////////
void RenderEffects::
determine_adjust_transform() {
MutexHolder holder(_lock);
if ((_flags & F_checked_adjust_transform) != 0) {
// Someone else checked it first.
return;
}
_flags |= F_checked_adjust_transform;
Effects::const_iterator ei;
for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
if ((*ei)._effect->has_adjust_transform()) {
_flags |= F_has_adjust_transform;
return;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// RenderEffects.
////////////////////////////////////////////////////////////////////
void RenderEffects::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void RenderEffects::
write_datagram(BamWriter *manager, Datagram &dg) {
TypedWritable::write_datagram(manager, dg);
int num_effects = _effects.size();
nassertv(num_effects == (int)(PN_uint16)num_effects);
dg.add_uint16(num_effects);
Effects::const_iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
const Effect &effect = (*ai);
manager->write_pointer(dg, effect._effect);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::complete_pointers
// Access: Public, Virtual
// Description: Receives an array of pointers, one for each time
// manager->read_pointer() was called in fillin().
// Returns the number of pointers processed.
////////////////////////////////////////////////////////////////////
int RenderEffects::
complete_pointers(TypedWritable **p_list, BamReader *manager) {
int pi = TypedWritable::complete_pointers(p_list, manager);
// Get the effect pointers.
Effects::iterator ai;
for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
Effect &effect = (*ai);
effect._effect = DCAST(RenderEffect, p_list[pi++]);
nassertr(effect._effect != (RenderEffect *)NULL, pi);
effect._type = effect._effect->get_type();
}
ReMutexHolder holder(*_states_lock);
// Now make sure the array is properly sorted. (It won't
// necessarily preserve its correct sort after being read from bam,
// because the sort is based on TypeHandle indices, which can change
// from session to session.)
_effects.sort();
return pi;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::require_fully_complete
// Access: Public, Virtual
// Description: Some objects require all of their nested pointers to
// have been completed before the objects themselves can
// be completed. If this is the case, override this
// method to return true, and be careful with circular
// references (which would make the object unreadable
// from a bam file).
////////////////////////////////////////////////////////////////////
bool RenderEffects::
require_fully_complete() const {
// Since we sort _states based on each RenderEffects' operator <
// method, which in turn compares based on each nested RenderEffect
// object's compare_to() method, some of which depend on the
// RenderEffect's pointers having already been completed
// (e.g. CharacterJointEffect), we therefore require each of out our
// nested RenderEffect objects to have been completed before we can
// be completed.
return true;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::change_this
// Access: Public, Static
// Description: Called immediately after complete_pointers(), this
// gives the object a chance to adjust its own pointer
// if desired. Most objects don't change pointers after
// completion, but some need to.
//
// Once this function has been called, the old pointer
// will no longer be accessed.
////////////////////////////////////////////////////////////////////
TypedWritable *RenderEffects::
change_this(TypedWritable *old_ptr, BamReader *manager) {
// First, uniquify the pointer.
RenderEffects *state = DCAST(RenderEffects, old_ptr);
CPT(RenderEffects) pointer = return_new(state);
// But now we have a problem, since we have to hold the reference
// count and there's no way to return a TypedWritable while still
// holding the reference count! We work around this by explicitly
// upping the count, and also setting a finalize() callback to down
// it later.
if (pointer == state) {
pointer->ref();
manager->register_finalize(state);
}
// We have to cast the pointer back to non-const, because the bam
// reader expects that.
return (RenderEffects *)pointer.p();
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::finalize
// Access: Public, Virtual
// Description: Called by the BamReader to perform any final actions
// needed for setting up the object after all objects
// have been read and all pointers have been completed.
////////////////////////////////////////////////////////////////////
void RenderEffects::
finalize(BamReader *) {
// Unref the pointer that we explicitly reffed in change_this().
unref();
// We should never get back to zero after unreffing our own count,
// because we expect to have been stored in a pointer somewhere. If
// we do get to zero, it's a memory leak; the way to avoid this is
// to call unref_delete() above instead of unref(), but this is
// dangerous to do from within a virtual function.
nassertv(get_ref_count() != 0);
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type RenderEffects is encountered
// in the Bam file. It should create the RenderEffects
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *RenderEffects::
make_from_bam(const FactoryParams &params) {
RenderEffects *state = new RenderEffects;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
state->fillin(scan, manager);
manager->register_change_this(change_this, state);
return state;
}
////////////////////////////////////////////////////////////////////
// Function: RenderEffects::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new RenderEffects.
////////////////////////////////////////////////////////////////////
void RenderEffects::
fillin(DatagramIterator &scan, BamReader *manager) {
TypedWritable::fillin(scan, manager);
int num_effects = scan.get_uint16();
// Push back a NULL pointer for each effect for now, until we get
// the actual list of pointers later in complete_pointers().
_effects.reserve(num_effects);
for (int i = 0; i < num_effects; i++) {
manager->read_pointer(scan);
_effects.push_back(Effect());
}
}