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