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1831 lines
72 KiB
C++
1831 lines
72 KiB
C++
// Filename: graphicsStateGuardian.cxx
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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 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsStateGuardian.h"
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#include "config_display.h"
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#include "textureContext.h"
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#include "vertexBufferContext.h"
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#include "indexBufferContext.h"
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#include "renderBuffer.h"
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#include "attribSlots.h"
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#include "light.h"
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#include "planeNode.h"
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#include "ambientLight.h"
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#include "throw_event.h"
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#include "clockObject.h"
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#include "pStatTimer.h"
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#include "geomTristrips.h"
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#include "geomTrifans.h"
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#include "geomLinestrips.h"
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#include "shader.h"
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#include <algorithm>
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#include <limits.h>
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PStatCollector GraphicsStateGuardian::_total_texusage_pcollector("Texture usage");
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PStatCollector GraphicsStateGuardian::_active_texusage_pcollector("Texture usage:Active");
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PStatCollector GraphicsStateGuardian::_texture_count_pcollector("Prepared Textures");
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PStatCollector GraphicsStateGuardian::_active_texture_count_pcollector("Prepared Textures:Active");
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PStatCollector GraphicsStateGuardian::_vertex_buffer_switch_pcollector("Vertex buffer switch:Vertex");
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PStatCollector GraphicsStateGuardian::_index_buffer_switch_pcollector("Vertex buffer switch:Index");
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PStatCollector GraphicsStateGuardian::_load_vertex_buffer_pcollector("Draw:Transfer data:Vertex buffer");
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PStatCollector GraphicsStateGuardian::_load_index_buffer_pcollector("Draw:Transfer data:Index buffer");
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PStatCollector GraphicsStateGuardian::_load_texture_pcollector("Draw:Transfer data:Texture");
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PStatCollector GraphicsStateGuardian::_data_transferred_pcollector("Data transferred");
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PStatCollector GraphicsStateGuardian::_total_geom_pcollector("Prepared Geoms");
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PStatCollector GraphicsStateGuardian::_active_geom_pcollector("Prepared Geoms:Active");
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PStatCollector GraphicsStateGuardian::_total_buffers_pcollector("Vertex buffer size");
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PStatCollector GraphicsStateGuardian::_active_vertex_buffers_pcollector("Vertex buffer size:Active vertex");
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PStatCollector GraphicsStateGuardian::_active_index_buffers_pcollector("Vertex buffer size:Active index");
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PStatCollector GraphicsStateGuardian::_total_geom_node_pcollector("Prepared GeomNodes");
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PStatCollector GraphicsStateGuardian::_active_geom_node_pcollector("Prepared GeomNodes:Active");
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PStatCollector GraphicsStateGuardian::_total_texmem_pcollector("Texture memory");
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PStatCollector GraphicsStateGuardian::_used_texmem_pcollector("Texture memory:In use");
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PStatCollector GraphicsStateGuardian::_texmgrmem_total_pcollector("Texture manager");
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PStatCollector GraphicsStateGuardian::_texmgrmem_resident_pcollector("Texture manager:Resident");
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PStatCollector GraphicsStateGuardian::_primitive_batches_pcollector("Primitive batches");
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PStatCollector GraphicsStateGuardian::_primitive_batches_tristrip_pcollector("Primitive batches:Triangle strips");
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PStatCollector GraphicsStateGuardian::_primitive_batches_trifan_pcollector("Primitive batches:Triangle fans");
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PStatCollector GraphicsStateGuardian::_primitive_batches_tri_pcollector("Primitive batches:Triangles");
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PStatCollector GraphicsStateGuardian::_primitive_batches_other_pcollector("Primitive batches:Other");
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PStatCollector GraphicsStateGuardian::_vertices_tristrip_pcollector("Vertices:Triangle strips");
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PStatCollector GraphicsStateGuardian::_vertices_trifan_pcollector("Vertices:Triangle fans");
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PStatCollector GraphicsStateGuardian::_vertices_tri_pcollector("Vertices:Triangles");
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PStatCollector GraphicsStateGuardian::_vertices_other_pcollector("Vertices:Other");
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PStatCollector GraphicsStateGuardian::_vertices_indexed_tristrip_pcollector("Vertices:Indexed triangle strips");
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PStatCollector GraphicsStateGuardian::_state_pcollector("State changes");
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PStatCollector GraphicsStateGuardian::_transform_state_pcollector("State changes:Transforms");
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PStatCollector GraphicsStateGuardian::_texture_state_pcollector("State changes:Textures");
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PStatCollector GraphicsStateGuardian::_draw_primitive_pcollector("Draw:Primitive");
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PStatCollector GraphicsStateGuardian::_clear_pcollector("Draw:Clear");
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PStatCollector GraphicsStateGuardian::_flush_pcollector("Draw:Flush");
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GraphicsStateGuardian *GraphicsStateGuardian::_global_gsg = NULL;
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TypeHandle GraphicsStateGuardian::_type_handle;
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsStateGuardian::
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GraphicsStateGuardian(const FrameBufferProperties &properties,
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CoordinateSystem internal_coordinate_system) :
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_internal_coordinate_system(internal_coordinate_system),
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_properties(properties)
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{
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_coordinate_system = CS_invalid;
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_external_transform = TransformState::make_identity();
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_internal_transform = TransformState::make_identity();
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set_coordinate_system(get_default_coordinate_system());
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_current_display_region = (DisplayRegion*)0L;
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_current_lens = (Lens *)NULL;
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_needs_reset = true;
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_is_valid = false;
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_closing_gsg = false;
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_active = true;
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_prepared_objects = new PreparedGraphicsObjects;
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_prefers_triangle_strips = false;
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_max_vertices_per_array = INT_MAX;
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_max_vertices_per_primitive = INT_MAX;
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// Initially, we set this to 1 (the default--no multitexturing
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// supported). A derived GSG may set this differently if it
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// supports multitexturing.
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_max_texture_stages = 1;
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// Also initially, we assume there are no limits on texture sizes,
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// and that 3-d and cube-map textures are not supported.
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_max_texture_dimension = -1;
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_max_3d_texture_dimension = 0;
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_max_cube_map_dimension = 0;
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// Assume we don't support these fairly advanced texture combiner
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// modes.
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_supports_texture_combine = false;
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_supports_texture_saved_result = false;
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_supports_texture_dot3 = false;
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_supports_3d_texture = false;
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_supports_cube_map = false;
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// Assume no limits on number of lights or clip planes.
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_max_lights = -1;
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_max_clip_planes = -1;
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// Assume no vertex blending capability.
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_max_vertex_transforms = 0;
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_max_vertex_transform_indices = 0;
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// Initially, we set this to false; a GSG that knows it has this
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// property should set it to true.
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_copy_texture_inverted = false;
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// Similarly with these capabilities flags.
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_supports_multisample = false;
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_supports_generate_mipmap = false;
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_supports_render_texture = false;
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_supported_geom_rendering = 0;
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// If this is true, then we can apply a color and/or color scale by
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// twiddling the material and/or ambient light (which could mean
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// enabling lighting even without a LightAttrib).
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_color_scale_via_lighting = color_scale_via_lighting;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsStateGuardian::
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~GraphicsStateGuardian() {
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if (_global_gsg == this) {
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_global_gsg = NULL;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_supports_multisample
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// Access: Published, Virtual
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// Description: Returns true if this particular GSG supports using
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// the multisample bits to provide antialiasing, and
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// also supports M_multisample and M_multisample_mask
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// transparency modes. If this is not true for a
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// particular GSG, Panda will map the M_multisample
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// modes to M_binary.
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//
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// This method is declared virtual solely so that it can
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// be queried from cullResult.cxx.
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////////////////////////////////////////////////////////////////////
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bool GraphicsStateGuardian::
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get_supports_multisample() const {
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return _supports_multisample;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_supported_geom_rendering
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// Access: Published, Virtual
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// Description: Returns the union of Geom::GeomRendering values that
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// this particular GSG can support directly. If a Geom
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// needs to be rendered that requires some additional
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// properties, the StandardMunger and/or the
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// CullableObject will convert it as needed.
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//
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// This method is declared virtual solely so that it can
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// be queried from cullableObject.cxx.
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////////////////////////////////////////////////////////////////////
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int GraphicsStateGuardian::
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get_supported_geom_rendering() const {
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return _supported_geom_rendering;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::set_coordinate_system
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// Access: Published
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// Description: Changes the coordinate system in effect on this
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// particular gsg. This is also called the "external"
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// coordinate system, since it is the coordinate system
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// used by the scene graph, external to to GSG.
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//
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// Normally, this will be the default coordinate system,
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// but it might be set differently at runtime.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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set_coordinate_system(CoordinateSystem cs) {
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_coordinate_system = cs;
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// Changing the external coordinate system changes the cs_transform.
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if (_internal_coordinate_system == CS_default ||
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_internal_coordinate_system == _coordinate_system) {
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_cs_transform = TransformState::make_identity();
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_inv_cs_transform = TransformState::make_identity();
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} else {
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_cs_transform =
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TransformState::make_mat
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(LMatrix4f::convert_mat(_coordinate_system,
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_internal_coordinate_system));
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_inv_cs_transform =
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TransformState::make_mat
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(LMatrix4f::convert_mat(_internal_coordinate_system,
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_coordinate_system));
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}
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_internal_transform = _cs_transform->compose(_external_transform);
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_transform_stale = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_internal_coordinate_system
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// Access: Published, Virtual
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// Description: Returns the coordinate system used internally by the
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// GSG. This may be the same as the external coordinate
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// system reported by get_coordinate_system(), or it may
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// be something different.
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//
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// In any case, vertices that have been transformed
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// before being handed to the GSG (that is, vertices
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// with a contents value of C_clip_point) will be
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// expected to be in this coordinate system.
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////////////////////////////////////////////////////////////////////
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CoordinateSystem GraphicsStateGuardian::
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get_internal_coordinate_system() const {
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return _internal_coordinate_system;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::reset
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// Access: Public, Virtual
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// Description: Resets all internal state as if the gsg were newly
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// created.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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reset() {
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_needs_reset = false;
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_is_valid = false;
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_display_region_stack_level = 0;
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_frame_buffer_stack_level = 0;
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_lens_stack_level = 0;
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_state_rs = NULL;
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_target_rs = NULL;
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_state.clear_to_zero();
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_target.clear_to_defaults();
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_external_transform = TransformState::make_identity();
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_internal_transform = _cs_transform;
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_scene_null = new SceneSetup;
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_scene_setup = _scene_null;
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_buffer_mask = 0;
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_color_clear_value.set(0.0f, 0.0f, 0.0f, 0.0f);
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_depth_clear_value = 1.0f;
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_stencil_clear_value = 0.0f;
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_accum_clear_value.set(0.0f, 0.0f, 0.0f, 0.0f);
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_force_normals = 0;
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_has_scene_graph_color = false;
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_transform_stale = true;
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_color_blend_involves_color_scale = false;
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_texture_involves_color_scale = false;
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_vertex_colors_enabled = true;
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_lighting_enabled = false;
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_lighting_enabled_this_frame = false;
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_clip_planes_enabled = false;
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_clip_planes_enabled_this_frame = false;
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_color_scale_enabled = false;
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_current_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
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_has_material_force_color = false;
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_material_force_color.set(1.0f, 1.0f, 1.0f, 1.0f);
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_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
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_tex_gen_modifies_mat = false;
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_last_max_stage_index = 0;
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_is_valid = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::set_state_and_transform
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// Access: Public
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// Description: Simultaneously resets the render state and the
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// transform state.
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//
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// This transform specified is the "external" net
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// transform, expressed in the external coordinate
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// space; internally, it will be pretransformed by
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// get_cs_transform() to express it in the GSG's
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// internal coordinate space.
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//
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// Special case: if (state==NULL), then the target
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// state is already stored in _target.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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set_state_and_transform(const RenderState *state,
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const TransformState *trans) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_render_buffer
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// Access: Public
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// Description: Returns a RenderBuffer object suitable for operating
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// on the requested set of buffers. buffer_type is the
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// union of all the desired RenderBuffer::Type values.
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////////////////////////////////////////////////////////////////////
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RenderBuffer GraphicsStateGuardian::
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get_render_buffer(int buffer_type) {
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return RenderBuffer(this, buffer_type & _buffer_mask);
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_prepared_objects
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// Access: Public, Virtual
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// Description: Returns the set of texture and geom objects that have
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// been prepared with this GSG (and possibly other GSG's
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// that share objects).
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////////////////////////////////////////////////////////////////////
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PreparedGraphicsObjects *GraphicsStateGuardian::
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get_prepared_objects() {
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return _prepared_objects;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::prepare_texture
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// Access: Public, Virtual
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// Description: Creates whatever structures the GSG requires to
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// represent the texture internally, and returns a
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// newly-allocated TextureContext object with this data.
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// It is the responsibility of the calling function to
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// later call release_texture() with this same pointer
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// (which will also delete the pointer).
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//
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// This function should not be called directly to
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// prepare a texture. Instead, call Texture::prepare().
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////////////////////////////////////////////////////////////////////
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TextureContext *GraphicsStateGuardian::
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prepare_texture(Texture *) {
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return (TextureContext *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::release_texture
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// Access: Public, Virtual
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// Description: Frees the resources previously allocated via a call
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// to prepare_texture(), including deleting the
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// TextureContext itself, if it is non-NULL.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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release_texture(TextureContext *) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::prepare_geom
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// Access: Public, Virtual
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// Description: Prepares the indicated Geom for retained-mode
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// rendering, by creating whatever structures are
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// necessary in the GSG (for instance, vertex buffers).
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// Returns the newly-allocated GeomContext that can be
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// used to render the geom.
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////////////////////////////////////////////////////////////////////
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GeomContext *GraphicsStateGuardian::
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prepare_geom(Geom *) {
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return (GeomContext *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::release_geom
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// Access: Public, Virtual
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// Description: Frees the resources previously allocated via a call
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// to prepare_geom(), including deleting the GeomContext
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// itself, if it is non-NULL.
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//
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// This function should not be called directly to
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// prepare a Geom. Instead, call Geom::prepare().
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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release_geom(GeomContext *) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::prepare_shader
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// Access: Public, Virtual
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// Description: Compile a vertex/fragment shader body.
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////////////////////////////////////////////////////////////////////
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ShaderContext *GraphicsStateGuardian::
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prepare_shader(ShaderExpansion *shader) {
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return (ShaderContext *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::release_shader
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// Access: Public, Virtual
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// Description: Releases the resources allocated by prepare_shader
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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release_shader(ShaderContext *sc) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::prepare_vertex_buffer
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// Access: Public, Virtual
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// Description: Prepares the indicated buffer for retained-mode
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// rendering.
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////////////////////////////////////////////////////////////////////
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VertexBufferContext *GraphicsStateGuardian::
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prepare_vertex_buffer(GeomVertexArrayData *) {
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return (VertexBufferContext *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::release_vertex_buffer
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// Access: Public, Virtual
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// Description: Frees the resources previously allocated via a call
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// to prepare_data(), including deleting the
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// VertexBufferContext itself, if necessary.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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release_vertex_buffer(VertexBufferContext *) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::prepare_index_buffer
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// Access: Public, Virtual
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// Description: Prepares the indicated buffer for retained-mode
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// rendering.
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////////////////////////////////////////////////////////////////////
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IndexBufferContext *GraphicsStateGuardian::
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prepare_index_buffer(GeomPrimitive *) {
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return (IndexBufferContext *)NULL;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::release_index_buffer
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// Access: Public, Virtual
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// Description: Frees the resources previously allocated via a call
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// to prepare_data(), including deleting the
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// IndexBufferContext itself, if necessary.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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release_index_buffer(IndexBufferContext *) {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_geom_munger
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// Access: Public
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// Description: Looks up or creates a GeomMunger object to munge
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// vertices appropriate to this GSG for the indicated
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// state.
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////////////////////////////////////////////////////////////////////
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PT(GeomMunger) GraphicsStateGuardian::
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get_geom_munger(const RenderState *state) {
|
|
// Before we even look up the map, see if the _last_mi value points
|
|
// to this GSG. This is likely because we tend to visit the same
|
|
// state multiple times during a frame. Also, this might well be
|
|
// the only GSG in the world anyway.
|
|
if (!state->_mungers.empty()) {
|
|
RenderState::Mungers::const_iterator mi = state->_last_mi;
|
|
if (!(*mi).first.was_deleted() && (*mi).first == this) {
|
|
return (*mi).second;
|
|
}
|
|
}
|
|
|
|
// Nope, we have to loop up in the map.
|
|
RenderState::Mungers::const_iterator mi = state->_mungers.find(this);
|
|
if (mi != state->_mungers.end() && !(*mi).first.was_deleted()) {
|
|
((RenderState *)state)->_last_mi = mi;
|
|
return (*mi).second;
|
|
}
|
|
|
|
// Nothing in the map; create a new entry.
|
|
PT(GeomMunger) munger = make_geom_munger(state);
|
|
|
|
// Cast the RenderState to a non-const object. We can do this
|
|
// because we are only updating a cache within the RenderState, not
|
|
// really changing any of its properties.
|
|
RenderState *nc_state = (RenderState *)state;
|
|
mi = nc_state->_mungers.insert(RenderState::Mungers::value_type(this, munger)).first;
|
|
nc_state->_last_mi = mi;
|
|
|
|
return munger;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::make_geom_munger
|
|
// Access: Public, Virtual
|
|
// Description: Creates a new GeomMunger object to munge vertices
|
|
// appropriate to this GSG for the indicated state.
|
|
////////////////////////////////////////////////////////////////////
|
|
PT(GeomMunger) GraphicsStateGuardian::
|
|
make_geom_munger(const RenderState *state) {
|
|
// The default implementation returns no munger at all, but
|
|
// presumably, every kind of GSG needs some special munging action,
|
|
// so real GSG's will override this to return something more
|
|
// useful.
|
|
return NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::compute_distance_to
|
|
// Access: Public, Virtual
|
|
// Description: This function may only be called during a render
|
|
// traversal; it will compute the distance to the
|
|
// indicated point, assumed to be in eye coordinates,
|
|
// from the camera plane.
|
|
////////////////////////////////////////////////////////////////////
|
|
float GraphicsStateGuardian::
|
|
compute_distance_to(const LPoint3f &point) const {
|
|
switch (_coordinate_system) {
|
|
case CS_zup_right:
|
|
return point[1];
|
|
|
|
case CS_yup_right:
|
|
return -point[2];
|
|
|
|
case CS_zup_left:
|
|
return -point[1];
|
|
|
|
case CS_yup_left:
|
|
return point[2];
|
|
|
|
default:
|
|
gsg_cat.error()
|
|
<< "Invalid coordinate system in compute_distance_to: "
|
|
<< (int)_coordinate_system << "\n";
|
|
return 0.0f;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_color_clear_value
|
|
// Access: Public
|
|
// Description: Sets the color that the next do_clear() command will set
|
|
// the color buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_color_clear_value(const Colorf& value) {
|
|
_color_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_depth_clear_value
|
|
// Access: Public
|
|
// Description: Sets the depth that the next do_clear() command will set
|
|
// the depth buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_depth_clear_value(const float value) {
|
|
_depth_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::clear
|
|
// Access: Public
|
|
// Description: Clears the framebuffer within the current
|
|
// DisplayRegion, according to the flags indicated by
|
|
// the given DrawableRegion object.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
clear(DrawableRegion *clearable) {
|
|
PStatTimer timer(_clear_pcollector);
|
|
|
|
int clear_buffer_type = 0;
|
|
if (clearable->get_clear_color_active()) {
|
|
clear_buffer_type |= clearable->get_draw_buffer_type();
|
|
set_color_clear_value(clearable->get_clear_color());
|
|
}
|
|
if (clearable->get_clear_depth_active()) {
|
|
clear_buffer_type |= RenderBuffer::T_depth;
|
|
set_depth_clear_value(clearable->get_clear_depth());
|
|
}
|
|
|
|
if (clear_buffer_type != 0) {
|
|
prepare_display_region();
|
|
do_clear(get_render_buffer(clear_buffer_type));
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::prepare_lens
|
|
// Access: Public, Virtual
|
|
// Description: Makes the current lens (whichever lens was most
|
|
// recently specified with set_scene()) active, so
|
|
// that it will transform future rendered geometry.
|
|
// Normally this is only called from the draw process,
|
|
// and usually it is called by set_scene().
|
|
//
|
|
// The return value is true if the lens is acceptable,
|
|
// false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
prepare_lens() {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called before each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup before
|
|
// beginning the frame.
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the frame will be drawn and end_frame() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_frame() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
begin_frame() {
|
|
// Now we know the GSG is the currently active context, so this is a
|
|
// good time to release any textures or geoms that had been queued
|
|
// up to release in the past frame, and load up any newly requested
|
|
// textures.
|
|
_prepared_objects->update(this);
|
|
|
|
#ifdef DO_PSTATS
|
|
// For Pstats to track our current texture memory usage, we have to
|
|
// reset the set of current textures each frame.
|
|
init_frame_pstats();
|
|
#endif
|
|
|
|
// We should reset the state to the default at the beginning of
|
|
// every frame. Although this will incur additional overhead,
|
|
// particularly in a simple scene, it helps ensure that states that
|
|
// have changed properties since last time without changing
|
|
// attribute pointers--like textures, lighting, or fog--will still
|
|
// be accurately updated.
|
|
_state_rs = 0;
|
|
_state.clear_to_zero();
|
|
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the beginning of drawing commands for a "scene"
|
|
// (usually a particular DisplayRegion) within a frame.
|
|
// All 3-D drawing commands, except the clear operation,
|
|
// must be enclosed within begin_scene() .. end_scene().
|
|
//
|
|
// The return value is true if successful (in which case
|
|
// the scene will be drawn and end_scene() will be
|
|
// called later), or false if unsuccessful (in which
|
|
// case nothing will be drawn and end_scene() will not
|
|
// be called).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
begin_scene() {
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_scene
|
|
// Access: Public, Virtual
|
|
// Description: Called between begin_frame() and end_frame() to mark
|
|
// the end of drawing commands for a "scene" (usually a
|
|
// particular DisplayRegion) within a frame. All 3-D
|
|
// drawing commands, except the clear operation, must be
|
|
// enclosed within begin_scene() .. end_scene().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_scene() {
|
|
// We should clear this pointer now, so that we don't keep unneeded
|
|
// reference counts dangling. We keep around a "null" scene setup
|
|
// object instead of using a null pointer to avoid special-case code
|
|
// in set_state_and_transform.
|
|
_scene_setup = _scene_null;
|
|
|
|
// Undo any lighting we had enabled last scene, to force the lights
|
|
// to be reissued, in case their parameters or positions have
|
|
// changed between scenes.
|
|
if (_lighting_enabled_this_frame) {
|
|
for (int i = 0; i < (int)_light_info.size(); i++) {
|
|
if (_light_info[i]._enabled) {
|
|
enable_light(i, false);
|
|
_light_info[i]._enabled = false;
|
|
}
|
|
_light_info[i]._light = NodePath();
|
|
}
|
|
|
|
// Also force the lighting state to unlit, so that issue_light()
|
|
// will be guaranteed to be called next frame even if we have the
|
|
// same set of light pointers we had this frame.
|
|
// modify_state(get_unlit_state());
|
|
|
|
_lighting_enabled_this_frame = false;
|
|
}
|
|
|
|
// Ditto for the clipping planes.
|
|
if (_clip_planes_enabled_this_frame) {
|
|
for (int i = 0; i < (int)_clip_plane_info.size(); i++) {
|
|
if (_clip_plane_info[i]._enabled) {
|
|
enable_clip_plane(i, false);
|
|
_clip_plane_info[i]._enabled = false;
|
|
}
|
|
_clip_plane_info[i]._plane = (PlaneNode *)NULL;
|
|
}
|
|
|
|
// modify_state(get_unclipped_state());
|
|
|
|
_clip_planes_enabled_this_frame = false;
|
|
}
|
|
|
|
// Put the state into the 'unknown' state, forcing a reload.
|
|
_state_rs = 0;
|
|
_state.clear_to_zero();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_frame
|
|
// Access: Public, Virtual
|
|
// Description: Called after each frame is rendered, to allow the
|
|
// GSG a chance to do any internal cleanup after
|
|
// rendering the frame, and before the window flips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_frame() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_normals
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_normals() const {
|
|
return (_lighting_enabled || (_force_normals != 0));
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_texcoords
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_texcoords() const {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_colors
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if the GSG should issue geometry color
|
|
// commands, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_colors() const {
|
|
return _vertex_colors_enabled;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::depth_offset_decals
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if this GSG can implement decals using a
|
|
// DepthOffsetAttrib, or false if that is unreliable
|
|
// and the three-step rendering process should be used
|
|
// instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
depth_offset_decals() {
|
|
return true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_decal_base_first
|
|
// Access: Public, Virtual
|
|
// Description: Called during draw to begin a three-step rendering
|
|
// phase to draw decals. The first step,
|
|
// begin_decal_base_first(), is called prior to drawing the
|
|
// base geometry. It should set up whatever internal
|
|
// state is appropriate, as well as returning a
|
|
// RenderState object that should be applied to the base
|
|
// geometry for rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) GraphicsStateGuardian::
|
|
begin_decal_base_first() {
|
|
// Turn off writing the depth buffer to render the base geometry.
|
|
static CPT(RenderState) decal_base_first;
|
|
if (decal_base_first == (const RenderState *)NULL) {
|
|
decal_base_first = RenderState::make
|
|
(DepthWriteAttrib::make(DepthWriteAttrib::M_off),
|
|
RenderState::get_max_priority());
|
|
}
|
|
return decal_base_first;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_decal_nested
|
|
// Access: Public, Virtual
|
|
// Description: Called during draw to begin a three-step rendering
|
|
// phase to draw decals. The second step,
|
|
// begin_decal_nested(), is called after drawing the
|
|
// base geometry and prior to drawing any of the nested
|
|
// decal geometry that is to be applied to the base
|
|
// geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) GraphicsStateGuardian::
|
|
begin_decal_nested() {
|
|
// We should keep the depth buffer off during this operation, so
|
|
// that decals on decals will render properly.
|
|
static CPT(RenderState) decal_nested;
|
|
if (decal_nested == (const RenderState *)NULL) {
|
|
decal_nested = RenderState::make
|
|
(DepthWriteAttrib::make(DepthWriteAttrib::M_off),
|
|
RenderState::get_max_priority());
|
|
}
|
|
return decal_nested;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_decal_base_second
|
|
// Access: Public, Virtual
|
|
// Description: Called during draw to begin a three-step rendering
|
|
// phase to draw decals. The third step,
|
|
// begin_decal_base_second(), is called after drawing the
|
|
// base geometry and the nested decal geometry, and
|
|
// prior to drawing the base geometry one more time (if
|
|
// needed).
|
|
//
|
|
// It should return a RenderState object appropriate for
|
|
// rendering the base geometry the second time, or NULL
|
|
// if it is not necessary to re-render the base
|
|
// geometry.
|
|
////////////////////////////////////////////////////////////////////
|
|
CPT(RenderState) GraphicsStateGuardian::
|
|
begin_decal_base_second() {
|
|
// Now let the depth buffer go back on, but turn off writing the
|
|
// color buffer to render the base geometry after the second pass.
|
|
// Also, turn off texturing since there's no need for it now.
|
|
static CPT(RenderState) decal_base_second;
|
|
if (decal_base_second == (const RenderState *)NULL) {
|
|
decal_base_second = RenderState::make
|
|
(ColorWriteAttrib::make(ColorWriteAttrib::C_off),
|
|
// On reflection, we need to leave texturing on so the alpha
|
|
// test mechanism can work (if it is enabled, e.g. we are
|
|
// rendering an object with M_dual transparency).
|
|
// TextureAttrib::make_off(),
|
|
RenderState::get_max_priority());
|
|
}
|
|
return decal_base_second;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::finish_decal
|
|
// Access: Public, Virtual
|
|
// Description: Called during draw to clean up after decals are
|
|
// finished.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
finish_decal() {
|
|
// No need to do anything special here.
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_draw_primitives()
|
|
// Access: Public, Virtual
|
|
// Description: Called before a sequence of draw_primitive()
|
|
// functions are called, this should prepare the vertex
|
|
// data for rendering. It returns true if the vertices
|
|
// are ok, false to abort this group of primitives.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
begin_draw_primitives(const Geom *, const GeomMunger *munger,
|
|
const GeomVertexData *data) {
|
|
_munger = munger;
|
|
_vertex_data = data;
|
|
|
|
return _vertex_data->has_vertex();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_triangles
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected triangles.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_triangles(const GeomTriangles *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_tristrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_tristrips(const GeomTristrips *primitive) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_trifans
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of triangle fans.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_trifans(const GeomTrifans *primitive) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_lines
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected line segments.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_lines(const GeomLines *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_linestrips
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of line strips.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_linestrips(const GeomLinestrips *primitive) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_points
|
|
// Access: Public, Virtual
|
|
// Description: Draws a series of disconnected points.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_points(const GeomPoints *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_draw_primitives()
|
|
// Access: Public, Virtual
|
|
// Description: Called after a sequence of draw_primitive()
|
|
// functions are called, this should do whatever cleanup
|
|
// is appropriate.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_draw_primitives() {
|
|
_munger = NULL;
|
|
_vertex_data = NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::framebuffer_bind_to_texture
|
|
// Access: Public, Virtual
|
|
// Description: Works in lieu of copy_texture() to bind the primary
|
|
// render buffer of the framebuffer to the indicated
|
|
// texture (which must have been created via
|
|
// GraphicsOutput::setup_render_texture()).
|
|
//
|
|
// If supported by the graphics backend, this will make
|
|
// the framebuffer memory directly accessible within the
|
|
// texture, but the frame cannot be rendered again until
|
|
// framebuffer_release_texture() is called.
|
|
//
|
|
// The return value is true if successful, false on
|
|
// failure.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
framebuffer_bind_to_texture(GraphicsOutput *, Texture *) {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::framebuffer_release_texture
|
|
// Access: Public, Virtual
|
|
// Description: Undoes a previous call to
|
|
// framebuffer_bind_to_texture(). The framebuffer may
|
|
// again be rendered into, and the contents of the
|
|
// texture is undefined.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
framebuffer_release_texture(GraphicsOutput *, Texture *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::do_issue_color_scale
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
do_issue_color_scale() {
|
|
const ColorScaleAttrib *attrib = _target._color_scale;
|
|
_color_scale_enabled = attrib->has_scale();
|
|
_current_color_scale = attrib->get_scale();
|
|
|
|
if (_color_blend_involves_color_scale) {
|
|
_state_rs = 0;
|
|
_state._transparency = 0;
|
|
}
|
|
if (_texture_involves_color_scale) {
|
|
_state_rs = 0;
|
|
_state._texture = 0;
|
|
}
|
|
if (_color_scale_via_lighting) {
|
|
_state_rs = 0;
|
|
_state._light = 0;
|
|
_state._material = 0;
|
|
|
|
determine_light_color_scale();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::do_issue_color
|
|
// Access: Public
|
|
// Description: This method is defined in the base class because it
|
|
// is likely that this functionality will be used for
|
|
// all (or at least most) kinds of
|
|
// GraphicsStateGuardians--it's not specific to any one
|
|
// rendering backend.
|
|
//
|
|
// The ColorAttribute just changes the interpretation of
|
|
// the color on the vertices, and fiddles with
|
|
// _vertex_colors_enabled, etc.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
do_issue_color() {
|
|
const ColorAttrib *attrib = _target._color;
|
|
switch (attrib->get_color_type()) {
|
|
case ColorAttrib::T_flat:
|
|
// Color attribute flat: it specifies a scene graph color that
|
|
// overrides the vertex color.
|
|
_scene_graph_color = attrib->get_color();
|
|
_has_scene_graph_color = true;
|
|
_vertex_colors_enabled = false;
|
|
break;
|
|
|
|
case ColorAttrib::T_off:
|
|
// Color attribute off: it specifies that no scene graph color is
|
|
// in effect, and vertex color is not important either.
|
|
_has_scene_graph_color = false;
|
|
_vertex_colors_enabled = false;
|
|
break;
|
|
|
|
case ColorAttrib::T_vertex:
|
|
// Color attribute vertex: it specifies that vertex color should
|
|
// be revealed.
|
|
_has_scene_graph_color = false;
|
|
_vertex_colors_enabled = true;
|
|
break;
|
|
}
|
|
|
|
if (_color_scale_via_lighting) {
|
|
_state_rs = 0;
|
|
_state._light = 0;
|
|
_state._material = 0;
|
|
|
|
determine_light_color_scale();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::do_issue_clip_plane
|
|
// Access: Public
|
|
// Description: This is fundametically similar to do_issue_light(), with
|
|
// calls to apply_clip_plane() and enable_clip_planes(),
|
|
// as appropriate.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
do_issue_clip_plane() {
|
|
const ClipPlaneAttrib *attrib = _target._clip_plane;
|
|
int i;
|
|
int cur_max_planes = (int)_clip_plane_info.size();
|
|
for (i = 0; i < cur_max_planes; i++) {
|
|
_clip_plane_info[i]._next_enabled = false;
|
|
}
|
|
|
|
CPT(ClipPlaneAttrib) new_attrib = attrib->filter_to_max(_max_clip_planes);
|
|
|
|
bool any_bound = false;
|
|
|
|
int num_enabled = 0;
|
|
int num_on_planes = new_attrib->get_num_on_planes();
|
|
for (int li = 0; li < num_on_planes; li++) {
|
|
NodePath plane = new_attrib->get_on_plane(li);
|
|
nassertv(!plane.is_empty() && plane.node()->is_of_type(PlaneNode::get_class_type()));
|
|
|
|
num_enabled++;
|
|
|
|
// Clipping should be enabled before we apply any planes.
|
|
enable_clip_planes(true);
|
|
_clip_planes_enabled = true;
|
|
_clip_planes_enabled_this_frame = true;
|
|
|
|
// Check to see if this plane has already been bound to an id
|
|
int cur_plane_id = -1;
|
|
for (i = 0; i < cur_max_planes; i++) {
|
|
if (_clip_plane_info[i]._plane == plane) {
|
|
// Plane has already been bound to an id, we only need to
|
|
// enable the plane, not reapply it.
|
|
cur_plane_id = -2;
|
|
enable_clip_plane(i, true);
|
|
_clip_plane_info[i]._enabled = true;
|
|
_clip_plane_info[i]._next_enabled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// See if there are any unbound plane ids
|
|
if (cur_plane_id == -1) {
|
|
for (i = 0; i < cur_max_planes; i++) {
|
|
if (_clip_plane_info[i]._plane.is_empty()) {
|
|
_clip_plane_info[i]._plane = plane;
|
|
cur_plane_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If there were no unbound plane ids, see if we can replace
|
|
// a currently unused but previously bound id
|
|
if (cur_plane_id == -1) {
|
|
for (i = 0; i < cur_max_planes; i++) {
|
|
if (!new_attrib->has_on_plane(_clip_plane_info[i]._plane)) {
|
|
_clip_plane_info[i]._plane = plane;
|
|
cur_plane_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we *still* don't have a plane id, slot a new one.
|
|
if (cur_plane_id == -1) {
|
|
if (_max_clip_planes < 0 || cur_max_planes < _max_clip_planes) {
|
|
cur_plane_id = cur_max_planes;
|
|
_clip_plane_info.push_back(ClipPlaneInfo());
|
|
cur_max_planes++;
|
|
nassertv(cur_max_planes == (int)_clip_plane_info.size());
|
|
}
|
|
}
|
|
|
|
if (cur_plane_id >= 0) {
|
|
enable_clip_plane(cur_plane_id, true);
|
|
_clip_plane_info[cur_plane_id]._enabled = true;
|
|
_clip_plane_info[cur_plane_id]._next_enabled = true;
|
|
|
|
if (!any_bound) {
|
|
begin_bind_clip_planes();
|
|
any_bound = true;
|
|
}
|
|
|
|
// This is the first time this frame that this plane has been
|
|
// bound to this particular id.
|
|
bind_clip_plane(plane, cur_plane_id);
|
|
|
|
} else if (cur_plane_id == -1) {
|
|
gsg_cat.warning()
|
|
<< "Failed to bind " << plane << " to id.\n";
|
|
}
|
|
}
|
|
|
|
// Disable all unused planes
|
|
for (i = 0; i < cur_max_planes; i++) {
|
|
if (!_clip_plane_info[i]._next_enabled) {
|
|
enable_clip_plane(i, false);
|
|
_clip_plane_info[i]._enabled = false;
|
|
}
|
|
}
|
|
|
|
// If no planes were enabled, disable clip planes in general.
|
|
if (num_enabled == 0) {
|
|
enable_clip_planes(false);
|
|
_clip_planes_enabled = false;
|
|
}
|
|
|
|
if (any_bound) {
|
|
end_bind_clip_planes();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
bind_light(PointLight *light_obj, const NodePath &light, int light_id) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
bind_light(DirectionalLight *light_obj, const NodePath &light, int light_id) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::bind_light
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular light has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware light with the light's
|
|
// properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
bind_light(Spotlight *light_obj, const NodePath &light, int light_id) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::do_issue_light
|
|
// Access: Protected
|
|
// Description: This implementation of do_issue_light() assumes
|
|
// we have a limited number of hardware lights
|
|
// available. This function assigns each light to a
|
|
// different hardware light id, trying to keep each
|
|
// light associated with the same id where possible, but
|
|
// reusing id's when necessary. When it is no longer
|
|
// possible to reuse existing id's (e.g. all id's are in
|
|
// use), the next sequential id is assigned (if
|
|
// available).
|
|
//
|
|
// It will call apply_light() each time a light is
|
|
// assigned to a particular id for the first time in a
|
|
// given frame, and it will subsequently call
|
|
// enable_light() to enable or disable each light as the
|
|
// frame is rendered, as well as enable_lighting() to
|
|
// enable or disable overall lighting.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
do_issue_light() {
|
|
// Initialize the current ambient light total and newly enabled
|
|
// light list
|
|
Colorf cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
|
|
int i;
|
|
int cur_max_lights = (int)_light_info.size();
|
|
for (i = 0; i < cur_max_lights; i++) {
|
|
_light_info[i]._next_enabled = false;
|
|
}
|
|
|
|
bool any_bound = false;
|
|
|
|
int num_enabled = 0;
|
|
if (_target._light != (LightAttrib *)NULL) {
|
|
CPT(LightAttrib) new_light = _target._light->filter_to_max(_max_lights);
|
|
|
|
int num_on_lights = new_light->get_num_on_lights();
|
|
for (int li = 0; li < num_on_lights; li++) {
|
|
NodePath light = new_light->get_on_light(li);
|
|
nassertv(!light.is_empty() && light.node()->as_light() != (Light *)NULL);
|
|
Light *light_obj = light.node()->as_light();
|
|
|
|
num_enabled++;
|
|
|
|
// Lighting should be enabled before we apply any lights.
|
|
enable_lighting(true);
|
|
_lighting_enabled = true;
|
|
_lighting_enabled_this_frame = true;
|
|
|
|
if (light_obj->get_type() == AmbientLight::get_class_type()) {
|
|
// Ambient lights don't require specific light ids; simply add
|
|
// in the ambient contribution to the current total
|
|
cur_ambient_light += light_obj->get_color();
|
|
|
|
} else {
|
|
// Check to see if this light has already been bound to an id
|
|
int cur_light_id = -1;
|
|
for (i = 0; i < cur_max_lights; i++) {
|
|
if (_light_info[i]._light == light) {
|
|
// Light has already been bound to an id; reuse the same id.
|
|
cur_light_id = -2;
|
|
enable_light(i, true);
|
|
_light_info[i]._enabled = true;
|
|
_light_info[i]._next_enabled = true;
|
|
|
|
if (!any_bound) {
|
|
begin_bind_lights();
|
|
any_bound = true;
|
|
}
|
|
light_obj->bind(this, light, i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// See if there are any unbound light ids
|
|
if (cur_light_id == -1) {
|
|
for (i = 0; i < cur_max_lights; i++) {
|
|
if (_light_info[i]._light.is_empty()) {
|
|
_light_info[i]._light = light;
|
|
cur_light_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If there were no unbound light ids, see if we can replace
|
|
// a currently unused but previously bound id
|
|
if (cur_light_id == -1) {
|
|
for (i = 0; i < cur_max_lights; i++) {
|
|
if (!new_light->has_on_light(_light_info[i]._light)) {
|
|
_light_info[i]._light = light;
|
|
cur_light_id = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we *still* don't have a light id, slot a new one.
|
|
if (cur_light_id == -1) {
|
|
if (_max_lights < 0 || cur_max_lights < _max_lights) {
|
|
cur_light_id = cur_max_lights;
|
|
_light_info.push_back(LightInfo());
|
|
cur_max_lights++;
|
|
nassertv(cur_max_lights == (int)_light_info.size());
|
|
}
|
|
}
|
|
|
|
if (cur_light_id >= 0) {
|
|
enable_light(cur_light_id, true);
|
|
_light_info[cur_light_id]._enabled = true;
|
|
_light_info[cur_light_id]._next_enabled = true;
|
|
|
|
if (!any_bound) {
|
|
begin_bind_lights();
|
|
any_bound = true;
|
|
}
|
|
|
|
// This is the first time this frame that this light has been
|
|
// bound to this particular id.
|
|
light_obj->bind(this, light, cur_light_id);
|
|
|
|
} else if (cur_light_id == -1) {
|
|
gsg_cat.warning()
|
|
<< "Failed to bind " << light << " to id.\n";
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Disable all unused lights
|
|
for (i = 0; i < cur_max_lights; i++) {
|
|
if (!_light_info[i]._next_enabled) {
|
|
enable_light(i, false);
|
|
_light_info[i]._enabled = false;
|
|
}
|
|
}
|
|
|
|
// If no lights were enabled, disable lighting
|
|
if (num_enabled == 0) {
|
|
if (_color_scale_via_lighting && (_has_material_force_color || _light_color_scale != LVecBase4f(1.0f, 1.0f, 1.0f, 1.0f))) {
|
|
// Unless we need lighting anyway to apply a color or color
|
|
// scale.
|
|
enable_lighting(true);
|
|
_lighting_enabled = true;
|
|
_lighting_enabled_this_frame = true;
|
|
set_ambient_light(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
|
|
|
|
} else {
|
|
enable_lighting(false);
|
|
_lighting_enabled = false;
|
|
}
|
|
|
|
} else {
|
|
set_ambient_light(cur_ambient_light);
|
|
}
|
|
|
|
if (any_bound) {
|
|
end_bind_lights();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::enable_lighting
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable or disable the use of lighting overall. This
|
|
// is called by do_issue_light() according to whether any
|
|
// lights are in use or not.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
enable_lighting(bool enable) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_ambient_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// indicate the color of the ambient light that should
|
|
// be in effect. This is called by do_issue_light() after
|
|
// all other lights have been enabled or disabled.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_ambient_light(const Colorf &color) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::enable_light
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable the indicated light id. A specific Light will
|
|
// already have been bound to this id via bind_light().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
enable_light(int light_id, bool enable) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_bind_lights
|
|
// Access: Protected, Virtual
|
|
// Description: Called immediately before bind_light() is called,
|
|
// this is intended to provide the derived class a hook
|
|
// in which to set up some state (like transform) that
|
|
// might apply to several lights.
|
|
//
|
|
// The sequence is: begin_bind_lights() will be called,
|
|
// then one or more bind_light() calls, then
|
|
// end_bind_lights().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
begin_bind_lights() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_bind_lights
|
|
// Access: Protected, Virtual
|
|
// Description: Called after before bind_light() has been called one
|
|
// or more times (but before any geometry is issued or
|
|
// additional state is changed), this is intended to
|
|
// clean up any temporary changes to the state that may
|
|
// have been made by begin_bind_lights().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_bind_lights() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::enable_clip_planes
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable or disable the use of clipping planes overall.
|
|
// This is called by do_issue_clip_plane() according to
|
|
// whether any planes are in use or not.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
enable_clip_planes(bool enable) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::enable_clip_plane
|
|
// Access: Protected, Virtual
|
|
// Description: Intended to be overridden by a derived class to
|
|
// enable the indicated plane id. A specific PlaneNode
|
|
// will already have been bound to this id via
|
|
// bind_clip_plane().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
enable_clip_plane(int plane_id, bool enable) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_bind_clip_planes
|
|
// Access: Protected, Virtual
|
|
// Description: Called immediately before bind_clip_plane() is called,
|
|
// this is intended to provide the derived class a hook
|
|
// in which to set up some state (like transform) that
|
|
// might apply to several planes.
|
|
//
|
|
// The sequence is: begin_bind_clip_planes() will be
|
|
// called, then one or more bind_clip_plane() calls,
|
|
// then end_bind_clip_planes().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
begin_bind_clip_planes() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::bind_clip_plane
|
|
// Access: Public, Virtual
|
|
// Description: Called the first time a particular clipping plane has been
|
|
// bound to a given id within a frame, this should set
|
|
// up the associated hardware (or API) clipping plane
|
|
// with the plane's properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
bind_clip_plane(const NodePath &plane, int plane_id) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_bind_clip_planes
|
|
// Access: Protected, Virtual
|
|
// Description: Called after before bind_clip_plane() has been called one
|
|
// or more times (but before any geometry is issued or
|
|
// additional state is changed), this is intended to
|
|
// clean up any temporary changes to the state that may
|
|
// have been made by begin_bind_clip_planes().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_bind_clip_planes() {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::free_pointers
|
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// Access: Protected, Virtual
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// Description: Frees some memory that was explicitly allocated
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// within the glgsg.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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free_pointers() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::close_gsg
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// Access: Protected, Virtual
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// Description: This is called by the associated GraphicsWindow when
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// close_window() is called. It should null out the
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// _win pointer and possibly free any open resources
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// associated with the GSG.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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close_gsg() {
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_closing_gsg = true;
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free_pointers();
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// If we're not sharing the prepared objects list with any other
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// GSG, go ahead and release all the textures and geoms now. This
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// isn't really a reliable test of whether we are sharing this list,
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// but it's not too important if we get this wrong since this ought
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// to be an optional cleanup anyway. (Presumably, the underlying
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// graphics API will properly clean up outstanding textures and
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// geoms when the last context using them is released.)
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if (_prepared_objects->get_ref_count() == 1) {
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release_all_textures();
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release_all_geoms();
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release_all_vertex_buffers();
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release_all_index_buffers();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::panic_deactivate
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// Access: Protected
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// Description: This is called internally when it is determined that
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// things are just fubar. It temporarily deactivates
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// the GSG just so things don't get out of hand, and
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// throws an event so the application can deal with this
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// if it needs to.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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panic_deactivate() {
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if (_active) {
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display_cat.error()
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<< "Deactivating " << get_type() << ".\n";
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set_active(false);
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throw_event("panic-deactivate-gsg", this);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::determine_light_color_scale
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// Access: Protected
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// Description: Called whenever the color or color scale is changed,
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// if _color_scale_via_lighting is true. This will
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// rederive _material_force_color and _light_color_scale
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// appropriately.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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determine_light_color_scale() {
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if (_has_scene_graph_color) {
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// If we have a scene graph color, it, plus the color scale, goes
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// directly into the material; we don't color scale the
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// lights--this allows an alpha color scale to work properly.
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_has_material_force_color = true;
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_material_force_color = _scene_graph_color;
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_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
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if (!_color_blend_involves_color_scale && _color_scale_enabled) {
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_material_force_color.set(_scene_graph_color[0] * _current_color_scale[0],
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_scene_graph_color[1] * _current_color_scale[1],
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_scene_graph_color[2] * _current_color_scale[2],
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_scene_graph_color[3] * _current_color_scale[3]);
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}
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} else {
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// Otherise, leave the materials alone, but we might still scale
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// the lights.
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_has_material_force_color = false;
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_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
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if (!_color_blend_involves_color_scale && _color_scale_enabled) {
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_light_color_scale = _current_color_scale;
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}
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}
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}
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#ifdef DO_PSTATS
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::init_frame_pstats
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// Access: Protected
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// Description: Initializes the relevant PStats data at the beginning
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// of the frame.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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init_frame_pstats() {
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if (PStatClient::is_connected()) {
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_current_textures.clear();
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_current_geoms.clear();
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_current_vertex_buffers.clear();
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_current_index_buffers.clear();
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_active_texusage_pcollector.clear_level();
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_data_transferred_pcollector.clear_level();
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_active_geom_pcollector.clear_level();
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_active_geom_node_pcollector.clear_level();
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_active_vertex_buffers_pcollector.clear_level();
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_active_index_buffers_pcollector.clear_level();
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_vertex_buffer_switch_pcollector.clear_level();
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_index_buffer_switch_pcollector.clear_level();
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_primitive_batches_pcollector.clear_level();
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_primitive_batches_tristrip_pcollector.clear_level();
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_primitive_batches_trifan_pcollector.clear_level();
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_primitive_batches_tri_pcollector.clear_level();
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_primitive_batches_other_pcollector.clear_level();
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_vertices_tristrip_pcollector.clear_level();
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_vertices_trifan_pcollector.clear_level();
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_vertices_tri_pcollector.clear_level();
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_vertices_other_pcollector.clear_level();
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_vertices_indexed_tristrip_pcollector.clear_level();
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_state_pcollector.clear_level();
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_transform_state_pcollector.clear_level();
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_texture_state_pcollector.clear_level();
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_texture_record
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// Access: Protected
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// Description: Records that the indicated texture has been applied
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// this frame, and thus must be present in current
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// texture memory. This function is only used to update
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// the PStats current_texmem collector; it gets compiled
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// out if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_texture_record(TextureContext *tc) {
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if (PStatClient::is_connected()) {
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if (_current_textures.insert(tc).second) {
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_active_texusage_pcollector.add_level(tc->estimate_texture_memory());
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_geom_record
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// Access: Protected
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// Description: Records that the indicated Geom has been drawn this
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// frame. This function is only used to update the
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// PStats active_geom collector; it gets compiled out
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// if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_geom_record(GeomContext *gc) {
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if (PStatClient::is_connected()) {
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if (gc != (GeomContext *)NULL && _current_geoms.insert(gc).second) {
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_active_geom_pcollector.add_level(1);
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_vertex_buffer_record
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// Access: Protected
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// Description: Records that the indicated data array has been drawn
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// this frame. This function is only used to update the
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// PStats active_vertex_buffers collector; it gets
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// compiled out if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_vertex_buffer_record(VertexBufferContext *vbc) {
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if (vbc != (VertexBufferContext *)NULL) {
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if (PStatClient::is_connected()) {
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_vertex_buffer_switch_pcollector.add_level(1);
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if (_current_vertex_buffers.insert(vbc).second) {
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_active_vertex_buffers_pcollector.add_level(vbc->get_data()->get_data_size_bytes());
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_index_buffer_record
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// Access: Protected
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// Description: Records that the indicated data array has been drawn
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// this frame. This function is only used to update the
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// PStats active_index_buffers collector; it gets compiled out
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// if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_index_buffer_record(IndexBufferContext *ibc) {
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if (ibc != (IndexBufferContext *)NULL) {
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if (PStatClient::is_connected()) {
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_index_buffer_switch_pcollector.add_level(1);
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if (_current_index_buffers.insert(ibc).second) {
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_active_index_buffers_pcollector.add_level(ibc->get_data()->get_data_size_bytes());
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_total_buffer_record
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// Access: Protected
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// Description: Records that the indicated data array has been loaded
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// this frame. This function is only used to update the
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// PStats total_buffers collector; it gets
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// compiled out if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_total_buffer_record(VertexBufferContext *vbc) {
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if (vbc != (VertexBufferContext *)NULL) {
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int delta = vbc->get_data()->get_data_size_bytes() - vbc->get_data_size_bytes();
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_total_buffers_pcollector.add_level(delta);
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::add_to_total_buffer_record
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// Access: Protected
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// Description: Records that the indicated data array has been loaded
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// this frame. This function is only used to update the
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// PStats total_buffers collector; it gets
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// compiled out if we aren't using PStats.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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add_to_total_buffer_record(IndexBufferContext *ibc) {
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if (ibc != (IndexBufferContext *)NULL) {
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int delta = ibc->get_data()->get_data_size_bytes() - ibc->get_data_size_bytes();
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_total_buffers_pcollector.add_level(delta);
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}
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}
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#endif // DO_PSTATS
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_unlit_state
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// Access: Protected, Static
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// Description:
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////////////////////////////////////////////////////////////////////
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CPT(RenderState) GraphicsStateGuardian::
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get_unlit_state() {
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static CPT(RenderState) state = NULL;
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if (state == (const RenderState *)NULL) {
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state = RenderState::make(LightAttrib::make_all_off());
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}
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return state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_unclipped_state
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// Access: Protected, Static
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// Description:
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////////////////////////////////////////////////////////////////////
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CPT(RenderState) GraphicsStateGuardian::
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get_unclipped_state() {
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static CPT(RenderState) state = NULL;
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if (state == (const RenderState *)NULL) {
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state = RenderState::make(ClipPlaneAttrib::make_all_off());
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}
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return state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::get_untextured_state
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// Access: Protected, Static
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// Description:
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////////////////////////////////////////////////////////////////////
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CPT(RenderState) GraphicsStateGuardian::
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get_untextured_state() {
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static CPT(RenderState) state = NULL;
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if (state == (const RenderState *)NULL) {
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state = RenderState::make(TextureAttrib::make_off());
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}
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return state;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::traverse_prepared_textures
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// Access: Public
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// Description: Calls the indicated function on all
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// currently-prepared textures, or until the callback
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// function returns false.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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traverse_prepared_textures(bool (*pertex_callbackfn)(TextureContext *,void *),void *callback_arg) {
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PreparedGraphicsObjects::Textures::const_iterator ti;
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for (ti = _prepared_objects->_prepared_textures.begin();
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ti != _prepared_objects->_prepared_textures.end();
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++ti) {
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bool bResult=(*pertex_callbackfn)(*ti,callback_arg);
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if(!bResult)
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return;
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}
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}
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