panda3d/panda/src/display/graphicsStateGuardian.cxx
rdb 0473fa7ead Simplify oddly redundant StencilAttrib implementation.
Also add RenderState::compare_mask().
2014-12-03 22:44:07 +01:00

3000 lines
120 KiB
C++

// Filename: graphicsStateGuardian.cxx
// Created by: drose (02eb99)
// Updated by: fperazzi, PandaSE (05May10) (added fetch_ptr_parameter,
// _max_2d_texture_array_layers, _supports_2d_texture_array,
// get_supports_cg_profile)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "graphicsStateGuardian.h"
#include "graphicsEngine.h"
#include "config_display.h"
#include "textureContext.h"
#include "vertexBufferContext.h"
#include "indexBufferContext.h"
#include "renderBuffer.h"
#include "light.h"
#include "planeNode.h"
#include "ambientLight.h"
#include "throw_event.h"
#include "clockObject.h"
#include "pStatTimer.h"
#include "pStatGPUTimer.h"
#include "geomTristrips.h"
#include "geomTrifans.h"
#include "geomLinestrips.h"
#include "colorWriteAttrib.h"
#include "shader.h"
#include "pnotify.h"
#include "drawableRegion.h"
#include "displayRegion.h"
#include "graphicsOutput.h"
#include "texturePool.h"
#include "geomMunger.h"
#include "ambientLight.h"
#include "directionalLight.h"
#include "pointLight.h"
#include "spotlight.h"
#include "textureReloadRequest.h"
#include "shaderAttrib.h"
#include "materialAttrib.h"
#include "depthWriteAttrib.h"
#include "lightAttrib.h"
#include "texGenAttrib.h"
#include "shaderGenerator.h"
#include "lightLensNode.h"
#include "colorAttrib.h"
#include "colorScaleAttrib.h"
#include "clipPlaneAttrib.h"
#include "fogAttrib.h"
#include "config_pstats.h"
#include <algorithm>
#include <limits.h>
PStatCollector GraphicsStateGuardian::_vertex_buffer_switch_pcollector("Vertex buffer switch:Vertex");
PStatCollector GraphicsStateGuardian::_index_buffer_switch_pcollector("Vertex buffer switch:Index");
PStatCollector GraphicsStateGuardian::_load_vertex_buffer_pcollector("Draw:Transfer data:Vertex buffer");
PStatCollector GraphicsStateGuardian::_load_index_buffer_pcollector("Draw:Transfer data:Index buffer");
PStatCollector GraphicsStateGuardian::_create_vertex_buffer_pcollector("Draw:Transfer data:Create Vertex buffer");
PStatCollector GraphicsStateGuardian::_create_index_buffer_pcollector("Draw:Transfer data:Create Index buffer");
PStatCollector GraphicsStateGuardian::_load_texture_pcollector("Draw:Transfer data:Texture");
PStatCollector GraphicsStateGuardian::_data_transferred_pcollector("Data transferred");
PStatCollector GraphicsStateGuardian::_texmgrmem_total_pcollector("Texture manager");
PStatCollector GraphicsStateGuardian::_texmgrmem_resident_pcollector("Texture manager:Resident");
PStatCollector GraphicsStateGuardian::_primitive_batches_pcollector("Primitive batches");
PStatCollector GraphicsStateGuardian::_primitive_batches_tristrip_pcollector("Primitive batches:Triangle strips");
PStatCollector GraphicsStateGuardian::_primitive_batches_trifan_pcollector("Primitive batches:Triangle fans");
PStatCollector GraphicsStateGuardian::_primitive_batches_tri_pcollector("Primitive batches:Triangles");
PStatCollector GraphicsStateGuardian::_primitive_batches_patch_pcollector("Primitive batches:Patches");
PStatCollector GraphicsStateGuardian::_primitive_batches_other_pcollector("Primitive batches:Other");
PStatCollector GraphicsStateGuardian::_vertices_tristrip_pcollector("Vertices:Triangle strips");
PStatCollector GraphicsStateGuardian::_vertices_trifan_pcollector("Vertices:Triangle fans");
PStatCollector GraphicsStateGuardian::_vertices_tri_pcollector("Vertices:Triangles");
PStatCollector GraphicsStateGuardian::_vertices_patch_pcollector("Vertices:Patches");
PStatCollector GraphicsStateGuardian::_vertices_other_pcollector("Vertices:Other");
PStatCollector GraphicsStateGuardian::_state_pcollector("State changes");
PStatCollector GraphicsStateGuardian::_transform_state_pcollector("State changes:Transforms");
PStatCollector GraphicsStateGuardian::_texture_state_pcollector("State changes:Textures");
PStatCollector GraphicsStateGuardian::_draw_primitive_pcollector("Draw:Primitive:Draw");
PStatCollector GraphicsStateGuardian::_draw_set_state_pcollector("Draw:Set State");
PStatCollector GraphicsStateGuardian::_clear_pcollector("Draw:Clear");
PStatCollector GraphicsStateGuardian::_flush_pcollector("Draw:Flush");
PStatCollector GraphicsStateGuardian::_compute_dispatch_pcollector("Draw:Compute dispatch");
PStatCollector GraphicsStateGuardian::_wait_occlusion_pcollector("Wait:Occlusion");
PStatCollector GraphicsStateGuardian::_wait_timer_pcollector("Wait:Timer Queries");
PStatCollector GraphicsStateGuardian::_timer_queries_pcollector("Timer queries");
PStatCollector GraphicsStateGuardian::_command_latency_pcollector("Command latency");
PStatCollector GraphicsStateGuardian::_prepare_pcollector("Draw:Prepare");
PStatCollector GraphicsStateGuardian::_prepare_texture_pcollector("Draw:Prepare:Texture");
PStatCollector GraphicsStateGuardian::_prepare_geom_pcollector("Draw:Prepare:Geom");
PStatCollector GraphicsStateGuardian::_prepare_shader_pcollector("Draw:Prepare:Shader");
PStatCollector GraphicsStateGuardian::_prepare_vertex_buffer_pcollector("Draw:Prepare:Vertex buffer");
PStatCollector GraphicsStateGuardian::_prepare_index_buffer_pcollector("Draw:Prepare:Index buffer");
PStatCollector GraphicsStateGuardian::_draw_set_state_transform_pcollector("Draw:Set State:Transform");
PStatCollector GraphicsStateGuardian::_draw_set_state_alpha_test_pcollector("Draw:Set State:Alpha test");
PStatCollector GraphicsStateGuardian::_draw_set_state_antialias_pcollector("Draw:Set State:Antialias");
PStatCollector GraphicsStateGuardian::_draw_set_state_clip_plane_pcollector("Draw:Set State:Clip plane");
PStatCollector GraphicsStateGuardian::_draw_set_state_color_pcollector("Draw:Set State:Color");
PStatCollector GraphicsStateGuardian::_draw_set_state_cull_face_pcollector("Draw:Set State:Cull face");
PStatCollector GraphicsStateGuardian::_draw_set_state_depth_offset_pcollector("Draw:Set State:Depth offset");
PStatCollector GraphicsStateGuardian::_draw_set_state_depth_test_pcollector("Draw:Set State:Depth test");
PStatCollector GraphicsStateGuardian::_draw_set_state_depth_write_pcollector("Draw:Set State:Depth write");
PStatCollector GraphicsStateGuardian::_draw_set_state_render_mode_pcollector("Draw:Set State:Render mode");
PStatCollector GraphicsStateGuardian::_draw_set_state_rescale_normal_pcollector("Draw:Set State:Rescale normal");
PStatCollector GraphicsStateGuardian::_draw_set_state_shade_model_pcollector("Draw:Set State:Shade model");
PStatCollector GraphicsStateGuardian::_draw_set_state_blending_pcollector("Draw:Set State:Blending");
PStatCollector GraphicsStateGuardian::_draw_set_state_shader_pcollector("Draw:Set State:Shader");
PStatCollector GraphicsStateGuardian::_draw_set_state_shader_parameters_pcollector("Draw:Set State:Shader Parameters");
PStatCollector GraphicsStateGuardian::_draw_set_state_texture_pcollector("Draw:Set State:Texture");
PStatCollector GraphicsStateGuardian::_draw_set_state_tex_matrix_pcollector("Draw:Set State:Tex matrix");
PStatCollector GraphicsStateGuardian::_draw_set_state_tex_gen_pcollector("Draw:Set State:Tex gen");
PStatCollector GraphicsStateGuardian::_draw_set_state_material_pcollector("Draw:Set State:Material");
PStatCollector GraphicsStateGuardian::_draw_set_state_light_pcollector("Draw:Set State:Light");
PStatCollector GraphicsStateGuardian::_draw_set_state_stencil_pcollector("Draw:Set State:Stencil");
PStatCollector GraphicsStateGuardian::_draw_set_state_fog_pcollector("Draw:Set State:Fog");
PStatCollector GraphicsStateGuardian::_draw_set_state_scissor_pcollector("Draw:Set State:Scissor");
PT(TextureStage) GraphicsStateGuardian::_alpha_scale_texture_stage = NULL;
TypeHandle GraphicsStateGuardian::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
GraphicsStateGuardian::
GraphicsStateGuardian(CoordinateSystem internal_coordinate_system,
GraphicsEngine *engine, GraphicsPipe *pipe) :
_internal_coordinate_system(internal_coordinate_system),
_pipe(pipe),
_engine(engine)
{
_coordinate_system = CS_invalid;
_internal_transform = TransformState::make_identity();
set_coordinate_system(get_default_coordinate_system());
_data_reader = (GeomVertexDataPipelineReader *)NULL;
_current_display_region = (DisplayRegion*)NULL;
_current_stereo_channel = Lens::SC_mono;
_current_tex_view_offset = 0;
_current_lens = (Lens *)NULL;
_projection_mat = TransformState::make_identity();
_projection_mat_inv = TransformState::make_identity();
_needs_reset = true;
_is_valid = false;
_current_properties = NULL;
_closing_gsg = false;
_active = true;
_prepared_objects = new PreparedGraphicsObjects;
_stereo_buffer_mask = ~0;
_incomplete_render = allow_incomplete_render;
_effective_incomplete_render = false;
_loader = Loader::get_global_ptr();
_is_hardware = false;
_prefers_triangle_strips = false;
_max_vertices_per_array = INT_MAX;
_max_vertices_per_primitive = INT_MAX;
// Initially, we set this to 1 (the default--no multitexturing
// supported). A derived GSG may set this differently if it
// supports multitexturing.
_max_texture_stages = 1;
// Also initially, we assume there are no limits on texture sizes,
// and that 3-d and cube-map textures are not supported.
_max_texture_dimension = -1;
_max_3d_texture_dimension = 0;
_max_2d_texture_array_layers = 0;
_max_cube_map_dimension = 0;
// Assume we don't support these fairly advanced texture combiner
// modes.
_supports_texture_combine = false;
_supports_texture_saved_result = false;
_supports_texture_dot3 = false;
_supports_3d_texture = false;
_supports_2d_texture_array = false;
_supports_cube_map = false;
_supports_tex_non_pow2 = false;
_supports_texture_srgb = false;
_supports_compressed_texture = false;
_compressed_texture_formats.clear();
_compressed_texture_formats.set_bit(Texture::CM_off);
// Assume no limits on number of lights or clip planes.
_max_lights = -1;
_max_clip_planes = -1;
// Assume no vertex blending capability.
_max_vertex_transforms = 0;
_max_vertex_transform_indices = 0;
_supports_occlusion_query = false;
_supports_timer_query = false;
#ifdef DO_PSTATS
_timer_queries_active = false;
_last_query_frame = 0;
_last_num_queried = 0;
//_timer_delta = 0.0;
_pstats_gpu_thread = -1;
#endif
// Initially, we set this to false; a GSG that knows it has this
// property should set it to true.
_copy_texture_inverted = false;
// Similarly with these capabilities flags.
_supports_multisample = false;
_supports_generate_mipmap = false;
_supports_depth_texture = false;
_supports_depth_stencil = false;
_supports_shadow_filter = false;
_supports_basic_shaders = false;
_supports_geometry_shaders = false;
_supports_tessellation_shaders = false;
_supports_glsl = false;
_supports_stencil = false;
_supports_stencil_wrap = false;
_supports_two_sided_stencil = false;
_supports_geometry_instancing = false;
// Assume a maximum of 1 render target in absence of MRT.
_max_color_targets = 1;
_supported_geom_rendering = 0;
// If this is true, then we can apply a color and/or color scale by
// twiddling the material and/or ambient light (which could mean
// enabling lighting even without a LightAttrib).
_color_scale_via_lighting = color_scale_via_lighting;
// Similarly for applying a texture to achieve uniform alpha
// scaling.
_alpha_scale_via_texture = alpha_scale_via_texture;
// Few GSG's can do this, since it requires touching each vertex as
// it is rendered.
_runtime_color_scale = false;
// The default is no shader support.
_auto_detect_shader_model = SM_00;
_shader_model = SM_00;
_gamma = 1.0f;
_texture_quality_override = Texture::QL_default;
_shader_generator = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::Destructor
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
GraphicsStateGuardian::
~GraphicsStateGuardian() {
remove_gsg(this);
if (_shader_generator) {
delete _shader_generator;
_shader_generator = 0;
}
GeomMunger::unregister_mungers_for_gsg(this);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_engine
// Access: Published
// Description: Returns the graphics engine that created this GSG.
// Since there is normally only one GraphicsEngine
// object in an application, this is usually the same as
// the global GraphicsEngine.
////////////////////////////////////////////////////////////////////
GraphicsEngine *GraphicsStateGuardian::
get_engine() const {
nassertr(_engine != (GraphicsEngine *)NULL, GraphicsEngine::get_global_ptr());
return _engine;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_multisample
// Access: Published, Virtual
// Description: Returns true if this particular GSG supports using
// the multisample bits to provide antialiasing, and
// also supports M_multisample and M_multisample_mask
// transparency modes. If this is not true for a
// particular GSG, Panda will map the M_multisample
// modes to M_binary.
//
// This method is declared virtual solely so that it can
// be queried from cullResult.cxx.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
get_supports_multisample() const {
return _supports_multisample;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supported_geom_rendering
// Access: Published, Virtual
// Description: Returns the union of Geom::GeomRendering values that
// this particular GSG can support directly. If a Geom
// needs to be rendered that requires some additional
// properties, the StandardMunger and/or the
// CullableObject will convert it as needed.
//
// This method is declared virtual solely so that it can
// be queried from cullableObject.cxx.
////////////////////////////////////////////////////////////////////
int GraphicsStateGuardian::
get_supported_geom_rendering() const {
return _supported_geom_rendering;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_supports_cg_profile
// Access: Published, Virtual
// Description: Returns true if this particular GSG supports the
// specified Cg Shader Profile.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
get_supports_cg_profile(const string &name) const {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_coordinate_system
// Access: Published
// Description: Changes the coordinate system in effect on this
// particular gsg. This is also called the "external"
// coordinate system, since it is the coordinate system
// used by the scene graph, external to to GSG.
//
// Normally, this will be the default coordinate system,
// but it might be set differently at runtime. It will
// automatically be copied from the current lens's
// coordinate system as each DisplayRegion is rendered.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
set_coordinate_system(CoordinateSystem cs) {
if (cs == CS_default) {
cs = get_default_coordinate_system();
}
_coordinate_system = cs;
// Changing the external coordinate system changes the cs_transform.
if (_internal_coordinate_system == CS_default ||
_internal_coordinate_system == _coordinate_system) {
_cs_transform = TransformState::make_identity();
_inv_cs_transform = TransformState::make_identity();
} else {
_cs_transform =
TransformState::make_mat
(LMatrix4::convert_mat(_coordinate_system,
_internal_coordinate_system));
_inv_cs_transform =
TransformState::make_mat
(LMatrix4::convert_mat(_internal_coordinate_system,
_coordinate_system));
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_internal_coordinate_system
// Access: Published, Virtual
// Description: Returns the coordinate system used internally by the
// GSG. This may be the same as the external coordinate
// system reported by get_coordinate_system(), or it may
// be something different.
//
// In any case, vertices that have been transformed
// before being handed to the GSG (that is, vertices
// with a contents value of C_clip_point) will be
// expected to be in this coordinate system.
////////////////////////////////////////////////////////////////////
CoordinateSystem GraphicsStateGuardian::
get_internal_coordinate_system() const {
return _internal_coordinate_system;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_prepared_objects
// Access: Public, Virtual
// Description: Returns the set of texture and geom objects that have
// been prepared with this GSG (and possibly other GSG's
// that share objects).
////////////////////////////////////////////////////////////////////
PreparedGraphicsObjects *GraphicsStateGuardian::
get_prepared_objects() {
return _prepared_objects;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_gamma
// Access: Published, Virtual
// Description: Set gamma. Returns true on success.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
set_gamma(PN_stdfloat gamma) {
_gamma = gamma;
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_gamma
// Access: Published
// Description: Get the current gamma setting.
////////////////////////////////////////////////////////////////////
PN_stdfloat GraphicsStateGuardian::
get_gamma(PN_stdfloat gamma) {
return _gamma;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::restore_gamma
// Access: Published, Virtual
// Description: Restore original gamma setting.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
restore_gamma() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::traverse_prepared_textures
// Access: Public
// Description: Calls the indicated function on all
// currently-prepared textures, or until the callback
// function returns false.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
traverse_prepared_textures(GraphicsStateGuardian::TextureCallback *func,
void *callback_arg) {
ReMutexHolder holder(_prepared_objects->_lock);
PreparedGraphicsObjects::Textures::const_iterator ti;
for (ti = _prepared_objects->_prepared_textures.begin();
ti != _prepared_objects->_prepared_textures.end();
++ti) {
bool result = (*func)(*ti, callback_arg);
if (!result) {
return;
}
}
}
#ifndef NDEBUG
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_flash_texture
// Access: Published
// Description: Sets the "flash texture". This is a debug feature;
// when enabled, the specified texture will begin
// flashing in the scene, helping you to find it
// visually.
//
// The texture also flashes with a color code: blue for
// mipmap level 0, yellow for mipmap level 1, and red
// for mipmap level 2 or higher (even for textures that
// don't have mipmaps). This gives you an idea of the
// choice of the texture size. If it is blue, the
// texture is being drawn the proper size or magnified;
// if it is yellow, it is being minified a little bit;
// and if it red, it is being minified considerably. If
// you see a red texture when you are right in front of
// it, you should consider reducing the size of the
// texture to avoid wasting texture memory.
//
// Not all rendering backends support the flash_texture
// feature. Presently, it is only supported by OpenGL.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
set_flash_texture(Texture *tex) {
_flash_texture = tex;
}
#endif // NDEBUG
#ifndef NDEBUG
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::clear_flash_texture
// Access: Published
// Description: Resets the "flash texture", so that no textures will
// flash. See set_flash_texture().
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
clear_flash_texture() {
_flash_texture = NULL;
}
#endif // NDEBUG
#ifndef NDEBUG
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_flash_texture
// Access: Published
// Description: Returns the current "flash texture", if any, or NULL
// if none. See set_flash_texture().
////////////////////////////////////////////////////////////////////
Texture *GraphicsStateGuardian::
get_flash_texture() const {
return _flash_texture;
}
#endif // NDEBUG
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_scene
// Access: Published
// Description: Sets the SceneSetup object that indicates the initial
// camera position, etc. This must be called before
// traversal begins. Returns true if the scene is
// acceptable, false if something's wrong. This should
// be called in the draw thread only.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
set_scene(SceneSetup *scene_setup) {
_scene_setup = scene_setup;
_current_lens = scene_setup->get_lens();
if (_current_lens == (Lens *)NULL) {
return false;
}
set_coordinate_system(_current_lens->get_coordinate_system());
_projection_mat = calc_projection_mat(_current_lens);
if (_projection_mat == 0) {
return false;
}
_projection_mat_inv = _projection_mat->get_inverse();
return prepare_lens();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_scene
// Access: Published, Virtual
// Description: Returns the current SceneSetup object.
////////////////////////////////////////////////////////////////////
SceneSetup *GraphicsStateGuardian::
get_scene() const {
return _scene_setup;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_texture
// Access: Public, Virtual
// Description: Creates whatever structures the GSG requires to
// represent the texture internally, and returns a
// newly-allocated TextureContext object with this data.
// It is the responsibility of the calling function to
// later call release_texture() with this same pointer
// (which will also delete the pointer).
//
// This function should not be called directly to
// prepare a texture. Instead, call Texture::prepare().
////////////////////////////////////////////////////////////////////
TextureContext *GraphicsStateGuardian::
prepare_texture(Texture *) {
return (TextureContext *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::update_texture
// Access: Public, Virtual
// Description: Ensures that the current Texture data is refreshed
// onto the GSG. This means updating the texture
// properties and/or re-uploading the texture image, if
// necessary. This should only be called within the
// draw thread.
//
// If force is true, this function will not return until
// the texture has been fully uploaded. If force is
// false, the function may choose to upload a simple
// version of the texture instead, if the texture is not
// fully resident (and if get_incomplete_render() is
// true).
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
update_texture(TextureContext *, bool) {
return true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_texture
// Access: Public, Virtual
// Description: Frees the resources previously allocated via a call
// to prepare_texture(), including deleting the
// TextureContext itself, if it is non-NULL.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
release_texture(TextureContext *) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::extract_texture_data
// Access: Public, Virtual
// Description: This method should only be called by the
// GraphicsEngine. Do not call it directly; call
// GraphicsEngine::extract_texture_data() instead.
//
// This method will be called in the draw thread to
// download the texture memory's image into its
// ram_image value. It returns true on success, false
// otherwise.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
extract_texture_data(Texture *) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_geom
// Access: Public, Virtual
// Description: Prepares the indicated Geom for retained-mode
// rendering, by creating whatever structures are
// necessary in the GSG (for instance, vertex buffers).
// Returns the newly-allocated GeomContext that can be
// used to render the geom.
////////////////////////////////////////////////////////////////////
GeomContext *GraphicsStateGuardian::
prepare_geom(Geom *) {
return (GeomContext *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_geom
// Access: Public, Virtual
// Description: Frees the resources previously allocated via a call
// to prepare_geom(), including deleting the GeomContext
// itself, if it is non-NULL.
//
// This function should not be called directly to
// prepare a Geom. Instead, call Geom::prepare().
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
release_geom(GeomContext *) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_shader
// Access: Public, Virtual
// Description: Compile a vertex/fragment shader body.
////////////////////////////////////////////////////////////////////
ShaderContext *GraphicsStateGuardian::
prepare_shader(Shader *shader) {
return (ShaderContext *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_shader
// Access: Public, Virtual
// Description: Releases the resources allocated by prepare_shader
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
release_shader(ShaderContext *sc) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_vertex_buffer
// Access: Public, Virtual
// Description: Prepares the indicated buffer for retained-mode
// rendering.
////////////////////////////////////////////////////////////////////
VertexBufferContext *GraphicsStateGuardian::
prepare_vertex_buffer(GeomVertexArrayData *) {
return (VertexBufferContext *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_vertex_buffer
// Access: Public, Virtual
// Description: Frees the resources previously allocated via a call
// to prepare_data(), including deleting the
// VertexBufferContext itself, if necessary.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
release_vertex_buffer(VertexBufferContext *) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_index_buffer
// Access: Public, Virtual
// Description: Prepares the indicated buffer for retained-mode
// rendering.
////////////////////////////////////////////////////////////////////
IndexBufferContext *GraphicsStateGuardian::
prepare_index_buffer(GeomPrimitive *) {
return (IndexBufferContext *)NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::release_index_buffer
// Access: Public, Virtual
// Description: Frees the resources previously allocated via a call
// to prepare_data(), including deleting the
// IndexBufferContext itself, if necessary.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
release_index_buffer(IndexBufferContext *) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::begin_occlusion_query
// Access: Public, Virtual
// Description: Begins a new occlusion query. After this call, you
// may call begin_draw_primitives() and
// draw_triangles()/draw_whatever() repeatedly.
// Eventually, you should call end_occlusion_query()
// before the end of the frame; that will return a new
// OcclusionQueryContext object that will tell you how
// many pixels represented by the bracketed geometry
// passed the depth test.
//
// It is not valid to call begin_occlusion_query()
// between another begin_occlusion_query()
// .. end_occlusion_query() sequence.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
begin_occlusion_query() {
nassertv(_current_occlusion_query == (OcclusionQueryContext *)NULL);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::end_occlusion_query
// Access: Public, Virtual
// Description: Ends a previous call to begin_occlusion_query().
// This call returns the OcclusionQueryContext object
// that will (eventually) report the number of pixels
// that passed the depth test between the call to
// begin_occlusion_query() and end_occlusion_query().
////////////////////////////////////////////////////////////////////
PT(OcclusionQueryContext) GraphicsStateGuardian::
end_occlusion_query() {
nassertr(_current_occlusion_query != (OcclusionQueryContext *)NULL, NULL);
PT(OcclusionQueryContext) result = _current_occlusion_query;
_current_occlusion_query = NULL;
return result;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::issue_timer_query
// Access: Public, Virtual
// Description: Adds a timer query to the command stream, associated
// with the given PStats collector index.
////////////////////////////////////////////////////////////////////
PT(TimerQueryContext) GraphicsStateGuardian::
issue_timer_query(int pstats_index) {
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::dispatch_compute
// Access: Public, Virtual
// Description: Dispatches a currently bound compute shader using
// the given work group counts.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
dispatch_compute(int num_groups_x, int num_groups_y, int num_groups_z) {
nassertv(false /* Compute shaders not supported by GSG */);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_geom_munger
// Access: Public, Virtual
// Description: Looks up or creates a GeomMunger object to munge
// vertices appropriate to this GSG for the indicated
// state.
////////////////////////////////////////////////////////////////////
PT(GeomMunger) GraphicsStateGuardian::
get_geom_munger(const RenderState *state, Thread *current_thread) {
// We can cast the RenderState to a non-const object because we are
// only updating a cache within the RenderState, not really changing
// any of its properties.
RenderState *nc_state = ((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 (!nc_state->_mungers.empty()) {
RenderState::Mungers::const_iterator mi = nc_state->_last_mi;
if (!(*mi).first.was_deleted() && (*mi).first == this) {
if ((*mi).second->is_registered()) {
return (*mi).second;
}
}
}
// Nope, we have to look it up in the map.
RenderState::Mungers::iterator mi = nc_state->_mungers.find(this);
if (mi != nc_state->_mungers.end() && !(*mi).first.was_deleted()) {
if ((*mi).second->is_registered()) {
nc_state->_last_mi = mi;
return (*mi).second;
}
// This GeomMunger is no longer registered. Remove it from the
// map.
nc_state->_mungers.erase(mi);
}
// Nothing in the map; create a new entry.
PT(GeomMunger) munger = make_geom_munger(nc_state, current_thread);
nassertr(munger != (GeomMunger *)NULL && munger->is_registered(), munger);
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, Thread *current_thread) {
// 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.
////////////////////////////////////////////////////////////////////
PN_stdfloat GraphicsStateGuardian::
compute_distance_to(const LPoint3 &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::fetch_specified_value
// Access: Public
// Description: The gsg contains a large number of useful matrices:
//
// * the world transform,
// * the modelview matrix,
// * the cs_transform,
// * etc, etc.
//
// A shader can request any of these values, and
// furthermore, it can request that various compositions,
// inverses, and transposes be performed. The
// ShaderMatSpec is a data structure indicating what
// datum is desired and what conversions to perform.
// This routine, fetch_specified_value, is responsible for
// doing the actual retrieval and conversions.
//
// Some values, like the following, aren't matrices:
//
// * window size
// * texture coordinates of card center
//
// This routine can fetch these values as well, by
// shoehorning them into a matrix. In this way, we avoid
// the need for a separate routine to fetch these values.
//
// The "altered" bits indicate what parts of the
// state_and_transform have changed since the last
// time this particular ShaderMatSpec was evaluated.
// This may allow data to be cached and not reevaluated.
//
////////////////////////////////////////////////////////////////////
const LMatrix4 *GraphicsStateGuardian::
fetch_specified_value(Shader::ShaderMatSpec &spec, int altered) {
LVecBase3 v;
if (altered & spec._dep[0]) {
const LMatrix4 *t = fetch_specified_part(spec._part[0], spec._arg[0], spec._cache[0]);
if (t != &spec._cache[0]) {
spec._cache[0] = *t;
}
}
if (altered & spec._dep[1]) {
const LMatrix4 *t = fetch_specified_part(spec._part[1], spec._arg[1], spec._cache[1]);
if (t != &spec._cache[1]) {
spec._cache[1] = *t;
}
}
switch(spec._func) {
case Shader::SMF_compose:
spec._value.multiply(spec._cache[0], spec._cache[1]);
return &spec._value;
case Shader::SMF_transform_dlight:
spec._value = spec._cache[0];
v = spec._cache[1].xform_vec(spec._cache[0].get_row3(2));
v.normalize();
spec._value.set_row(2, v);
v = spec._cache[1].xform_vec(spec._cache[0].get_row3(3));
v.normalize();
spec._value.set_row(3, v);
return &spec._value;
case Shader::SMF_transform_plight:
spec._value = spec._cache[0];
spec._value.set_row(2, spec._cache[1].xform_point(spec._cache[0].get_row3(2)));
return &spec._value;
case Shader::SMF_transform_slight:
spec._value = spec._cache[0];
spec._value.set_row(2, spec._cache[1].xform_point(spec._cache[0].get_row3(2)));
v = spec._cache[1].xform_vec(spec._cache[0].get_row3(3));
v.normalize();
spec._value.set_row(3, v);
return &spec._value;
case Shader::SMF_first:
return &spec._cache[0];
default:
// should never get here
spec._value = LMatrix4::ident_mat();
return &spec._value;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::fetch_specified_part
// Access: Public
// Description: See fetch_specified_value
////////////////////////////////////////////////////////////////////
const LMatrix4 *GraphicsStateGuardian::
fetch_specified_part(Shader::ShaderMatInput part, InternalName *name, LMatrix4 &t) {
switch(part) {
case Shader::SMO_identity: {
return &LMatrix4::ident_mat();
}
case Shader::SMO_window_size: {
t = LMatrix4::translate_mat(_current_display_region->get_pixel_width(),
_current_display_region->get_pixel_height(),
0.0);
return &t;
}
case Shader::SMO_pixel_size: {
t = LMatrix4::translate_mat(_current_display_region->get_pixel_width(),
_current_display_region->get_pixel_height(),
0.0);
return &t;
}
case Shader::SMO_frame_time: {
PN_stdfloat time = ClockObject::get_global_clock()->get_frame_time();
t = LMatrix4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, time, time, time, time);
return &t;
}
case Shader::SMO_frame_delta: {
PN_stdfloat dt = ClockObject::get_global_clock()->get_dt();
t = LMatrix4(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, dt, dt, dt, dt);
return &t;
}
case Shader::SMO_texpad_x: {
Texture *tex = _target_shader->get_shader_input_texture(name);
nassertr(tex != 0, &LMatrix4::zeros_mat());
int sx = tex->get_x_size() - tex->get_pad_x_size();
int sy = tex->get_y_size() - tex->get_pad_y_size();
int sz = tex->get_z_size() - tex->get_pad_z_size();
double cx = (sx * 0.5) / tex->get_x_size();
double cy = (sy * 0.5) / tex->get_y_size();
double cz = (sz * 0.5) / tex->get_z_size();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,cx,cy,cz,0);
return &t;
}
case Shader::SMO_texpix_x: {
Texture *tex = _target_shader->get_shader_input_texture(name);
nassertr(tex != 0, &LMatrix4::zeros_mat());
double px = 1.0 / tex->get_x_size();
double py = 1.0 / tex->get_y_size();
double pz = 1.0 / tex->get_z_size();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,px,py,pz,0);
return &t;
}
case Shader::SMO_attr_material: {
const MaterialAttrib *target_material = DCAST(MaterialAttrib, _target_rs->get_attrib_def(MaterialAttrib::get_class_slot()));
// Material matrix contains AMBIENT, DIFFUSE, EMISSION, SPECULAR+SHININESS
if (target_material->is_off()) {
t = LMatrix4(1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0);
return &t;
}
Material *m = target_material->get_material();
LVecBase4 const &amb = m->get_ambient();
LVecBase4 const &dif = m->get_diffuse();
LVecBase4 const &emm = m->get_emission();
LVecBase4 spc = m->get_specular();
spc[3] = m->get_shininess();
t = LMatrix4(amb[0],amb[1],amb[2],amb[3],
dif[0],dif[1],dif[2],dif[3],
emm[0],emm[1],emm[2],emm[3],
spc[0],spc[1],spc[2],spc[3]);
return &t;
}
case Shader::SMO_attr_color: {
const ColorAttrib *target_color = DCAST(ColorAttrib, _target_rs->get_attrib_def(ColorAttrib::get_class_slot()));
if (target_color->get_color_type() != ColorAttrib::T_flat) {
return &LMatrix4::ones_mat();
}
LVecBase4 c = target_color->get_color();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,c[0],c[1],c[2],c[3]);
return &t;
}
case Shader::SMO_attr_colorscale: {
const ColorScaleAttrib *target_color = DCAST(ColorScaleAttrib, _target_rs->get_attrib_def(ColorScaleAttrib::get_class_slot()));
if (target_color->is_identity()) {
return &LMatrix4::ones_mat();
}
LVecBase4 cs = target_color->get_scale();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,cs[0],cs[1],cs[2],cs[3]);
return &t;
}
case Shader::SMO_attr_fog: {
const FogAttrib *target_fog = DCAST(FogAttrib, _target_rs->get_attrib_def(FogAttrib::get_class_slot()));
Fog *fog = target_fog->get_fog();
if (fog == (Fog*) NULL) {
return &LMatrix4::ones_mat();
}
PN_stdfloat start, end;
fog->get_linear_range(start, end);
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,fog->get_exp_density(),start,end,1.0f/(end-start));
return &t;
}
case Shader::SMO_attr_fogcolor: {
const FogAttrib *target_fog = DCAST(FogAttrib, _target_rs->get_attrib_def(FogAttrib::get_class_slot()));
Fog *fog = target_fog->get_fog();
if (fog == (Fog*) NULL) {
return &LMatrix4::ones_mat();
}
LVecBase4 c = fog->get_color();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,c[0],c[1],c[2],c[3]);
return &t;
}
case Shader::SMO_alight_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::zeros_mat());
AmbientLight *lt;
DCAST_INTO_R(lt, np.node(), &LMatrix4::zeros_mat());
LColor const &c = lt->get_color();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,c[0],c[1],c[2],c[3]);
return &t;
}
case Shader::SMO_satten_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ones_mat());
Spotlight *lt;
DCAST_INTO_R(lt, np.node(), &LMatrix4::ones_mat());
LVecBase3 const &a = lt->get_attenuation();
PN_stdfloat x = lt->get_exponent();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,a[0],a[1],a[2],x);
return &t;
}
case Shader::SMO_dlight_x: {
// The dlight matrix contains COLOR, SPECULAR, DIRECTION, PSEUDOHALFANGLE
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::zeros_mat());
DirectionalLight *lt;
DCAST_INTO_R(lt, np.node(), &LMatrix4::zeros_mat());
LColor const &c = lt->get_color();
LColor const &s = lt->get_specular_color();
t = np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
LVecBase3 d = -(t.xform_vec(lt->get_direction()));
d.normalize();
LVecBase3 h = d + LVecBase3(0,-1,0);
h.normalize();
t = LMatrix4(c[0],c[1],c[2],c[3],s[0],s[1],s[2],c[3],d[0],d[1],d[2],0,h[0],h[1],h[2],0);
return &t;
}
case Shader::SMO_plight_x: {
// The plight matrix contains COLOR, SPECULAR, POINT, ATTENUATION
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ones_mat());
PointLight *lt;
DCAST_INTO_R(lt, np.node(), &LMatrix4::zeros_mat());
LColor const &c = lt->get_color();
LColor const &s = lt->get_specular_color();
t = np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
LVecBase3 p = (t.xform_point(lt->get_point()));
LVecBase3 a = lt->get_attenuation();
t = LMatrix4(c[0],c[1],c[2],c[3],s[0],s[1],s[2],s[3],p[0],p[1],p[2],0,a[0],a[1],a[2],0);
return &t;
}
case Shader::SMO_slight_x: {
// The slight matrix contains COLOR, SPECULAR, POINT, DIRECTION
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::zeros_mat());
Spotlight *lt;
DCAST_INTO_R(lt, np.node(), &LMatrix4::zeros_mat());
Lens *lens = lt->get_lens();
nassertr(lens != (Lens *)NULL, &LMatrix4::zeros_mat());
LColor const &c = lt->get_color();
LColor const &s = lt->get_specular_color();
PN_stdfloat cutoff = ccos(deg_2_rad(lens->get_hfov() * 0.5f));
t = np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
LVecBase3 p = t.xform_point(lens->get_nodal_point());
LVecBase3 d = -(t.xform_vec(lens->get_view_vector()));
t = LMatrix4(c[0],c[1],c[2],c[3],s[0],s[1],s[2],s[3],p[0],p[1],p[2],0,d[0],d[1],d[2],cutoff);
return &t;
}
case Shader::SMO_texmat_x: {
const TexMatrixAttrib *tma = DCAST(TexMatrixAttrib, _target_rs->get_attrib_def(TexMatrixAttrib::get_class_slot()));
const TextureAttrib *ta = DCAST(TextureAttrib, _target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
int stagenr = atoi(name->get_name().c_str());
if (stagenr >= ta->get_num_on_stages()) {
return &LMatrix4::ident_mat();
}
return &tma->get_mat(ta->get_on_stage(stagenr));
}
case Shader::SMO_plane_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::zeros_mat());
nassertr(np.node()->is_of_type(PlaneNode::get_class_type()), &LMatrix4::zeros_mat());
LPlane p = DCAST(PlaneNode, np.node())->get_plane();
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,p[0],p[1],p[2],p[3]);
return &t;
}
case Shader::SMO_clipplane_x: {
const ClipPlaneAttrib *cpa = DCAST(ClipPlaneAttrib, _target_rs->get_attrib_def(ClipPlaneAttrib::get_class_slot()));
int planenr = atoi(name->get_name().c_str());
if (planenr >= cpa->get_num_on_planes()) {
return &LMatrix4::zeros_mat();
}
const NodePath &np = cpa->get_on_plane(planenr);
nassertr(!np.is_empty(), &LMatrix4::zeros_mat());
nassertr(np.node()->is_of_type(PlaneNode::get_class_type()), &LMatrix4::zeros_mat());
LPlane p (DCAST(PlaneNode, np.node())->get_plane());
p.xform(np.get_net_transform()->get_mat()); // World-space
t = LMatrix4(0,0,0,0,0,0,0,0,0,0,0,0,p[0],p[1],p[2],p[3]);
return &t;
}
case Shader::SMO_mat_constant_x: {
return &_target_shader->get_shader_input_matrix(name, t);
}
case Shader::SMO_vec_constant_x: {
const LVecBase4 &input = _target_shader->get_shader_input_vector(name);
const PN_stdfloat *data = input.get_data();
t = LMatrix4(data[0],data[1],data[2],data[3],
data[0],data[1],data[2],data[3],
data[0],data[1],data[2],data[3],
data[0],data[1],data[2],data[3]);
return &t;
}
case Shader::SMO_world_to_view: {
return &(get_scene()->get_world_transform()->get_mat());
break;
}
case Shader::SMO_view_to_world: {
return &(get_scene()->get_camera_transform()->get_mat());
}
case Shader::SMO_model_to_view: {
return &(get_external_transform()->get_mat());
}
case Shader::SMO_view_to_model: {
t = get_external_transform()->get_inverse()->get_mat();
return &t;
}
case Shader::SMO_apiview_to_view: {
return &(_inv_cs_transform->get_mat());
}
case Shader::SMO_view_to_apiview: {
return &(_cs_transform->get_mat());
}
case Shader::SMO_clip_to_view: {
if (_current_lens->get_coordinate_system() == _coordinate_system) {
return &(_current_lens->get_projection_mat_inv(_current_stereo_channel));
} else {
t = _current_lens->get_projection_mat_inv(_current_stereo_channel) *
LMatrix4::convert_mat(_current_lens->get_coordinate_system(), _coordinate_system);
return &t;
}
}
case Shader::SMO_view_to_clip: {
if (_current_lens->get_coordinate_system() == _coordinate_system) {
return &(_current_lens->get_projection_mat(_current_stereo_channel));
} else {
t = LMatrix4::convert_mat(_coordinate_system, _current_lens->get_coordinate_system()) *
_current_lens->get_projection_mat(_current_stereo_channel);
return &t;
}
}
case Shader::SMO_apiclip_to_view: {
t = _projection_mat_inv->get_mat() * _inv_cs_transform->get_mat();
return &t;
}
case Shader::SMO_view_to_apiclip: {
t = _cs_transform->get_mat() * _projection_mat->get_mat();
return &t;
}
case Shader::SMO_view_x_to_view: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
t = np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
return &t;
}
case Shader::SMO_view_to_view_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
t = get_scene()->get_camera_transform()->get_mat() *
np.get_net_transform()->get_inverse()->get_mat();
return &t;
}
case Shader::SMO_apiview_x_to_view: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
t = LMatrix4::convert_mat(_internal_coordinate_system, _coordinate_system) *
np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
return &t;
}
case Shader::SMO_view_to_apiview_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
t = (get_scene()->get_camera_transform()->get_mat() *
np.get_net_transform()->get_inverse()->get_mat() *
LMatrix4::convert_mat(_coordinate_system, _internal_coordinate_system));
return &t;
}
case Shader::SMO_clip_x_to_view: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4::ident_mat());
Lens *lens = DCAST(LensNode, np.node())->get_lens();
t = lens->get_projection_mat_inv(_current_stereo_channel) *
LMatrix4::convert_mat(lens->get_coordinate_system(), _coordinate_system) *
np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
return &t;
}
case Shader::SMO_view_to_clip_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4::ident_mat());
Lens *lens = DCAST(LensNode, np.node())->get_lens();
t = get_scene()->get_camera_transform()->get_mat() *
np.get_net_transform()->get_inverse()->get_mat() *
LMatrix4::convert_mat(_coordinate_system, lens->get_coordinate_system()) *
lens->get_projection_mat(_current_stereo_channel);
return &t;
}
case Shader::SMO_apiclip_x_to_view: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4::ident_mat());
Lens *lens = DCAST(LensNode, np.node())->get_lens();
t = calc_projection_mat(lens)->get_inverse()->get_mat() *
get_cs_transform_for(lens->get_coordinate_system())->get_inverse()->get_mat() *
np.get_net_transform()->get_mat() *
get_scene()->get_world_transform()->get_mat();
return &t;
}
case Shader::SMO_view_to_apiclip_x: {
const NodePath &np = _target_shader->get_shader_input_nodepath(name);
nassertr(!np.is_empty(), &LMatrix4::ident_mat());
nassertr(np.node()->is_of_type(LensNode::get_class_type()), &LMatrix4::ident_mat());
Lens *lens = DCAST(LensNode, np.node())->get_lens();
t = get_scene()->get_camera_transform()->get_mat() *
np.get_net_transform()->get_inverse()->get_mat() *
get_cs_transform_for(lens->get_coordinate_system())->get_mat() *
calc_projection_mat(lens)->get_mat();
return &t;
}
default:
nassertr(false /*should never get here*/, &LMatrix4::ident_mat());
return &LMatrix4::ident_mat();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::fetch_ptr_parameter
// Access: Public
// Description: Return a pointer to struct ShaderPtrData
////////////////////////////////////////////////////////////////////
const Shader::ShaderPtrData *GraphicsStateGuardian::
fetch_ptr_parameter(const Shader::ShaderPtrSpec& spec) {
return (_target_shader->get_shader_input_ptr(spec._arg));
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::prepare_display_region
// Access: Public, Virtual
// Description: Makes the specified DisplayRegion current. All
// future drawing and clear operations will be
// constrained within the given DisplayRegion.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
prepare_display_region(DisplayRegionPipelineReader *dr) {
_current_display_region = dr->get_object();
_current_stereo_channel = dr->get_stereo_channel();
_current_tex_view_offset = dr->get_tex_view_offset();
_effective_incomplete_render = _incomplete_render && _current_display_region->get_incomplete_render();
_stereo_buffer_mask = ~0;
Lens::StereoChannel output_channel = dr->get_stereo_channel();
if (dr->get_window()->get_swap_eyes()) {
// Reverse the output channel.
switch (output_channel) {
case Lens::SC_left:
output_channel = Lens::SC_right;
break;
case Lens::SC_right:
output_channel = Lens::SC_left;
break;
default:
break;
}
}
switch (output_channel) {
case Lens::SC_left:
_color_write_mask = dr->get_window()->get_left_eye_color_mask();
if (_current_properties->is_stereo()) {
_stereo_buffer_mask = ~RenderBuffer::T_right;
}
break;
case Lens::SC_right:
_color_write_mask = dr->get_window()->get_right_eye_color_mask();
if (_current_properties->is_stereo()) {
_stereo_buffer_mask = ~RenderBuffer::T_left;
}
break;
case Lens::SC_mono:
case Lens::SC_stereo:
_color_write_mask = ColorWriteAttrib::C_all;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::clear_before_callback
// Access: Public, Virtual
// Description: Resets any non-standard graphics state that might
// give a callback apoplexy. Some drivers require that
// the graphics state be restored to neutral before
// performing certain operations. In OpenGL, for
// instance, this closes any open vertex buffers.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
clear_before_callback() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::clear_state_and_transform
// Access: Public, Virtual
// Description: Forgets the current graphics state and current
// transform, so that the next call to
// set_state_and_transform() will have to reload
// everything. This is a good thing to call when you
// are no longer sure what the graphics state is. This
// should only be called from the draw thread.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
clear_state_and_transform() {
// Re-issue the modelview and projection transforms.
reissue_transforms();
// Now clear the state flags to unknown.
_state_rs = RenderState::make_empty();
_state_mask.clear();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::remove_window
// Access: Public, Virtual
// Description: This is simply a transparent call to
// GraphicsEngine::remove_window(). It exists primary
// to support removing a window from that compiles
// before the display module, and therefore has no
// knowledge of a GraphicsEngine object.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
remove_window(GraphicsOutputBase *window) {
nassertv(_engine != (GraphicsEngine *)NULL);
GraphicsOutput *win;
DCAST_INTO_V(win, window);
_engine->remove_window(win);
}
////////////////////////////////////////////////////////////////////
// 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::calc_projection_mat
// Access: Public, Virtual
// Description: Given a lens, this function calculates the appropriate
// projection matrix for this gsg. The result depends
// on the peculiarities of the rendering API.
////////////////////////////////////////////////////////////////////
CPT(TransformState) GraphicsStateGuardian::
calc_projection_mat(const Lens *lens) {
if (lens == (Lens *)NULL) {
return NULL;
}
if (!lens->is_linear()) {
return NULL;
}
return TransformState::make_identity();
}
////////////////////////////////////////////////////////////////////
// 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(Thread *current_thread) {
_prepared_objects->begin_frame(this, current_thread);
// 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 = RenderState::make_empty();
_state_mask.clear();
#ifdef DO_PSTATS
// We have to do this here instead of in GraphicsEngine because
// we need a current context to issue timer queries.
int frame = ClockObject::get_global_clock()->get_frame_count();
if (_last_query_frame < frame) {
_last_query_frame = frame;
_timer_queries_pcollector.clear_level();
// Now is a good time to flush previous frame's queries. We
// may not actually have all of the previous frame's results
// in yet, but that's okay; the GPU data is allowed to lag a
// few frames behind.
flush_timer_queries();
if (_timer_queries_active) {
// Issue a stop and start event for collector 0, marking the
// beginning of the new frame.
issue_timer_query(0x8000);
issue_timer_query(0x0000);
}
}
#endif
return !_needs_reset;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::begin_scene
// Access: Published, 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().
// This must be called in the draw thread.
//
// 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: Published, 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.
int i;
for (i = 0; i < _num_lights_enabled; ++i) {
enable_light(i, false);
}
_num_lights_enabled = 0;
// Ditto for the clipping planes.
for (i = 0; i < _num_clip_planes_enabled; ++i) {
enable_clip_plane(i, false);
}
_num_clip_planes_enabled = 0;
// Put the state into the 'unknown' state, forcing a reload.
_state_rs = RenderState::make_empty();
_state_mask.clear();
}
////////////////////////////////////////////////////////////////////
// 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(Thread *current_thread) {
_prepared_objects->end_frame(current_thread);
// Flush any PStatCollectors.
_data_transferred_pcollector.flush_level();
_primitive_batches_pcollector.flush_level();
_primitive_batches_tristrip_pcollector.flush_level();
_primitive_batches_trifan_pcollector.flush_level();
_primitive_batches_tri_pcollector.flush_level();
_primitive_batches_patch_pcollector.flush_level();
_primitive_batches_other_pcollector.flush_level();
_vertices_tristrip_pcollector.flush_level();
_vertices_trifan_pcollector.flush_level();
_vertices_tri_pcollector.flush_level();
_vertices_patch_pcollector.flush_level();
_vertices_other_pcollector.flush_level();
_state_pcollector.flush_level();
_texture_state_pcollector.flush_level();
_transform_state_pcollector.flush_level();
_draw_primitive_pcollector.flush_level();
// Evict any textures and/or vbuffers that exceed our texture memory.
_prepared_objects->_graphics_memory_lru.begin_epoch();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::flush_timer_queries
// Access: Public
// Description: Called by the graphics engine on the draw thread
// to check the status of the running timer queries
// and submit their results to the PStats server.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
flush_timer_queries() {
#ifdef DO_PSTATS
// This uses the lower-level PStats interfaces for now because
// of all the unnecessary overhead that would otherwise be incurred
// when adding such a large amount of data at once.
PStatClient *client = PStatClient::get_global_pstats();
if (!client->client_is_connected()) {
_timer_queries_active = false;
return;
}
if (!_timer_queries_active) {
if (pstats_gpu_timing && _supports_timer_query) {
// Check if timer queries should be enabled.
_timer_queries_active = true;
} else {
return;
}
}
// Currently, we use one thread per GSG, for convenience. In the
// future, we may want to try and use one thread per graphics card.
if (_pstats_gpu_thread == -1) {
_pstats_gpu_thread = client->make_gpu_thread(get_driver_renderer()).get_index();
}
PStatThread gpu_thread(client, _pstats_gpu_thread);
// Get the results of all the timer queries.
int first = 0;
if (!_pending_timer_queries.empty()) {
int count = _pending_timer_queries.size();
if (count == 0) {
return;
}
PStatGPUTimer timer(this, _wait_timer_pcollector);
if (_last_num_queried > 0) {
// We know how many queries were available last frame, and this
// usually stays fairly constant, so use this as a starting point.
int i = min(_last_num_queried, count) - 1;
if (_pending_timer_queries[i]->is_answer_ready()) {
first = count;
while (i < count) {
if (!_pending_timer_queries[++i]->is_answer_ready()) {
first = i;
break;
}
}
} else {
first = 0;
while (i > 0) {
if (_pending_timer_queries[--i]->is_answer_ready()) {
first = i + 1;
break;
}
}
}
} else {
// We figure out which tasks the GPU has already finished by doing
// a binary search for the first query that does not have an answer
// ready. We know then that everything before that must be ready.
while (count > 0) {
int step = count / 2;
int i = first + step;
if (_pending_timer_queries[i]->is_answer_ready()) {
first += step + 1;
count -= step + 1;
} else {
count = step;
}
}
}
if (first <= 0) {
return;
}
_last_num_queried = first;
int frame_index = ClockObject::get_global_clock()->get_frame_count();
for (int i = 0; i < first; ++i) {
CPT(TimerQueryContext) query = _pending_timer_queries[i];
double time_data = query->get_timestamp(); // + _timer_delta;
if (query->_pstats_index == _command_latency_pcollector.get_index()) {
// Special case for the latency pcollector.
PStatCollectorDef *cdef;
cdef = client->get_collector_ptr(query->_pstats_index)->get_def(client, query->_pstats_index);
_pstats_gpu_data.add_level(query->_pstats_index, time_data * cdef->_factor);
} else if (query->_pstats_index & 0x8000) {
_pstats_gpu_data.add_stop(query->_pstats_index & 0x7fff, time_data);
} else {
_pstats_gpu_data.add_start(query->_pstats_index & 0x7fff, time_data);
}
// We found an end-frame marker (a stop event for collector 0).
// This means that the GPU actually caught up with that frame,
// and we can flush the GPU thread's frame data to the pstats server.
if (query->_pstats_index == 0x8000) {
gpu_thread.add_frame(_pstats_gpu_data);
_pstats_gpu_data.clear();
}
}
}
if (first > 0) {
// Do this out of the scope of _wait_timer_pcollector.
_pending_timer_queries.erase(
_pending_timer_queries.begin(),
_pending_timer_queries.begin() + first
);
_timer_queries_pcollector.add_level_now(first);
}
#endif
}
////////////////////////////////////////////////////////////////////
// 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 GeomPipelineReader *geom_reader,
const GeomMunger *munger,
const GeomVertexDataPipelineReader *data_reader,
bool force) {
_munger = munger;
_data_reader = data_reader;
return _data_reader->has_vertex();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_triangles
// Access: Public, Virtual
// Description: Draws a series of disconnected triangles.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_triangles(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_tristrips
// Access: Public, Virtual
// Description: Draws a series of triangle strips.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_tristrips(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_trifans
// Access: Public, Virtual
// Description: Draws a series of triangle fans.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_trifans(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_patches
// Access: Public, Virtual
// Description: Draws a series of "patches", which can only be
// processed by a tessellation shader.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_patches(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_lines
// Access: Public, Virtual
// Description: Draws a series of disconnected line segments.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_lines(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_linestrips
// Access: Public, Virtual
// Description: Draws a series of line strips.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_linestrips(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::draw_points
// Access: Public, Virtual
// Description: Draws a series of disconnected points.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
draw_points(const GeomPrimitivePipelineReader *, bool) {
return false;
}
////////////////////////////////////////////////////////////////////
// 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;
_data_reader = NULL;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::reset
// Access: Public, Virtual
// Description: Resets all internal state as if the gsg were newly
// created.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
reset() {
_needs_reset = false;
_is_valid = false;
_state_rs = RenderState::make_empty();
_target_rs = NULL;
_state_mask.clear();
_internal_transform = _cs_transform;
_scene_null = new SceneSetup;
_scene_setup = _scene_null;
_color_write_mask = ColorWriteAttrib::C_all;
_has_scene_graph_color = false;
_scene_graph_color.set(1.0f, 1.0f, 1.0f, 1.0f);
_transform_stale = true;
_color_blend_involves_color_scale = false;
_texture_involves_color_scale = false;
_vertex_colors_enabled = true;
_lighting_enabled = false;
_num_lights_enabled = 0;
_num_clip_planes_enabled = 0;
_clip_planes_enabled = false;
_color_scale_enabled = false;
_current_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
_has_texture_alpha_scale = false;
_has_material_force_color = false;
_material_force_color.set(1.0f, 1.0f, 1.0f, 1.0f);
_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
_tex_gen_modifies_mat = false;
_last_max_stage_index = 0;
_is_valid = true;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::set_state_and_transform
// Access: Public
// Description: Simultaneously resets the render state and the
// transform state.
//
// This transform specified is the "internal" net
// transform, already converted into the GSG's internal
// coordinate space by composing it to
// get_cs_transform(). (Previously, this used to be the
// "external" net transform, with the assumption that
// that GSG would convert it internally, but that is no
// longer the case.)
//
// Special case: if (state==NULL), then the target
// state is already stored in _target.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
set_state_and_transform(const RenderState *state,
const TransformState *trans) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::clear
// Access: Public
// Description: Clears the framebuffer within the current
// DisplayRegion, according to the flags indicated by
// the given DrawableRegion object.
//
// This does not set the DisplayRegion first. You
// should call prepare_display_region() to specify the
// region you wish the clear operation to apply to.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
clear(DrawableRegion *clearable) {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_render_buffer
// Access: Public
// Description: Returns a RenderBuffer object suitable for operating
// on the requested set of buffers. buffer_type is the
// union of all the desired RenderBuffer::Type values.
////////////////////////////////////////////////////////////////////
RenderBuffer GraphicsStateGuardian::
get_render_buffer(int buffer_type, const FrameBufferProperties &prop) {
return RenderBuffer(this, buffer_type & prop.get_buffer_mask() & _stereo_buffer_mask);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_cs_transform_for
// Access: Public, Virtual
// Description: Returns what the cs_transform would be set to after a
// call to set_coordinate_system(cs). This is another
// way of saying the cs_transform when rendering the
// scene for a camera with the indicated coordinate
// system.
////////////////////////////////////////////////////////////////////
CPT(TransformState) GraphicsStateGuardian::
get_cs_transform_for(CoordinateSystem cs) const {
if (_internal_coordinate_system == CS_default ||
_internal_coordinate_system == cs) {
return TransformState::make_identity();
} else {
return TransformState::make_mat
(LMatrix4::convert_mat(cs, _internal_coordinate_system));
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_cs_transform
// Access: Public, Virtual
// Description: Returns a transform that converts from the GSG's
// external coordinate system (as returned by
// get_coordinate_system()) to its internal coordinate
// system (as returned by
// get_internal_coordinate_system()). This is used for
// rendering.
////////////////////////////////////////////////////////////////////
CPT(TransformState) GraphicsStateGuardian::
get_cs_transform() const {
return _cs_transform;
}
////////////////////////////////////////////////////////////////////
// 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() {
int num_enabled = 0;
int num_on_planes = 0;
const ClipPlaneAttrib *target_clip_plane = DCAST(ClipPlaneAttrib, _target_rs->get_attrib_def(ClipPlaneAttrib::get_class_slot()));
if (target_clip_plane != (ClipPlaneAttrib *)NULL) {
CPT(ClipPlaneAttrib) new_plane = target_clip_plane->filter_to_max(_max_clip_planes);
num_on_planes = new_plane->get_num_on_planes();
for (int li = 0; li < num_on_planes; li++) {
NodePath plane = new_plane->get_on_plane(li);
nassertv(!plane.is_empty());
PlaneNode *plane_node;
DCAST_INTO_V(plane_node, plane.node());
if ((plane_node->get_clip_effect() & PlaneNode::CE_visible) != 0) {
// Clipping should be enabled before we apply any planes.
if (!_clip_planes_enabled) {
enable_clip_planes(true);
_clip_planes_enabled = true;
}
enable_clip_plane(num_enabled, true);
if (num_enabled == 0) {
begin_bind_clip_planes();
}
bind_clip_plane(plane, num_enabled);
num_enabled++;
}
}
}
int i;
for (i = num_enabled; i < _num_clip_planes_enabled; ++i) {
enable_clip_plane(i, false);
}
_num_clip_planes_enabled = num_enabled;
// If no planes were set, disable clipping
if (num_enabled == 0) {
if (_clip_planes_enabled) {
enable_clip_planes(false);
_clip_planes_enabled = false;
}
} else {
end_bind_clip_planes();
}
}
////////////////////////////////////////////////////////////////////
// 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 *target_color = DCAST(ColorAttrib, _target_rs->get_attrib_def(ColorAttrib::get_class_slot()));
switch (target_color->get_color_type()) {
case ColorAttrib::T_flat:
// Color attribute flat: it specifies a scene graph color that
// overrides the vertex color.
_scene_graph_color = target_color->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.
_scene_graph_color.set(1.0f, 1.0f, 1.0f, 1.0f);
_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.
_scene_graph_color.set(1.0f, 1.0f, 1.0f, 1.0f);
_has_scene_graph_color = false;
_vertex_colors_enabled = true;
break;
}
if (_color_scale_via_lighting) {
_state_mask.clear_bit(LightAttrib::get_class_slot());
_state_mask.clear_bit(MaterialAttrib::get_class_slot());
determine_light_color_scale();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::do_issue_color_scale
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
do_issue_color_scale() {
// If the previous color scale had set a special texture, clear the
// texture now.
if (_has_texture_alpha_scale) {
_state_mask.clear_bit(TextureAttrib::get_class_slot());
}
const ColorScaleAttrib *target_color_scale = DCAST(ColorScaleAttrib, _target_rs->get_attrib_def(ColorScaleAttrib::get_class_slot()));
_color_scale_enabled = target_color_scale->has_scale();
_current_color_scale = target_color_scale->get_scale();
_has_texture_alpha_scale = false;
if (_color_blend_involves_color_scale) {
_state_mask.clear_bit(TransparencyAttrib::get_class_slot());
}
if (_texture_involves_color_scale) {
_state_mask.clear_bit(TextureAttrib::get_class_slot());
}
if (_color_scale_via_lighting) {
_state_mask.clear_bit(LightAttrib::get_class_slot());
_state_mask.clear_bit(MaterialAttrib::get_class_slot());
determine_light_color_scale();
}
if (_alpha_scale_via_texture && !_has_scene_graph_color &&
target_color_scale->has_alpha_scale()) {
// This color scale will set a special texture--so again, clear
// the texture.
_state_mask.clear_bit(TextureAttrib::get_class_slot());
_state_mask.clear_bit(TexMatrixAttrib::get_class_slot());
_has_texture_alpha_scale = true;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::do_issue_light
// Access: Protected, Virtual
// 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
LColor cur_ambient_light(0.0f, 0.0f, 0.0f, 0.0f);
int i;
int num_enabled = 0;
int num_on_lights = 0;
const LightAttrib *target_light = DCAST(LightAttrib, _target_rs->get_attrib_def(LightAttrib::get_class_slot()));
if (display_cat.is_spam()) {
display_cat.spam()
<< "do_issue_light: " << target_light << "\n";
}
if (target_light != (LightAttrib *)NULL) {
CPT(LightAttrib) new_light = target_light->filter_to_max(_max_lights);
if (display_cat.is_spam()) {
new_light->write(display_cat.spam(false), 2);
}
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 *light_obj = light.node()->as_light();
nassertv(light_obj != (Light *)NULL);
// Lighting should be enabled before we apply any lights.
if (!_lighting_enabled) {
enable_lighting(true);
_lighting_enabled = 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 {
const LColor &color = light_obj->get_color();
// Don't bother binding the light if it has no color to contribute.
if (color[0] != 0.0 || color[1] != 0.0 || color[2] != 0.0) {
enable_light(num_enabled, true);
if (num_enabled == 0) {
begin_bind_lights();
}
light_obj->bind(this, light, num_enabled);
num_enabled++;
}
}
}
}
for (i = num_enabled; i < _num_lights_enabled; ++i) {
enable_light(i, false);
}
_num_lights_enabled = num_enabled;
// If no lights were set, disable lighting
if (num_on_lights == 0) {
if (_color_scale_via_lighting && (_has_material_force_color || _light_color_scale != LVecBase4(1.0f, 1.0f, 1.0f, 1.0f))) {
// Unless we need lighting anyway to apply a color or color
// scale.
if (!_lighting_enabled) {
enable_lighting(true);
_lighting_enabled = true;
}
set_ambient_light(LColor(1.0f, 1.0f, 1.0f, 1.0f));
} else {
if (_lighting_enabled) {
enable_lighting(false);
_lighting_enabled = false;
}
}
} else {
set_ambient_light(cur_ambient_light);
}
if (num_enabled != 0) {
end_bind_lights();
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::framebuffer_copy_to_texture
// Access: Public, Virtual
// Description: Copy the pixels within the indicated display
// region from the framebuffer into texture memory.
//
// If z > -1, it is the cube map index into which to
// copy.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
framebuffer_copy_to_texture(Texture *, int, int, const DisplayRegion *,
const RenderBuffer &) {
return false;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::framebuffer_copy_to_ram
// Access: Public, Virtual
// Description: Copy the pixels within the indicated display region
// from the framebuffer into system memory, not texture
// memory. Returns true on success, false on failure.
//
// This completely redefines the ram image of the
// indicated texture.
////////////////////////////////////////////////////////////////////
bool GraphicsStateGuardian::
framebuffer_copy_to_ram(Texture *, int, int, const DisplayRegion *,
const RenderBuffer &) {
return false;
}
////////////////////////////////////////////////////////////////////
// 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) {
}
#ifdef DO_PSTATS
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::init_frame_pstats
// Access: Public, Static
// Description: Initializes the relevant PStats data at the beginning
// of the frame.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
init_frame_pstats() {
if (PStatClient::is_connected()) {
_data_transferred_pcollector.clear_level();
_vertex_buffer_switch_pcollector.clear_level();
_index_buffer_switch_pcollector.clear_level();
_primitive_batches_pcollector.clear_level();
_primitive_batches_tristrip_pcollector.clear_level();
_primitive_batches_trifan_pcollector.clear_level();
_primitive_batches_tri_pcollector.clear_level();
_primitive_batches_patch_pcollector.clear_level();
_primitive_batches_other_pcollector.clear_level();
_vertices_tristrip_pcollector.clear_level();
_vertices_trifan_pcollector.clear_level();
_vertices_tri_pcollector.clear_level();
_vertices_patch_pcollector.clear_level();
_vertices_other_pcollector.clear_level();
_state_pcollector.clear_level();
_transform_state_pcollector.clear_level();
_texture_state_pcollector.clear_level();
}
}
#endif // DO_PSTATS
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::create_gamma_table
// Access: Public, Static
// Description: Create a gamma table.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
create_gamma_table (PN_stdfloat gamma, unsigned short *red_table, unsigned short *green_table, unsigned short *blue_table) {
int i;
if (gamma <= 0.0) {
// avoid divide by zero and negative exponents
gamma = 1.0;
}
for (i = 0; i < 256; i++) {
double g;
double x;
PN_stdfloat gamma_correction;
x = ((double) i / 255.0);
gamma_correction = 1.0 / gamma;
x = pow (x, (double) gamma_correction);
if (x > 1.00) {
x = 1.0;
}
g = x * 65535.0;
red_table [i] = (int)g;
green_table [i] = (int)g;
blue_table [i] = (int)g;
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::reissue_transforms
// Access: Protected, Virtual
// Description: Called by clear_state_and_transform() to ensure that
// the current modelview and projection matrices are
// properly loaded in the graphics state, after a
// callback might have mucked them up.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
reissue_transforms() {
}
////////////////////////////////////////////////////////////////////
// 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 LColor &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::determine_target_texture
// Access: Protected
// Description: Assigns _target_texture and _target_tex_gen
// based on the _target_rs.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
determine_target_texture() {
const TextureAttrib *target_texture = DCAST(TextureAttrib, _target_rs->get_attrib_def(TextureAttrib::get_class_slot()));
const TexGenAttrib *target_tex_gen = DCAST(TexGenAttrib, _target_rs->get_attrib_def(TexGenAttrib::get_class_slot()));
nassertv(target_texture != (TextureAttrib *)NULL &&
target_tex_gen != (TexGenAttrib *)NULL);
_target_texture = target_texture;
_target_tex_gen = target_tex_gen;
if (_has_texture_alpha_scale) {
PT(TextureStage) stage = get_alpha_scale_texture_stage();
PT(Texture) texture = TexturePool::get_alpha_scale_map();
_target_texture = DCAST(TextureAttrib, _target_texture->add_on_stage(stage, texture));
_target_tex_gen = DCAST(TexGenAttrib, _target_tex_gen->add_stage
(stage, TexGenAttrib::M_constant, LTexCoord3(_current_color_scale[3], 0.0f, 0.0f)));
}
int max_texture_stages = get_max_texture_stages();
_target_texture = _target_texture->filter_to_max(max_texture_stages);
nassertv(_target_texture->get_num_on_stages() <= max_texture_stages);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::free_pointers
// Access: Protected, Virtual
// Description: Frees some memory that was explicitly allocated
// within the glgsg.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
free_pointers() {
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::close_gsg
// Access: Protected, Virtual
// Description: This is called by the associated GraphicsWindow when
// close_window() is called. It should null out the
// _win pointer and possibly free any open resources
// associated with the GSG.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
close_gsg() {
// Protect from multiple calls, and also inform any other functions
// not to try to create new stuff while we're going down.
if (_closing_gsg) {
return;
}
_closing_gsg = true;
if (display_cat.is_debug()) {
display_cat.debug()
<< this << " close_gsg " << get_type() << "\n";
}
free_pointers();
// As tempting as it may be to try to release all the textures and
// geoms now, we can't, because we might not be the currently-active
// GSG (this is particularly important in OpenGL, which maintains
// one currently-active GL state in each thread). If we start
// deleting textures, we'll be inadvertently deleting textures from
// some other OpenGL state.
// Fortunately, it doesn't really matter, since the graphics API
// will be responsible for cleaning up anything we don't clean up
// explicitly. We'll just let them drop.
// However, if any objects have recently been released, we have to
// ensure they are actually deleted properly.
Thread *current_thread = Thread::get_current_thread();
_prepared_objects->begin_frame(this, current_thread);
_prepared_objects->end_frame(current_thread);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::panic_deactivate
// Access: Protected
// Description: This is called internally when it is determined that
// things are just fubar. It temporarily deactivates
// the GSG just so things don't get out of hand, and
// throws an event so the application can deal with this
// if it needs to.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
panic_deactivate() {
if (_active) {
display_cat.error()
<< "Deactivating " << get_type() << ".\n";
set_active(false);
throw_event("panic-deactivate-gsg", this);
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::determine_light_color_scale
// Access: Protected
// Description: Called whenever the color or color scale is changed,
// if _color_scale_via_lighting is true. This will
// rederive _material_force_color and _light_color_scale
// appropriately.
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
determine_light_color_scale() {
if (_has_scene_graph_color) {
// If we have a scene graph color, it, plus the color scale, goes
// directly into the material; we don't color scale the
// lights--this allows an alpha color scale to work properly.
_has_material_force_color = true;
_material_force_color = _scene_graph_color;
_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
if (!_color_blend_involves_color_scale && _color_scale_enabled) {
_material_force_color.set(_scene_graph_color[0] * _current_color_scale[0],
_scene_graph_color[1] * _current_color_scale[1],
_scene_graph_color[2] * _current_color_scale[2],
_scene_graph_color[3] * _current_color_scale[3]);
}
} else {
// Otherise, leave the materials alone, but we might still scale
// the lights.
_has_material_force_color = false;
_light_color_scale.set(1.0f, 1.0f, 1.0f, 1.0f);
if (!_color_blend_involves_color_scale && _color_scale_enabled) {
_light_color_scale = _current_color_scale;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_unlit_state
// Access: Protected, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(RenderState) GraphicsStateGuardian::
get_unlit_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make(LightAttrib::make_all_off());
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_unclipped_state
// Access: Protected, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(RenderState) GraphicsStateGuardian::
get_unclipped_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make(ClipPlaneAttrib::make_all_off());
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_untextured_state
// Access: Protected, Static
// Description:
////////////////////////////////////////////////////////////////////
CPT(RenderState) GraphicsStateGuardian::
get_untextured_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make(TextureAttrib::make_off());
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::async_reload_texture
// Access: Protected
// Description: Should be called when a texture is encountered that
// needs to have its RAM image reloaded, and
// get_incomplete_render() is true. This will fire off
// a thread on the current Loader object that will
// request the texture to load its image. The image
// will be available at some point in the future (no
// event will be generated).
////////////////////////////////////////////////////////////////////
void GraphicsStateGuardian::
async_reload_texture(TextureContext *tc) {
nassertv(_loader != (Loader *)NULL);
int priority = 0;
if (_current_display_region != (DisplayRegion *)NULL) {
priority = _current_display_region->get_texture_reload_priority();
}
string task_name = string("reload:") + tc->get_texture()->get_name();
PT(AsyncTaskManager) task_mgr = _loader->get_task_manager();
// See if we are already loading this task.
AsyncTaskCollection orig_tasks = task_mgr->find_tasks(task_name);
int num_tasks = orig_tasks.get_num_tasks();
for (int ti = 0; ti < num_tasks; ++ti) {
AsyncTask *task = orig_tasks.get_task(ti);
if (task->is_exact_type(TextureReloadRequest::get_class_type()) &&
DCAST(TextureReloadRequest, task)->get_texture() == tc->get_texture()) {
// This texture is already queued to be reloaded. Don't queue
// it again, just make sure the priority is updated, and return.
task->set_priority(max(task->get_priority(), priority));
return;
}
}
// This texture has not yet been queued to be reloaded. Queue it up
// now.
PT(AsyncTask) request =
new TextureReloadRequest(task_name,
_prepared_objects, tc->get_texture(),
_supports_compressed_texture);
request->set_priority(priority);
_loader->load_async(request);
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::make_shadow_buffer
// Access: Protected
// Description: Creates a depth buffer for shadow mapping. This
// is a convenience function for the ShaderGenerator;
// putting this directly in the ShaderGenerator would
// cause circular dependency issues.
// Returns the depth texture.
////////////////////////////////////////////////////////////////////
PT(Texture) GraphicsStateGuardian::
make_shadow_buffer(const NodePath &light_np, GraphicsOutputBase *host) {
// Make sure everything is valid.
nassertr(light_np.node()->is_of_type(DirectionalLight::get_class_type()) ||
light_np.node()->is_of_type(PointLight::get_class_type()) ||
light_np.node()->is_of_type(Spotlight::get_class_type()), NULL);
PT(LightLensNode) light = DCAST(LightLensNode, light_np.node());
if (light == NULL || !light->_shadow_caster) {
return NULL;
}
bool is_point = light->is_of_type(PointLight::get_class_type());
nassertr(light->_sbuffers.count(this) == 0, NULL);
display_cat.debug() << "Constructing shadow buffer for light '" << light->get_name()
<< "', size=" << light->_sb_xsize << "x" << light->_sb_ysize
<< ", sort=" << light->_sb_sort << "\n";
// Setup some flags and properties
FrameBufferProperties fbp;
fbp.set_depth_bits(1); // We only need depth
WindowProperties props = WindowProperties::size(light->_sb_xsize, light->_sb_ysize);
int flags = GraphicsPipe::BF_refuse_window;
if (is_point) {
flags |= GraphicsPipe::BF_size_square;
}
// Create the buffer
PT(GraphicsOutput) sbuffer = get_engine()->make_output(get_pipe(), light->get_name(),
light->_sb_sort, fbp, props, flags, this, DCAST(GraphicsOutput, host));
nassertr(sbuffer != NULL, NULL);
// Create a texture and fill it in with some data to workaround an OpenGL error
PT(Texture) tex = new Texture(light->get_name());
if (is_point) {
if (light->_sb_xsize != light->_sb_ysize) {
display_cat.error()
<< "PointLight shadow buffers must have an equal width and height!\n";
}
tex->setup_cube_map(light->_sb_xsize, Texture::T_unsigned_byte, Texture::F_depth_component);
} else {
tex->setup_2d_texture(light->_sb_xsize, light->_sb_ysize, Texture::T_unsigned_byte, Texture::F_depth_component);
}
tex->make_ram_image();
sbuffer->add_render_texture(tex, GraphicsOutput::RTM_bind_or_copy, GraphicsOutput::RTP_depth);
// Set the wrap mode
if (is_point) {
tex->set_wrap_u(Texture::WM_clamp);
tex->set_wrap_v(Texture::WM_clamp);
} else {
tex->set_wrap_u(Texture::WM_border_color);
tex->set_wrap_v(Texture::WM_border_color);
tex->set_border_color(LVecBase4(1, 1, 1, 1));
}
if (get_supports_shadow_filter()) {
// If we have the ARB_shadow extension, enable shadow filtering.
tex->set_minfilter(Texture::FT_shadow);
tex->set_magfilter(Texture::FT_shadow);
} else {
// We only accept linear - this tells the GPU to use hardware PCF.
tex->set_minfilter(Texture::FT_linear);
tex->set_magfilter(Texture::FT_linear);
}
// Assign display region(s) to the buffer and camera
if (is_point) {
for (int i = 0; i < 6; ++i) {
PT(DisplayRegion) dr = sbuffer->make_mono_display_region(0, 1, 0, 1);
dr->set_lens_index(i);
dr->set_target_tex_page(i);
dr->set_camera(light_np);
dr->set_clear_depth_active(true);
}
} else {
PT(DisplayRegion) dr = sbuffer->make_mono_display_region(0, 1, 0, 1);
dr->set_camera(light_np);
dr->set_clear_depth_active(true);
}
light->_sbuffers[this] = sbuffer;
return tex;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_vendor
// Access: Public, Virtual
// Description: Returns the vendor of the video card driver
////////////////////////////////////////////////////////////////////
string GraphicsStateGuardian::
get_driver_vendor() {
return string();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_renderer
// Access: Public, Virtual
// Description: Returns GL_Renderer
////////////////////////////////////////////////////////////////////
string GraphicsStateGuardian::get_driver_renderer() {
return string();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_version
// Access: Public, Virtual
// Description: Returns driver version
// This has an implementation-defined meaning, and may
// be "" if the particular graphics implementation
// does not provide a way to query this information.
////////////////////////////////////////////////////////////////////
string GraphicsStateGuardian::
get_driver_version() {
return string();
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_version_major
// Access: Public, Virtual
// Description: Returns major version of the video driver.
// This has an implementation-defined meaning, and may
// be -1 if the particular graphics implementation
// does not provide a way to query this information.
////////////////////////////////////////////////////////////////////
int GraphicsStateGuardian::
get_driver_version_major() {
return -1;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_version_minor
// Access: Public, Virtual
// Description: Returns the minor version of the video driver.
// This has an implementation-defined meaning, and may
// be -1 if the particular graphics implementation
// does not provide a way to query this information.
////////////////////////////////////////////////////////////////////
int GraphicsStateGuardian::
get_driver_version_minor() {
return -1;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_shader_version_major
// Access: Public, Virtual
// Description: Returns the major version of the shader model.
////////////////////////////////////////////////////////////////////
int GraphicsStateGuardian::
get_driver_shader_version_major() {
return -1;
}
////////////////////////////////////////////////////////////////////
// Function: GraphicsStateGuardian::get_driver_shader_version_minor
// Access: Public, Virtual
// Description: Returns the minor version of the shader model.
////////////////////////////////////////////////////////////////////
int GraphicsStateGuardian::
get_driver_shader_version_minor() {
return -1;
}