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https://github.com/panda3d/panda3d.git
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1390 lines
52 KiB
C++
1390 lines
52 KiB
C++
// Filename: graphicsStateGuardian.cxx
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// Created by: drose (02Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#include "graphicsStateGuardian.h"
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#include "config_display.h"
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#include "textureContext.h"
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#include "renderBuffer.h"
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#include "colorAttrib.h"
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#include "colorScaleAttrib.h"
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#include "renderState.h"
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#include "depthWriteAttrib.h"
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#include "colorWriteAttrib.h"
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#include "textureAttrib.h"
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#include "clockObject.h"
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#include "geomNode.h"
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#include "pStatTimer.h"
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#include <algorithm>
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#ifndef CPPPARSER
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PStatCollector GraphicsStateGuardian::_total_texusage_pcollector("Texture usage");
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PStatCollector GraphicsStateGuardian::_active_texusage_pcollector("Texture usage:Active");
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PStatCollector GraphicsStateGuardian::_total_geom_pcollector("Prepared Geoms");
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PStatCollector GraphicsStateGuardian::_active_geom_pcollector("Prepared Geoms:Active");
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PStatCollector GraphicsStateGuardian::_total_geom_node_pcollector("Prepared GeomNodes");
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PStatCollector GraphicsStateGuardian::_active_geom_node_pcollector("Prepared GeomNodes:Active");
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PStatCollector GraphicsStateGuardian::_total_texmem_pcollector("Texture memory");
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PStatCollector GraphicsStateGuardian::_used_texmem_pcollector("Texture memory:In use");
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PStatCollector GraphicsStateGuardian::_texmgrmem_total_pcollector("Texture manager");
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PStatCollector GraphicsStateGuardian::_texmgrmem_resident_pcollector("Texture manager:Resident");
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PStatCollector GraphicsStateGuardian::_vertices_pcollector("Vertices");
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PStatCollector GraphicsStateGuardian::_vertices_tristrip_pcollector("Vertices:Triangle strips");
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PStatCollector GraphicsStateGuardian::_vertices_trifan_pcollector("Vertices:Triangle fans");
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PStatCollector GraphicsStateGuardian::_vertices_tri_pcollector("Vertices:Triangles");
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PStatCollector GraphicsStateGuardian::_vertices_other_pcollector("Vertices:Other");
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PStatCollector GraphicsStateGuardian::_state_changes_pcollector("State changes");
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PStatCollector GraphicsStateGuardian::_transform_state_pcollector("State changes:Transforms");
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PStatCollector GraphicsStateGuardian::_texture_state_pcollector("State changes:Textures");
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PStatCollector GraphicsStateGuardian::_nodes_pcollector("Nodes");
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PStatCollector GraphicsStateGuardian::_geom_nodes_pcollector("Nodes:GeomNodes");
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PStatCollector GraphicsStateGuardian::_frustum_cull_volumes_pcollector("Cull volumes");
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PStatCollector GraphicsStateGuardian::_frustum_cull_transforms_pcollector("Cull volumes:Transforms");
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PStatCollector GraphicsStateGuardian::_set_state_pcollector("Draw:Set state");
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PStatCollector GraphicsStateGuardian::_draw_primitive_pcollector("Draw:Primitive");
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#endif
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TypeHandle GraphicsStateGuardian::_type_handle;
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TypeHandle GraphicsStateGuardian::GsgWindow::_type_handle;
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GraphicsStateGuardian::GsgFactory *GraphicsStateGuardian::_factory = NULL;
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GraphicsStateGuardian::GsgWindow::~GsgWindow(void) {}
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TypeHandle GraphicsStateGuardian::GsgWindow::get_class_type(void) {
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return _type_handle;
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}
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void GraphicsStateGuardian::GsgWindow::init_type(void) {
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GsgParam::init_type();
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register_type(_type_handle, "GraphicsStateGuardian::GsgWindow",
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GsgParam::get_class_type());
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}
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TypeHandle GraphicsStateGuardian::GsgWindow::get_type(void) const {
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return get_class_type();
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}
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TypeHandle GraphicsStateGuardian::GsgWindow::force_init_type(void) {
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init_type();
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return get_class_type();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsStateGuardian::
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GraphicsStateGuardian(GraphicsWindow *win) {
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_win = win;
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_coordinate_system = default_coordinate_system;
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_current_display_region = (DisplayRegion*)0L;
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_current_lens = (Lens *)NULL;
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reset();
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::Destructor
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// Access: Public, Virtual
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// Description:
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////////////////////////////////////////////////////////////////////
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GraphicsStateGuardian::
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~GraphicsStateGuardian() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::reset
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// Access: Public, Virtual
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// Description: Resets all internal state as if the gsg were newly
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// created.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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reset() {
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_display_region_stack_level = 0;
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_frame_buffer_stack_level = 0;
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_lens_stack_level = 0;
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_state.clear();
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_qpstate = RenderState::make_empty();
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_transform = TransformState::make_identity();
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_buffer_mask = 0;
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_color_clear_value.set(gsg_clear_r, gsg_clear_g, gsg_clear_b, 0.0);
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_depth_clear_value = 1.0;
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_stencil_clear_value = 0.0;
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_accum_clear_value.set(0.0, 0.0, 0.0, 0.0);
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_clear_buffer_type = RenderBuffer::T_back | RenderBuffer::T_depth;
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_normals_enabled = false;
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//Color and alpha transform variables
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_color_transform_enabled = false;
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_alpha_transform_enabled = false;
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_current_color_mat = LMatrix4f::ident_mat();
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_current_alpha_offset = 0;
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_current_alpha_scale = 1;
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_has_scene_graph_color = false;
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_issued_color_stale = false;
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_vertex_colors_enabled = true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::modify_state
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// Access: Public
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// Description: Applies the transitions indicated in the state set to
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// the current state, and issues the changes to the
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// graphics hardware.
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//
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// Any transitions not mentioned in new_state are left
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// unchanged.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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modify_state(const NodeTransitions &new_state) {
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PStatTimer timer(_set_state_pcollector);
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if (gsg_cat.is_debug()) {
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gsg_cat.debug() << "\n";
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gsg_cat.debug()
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<< "Frame " << ClockObject::get_global_clock()->get_frame_count()
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<< ", setting via NodeTransitions\n";
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new_state.write(gsg_cat.debug(false), 10);
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}
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NodeTransitions::const_iterator new_i;
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State::iterator current_i;
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new_i = new_state.begin();
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current_i = _state.begin();
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while (new_i != new_state.end() && current_i != _state.end()) {
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TypeHandle new_type = (*new_i).first;
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NodeTransition *new_trans = (*new_i).second;
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TypeHandle current_type = (*current_i)._type;
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PT(NodeTransition) ¤t_trans = (*current_i)._trans;
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if (new_type < current_type) {
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// The user requested setting an attribute that we've never set
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// before. Issue the command.
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if (new_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing new attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value. This is a terribly slow way to
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// insert an element into a vector, but it happens only very
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// rarely.
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current_i = _state.insert(current_i, *new_i);
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++current_i;
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}
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++new_i;
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} else if (current_type < new_type) {
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// Here's an attribute that we've set previously, but the user
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// didn't specify this time.
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++current_i;
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} else { // current_type == new_type
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if (new_trans == (NodeTransition *)NULL) {
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// Here's an attribute that we've set previously, which
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// appears in the new list, but is NULL indicating it should
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// be removed.
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++current_i;
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++new_i;
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} else if (current_trans == (NodeTransition *)NULL) {
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// Here's a new attribute which we had previously set NULL,
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// indicating the initial attribute.
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing previously NULL attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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current_trans = new_trans;
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} else {
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// Here's an attribute that we've set previously, and the user
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// asked us to set it again. Issue the command only if the new
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// attribute is different from that which we'd set before.
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if (new_trans != current_trans) {
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if (!compare_state_by_pointer &&
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new_trans->compare_to_ignore_priority(*current_trans) == 0) {
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// Oops, different pointers, same value.
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// Get an assignable reference to the source. We modify
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// the source in this way in a trivial manner--we replace
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// the transition in the source with an identical one--in
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// the hopes that this will reduce the need for future
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// comparisons.
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PT(NodeTransition) &new_trans_assign =
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(PT(NodeTransition) &)(*new_i).second;
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new_trans_assign = current_trans;
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Updating pointer for attrib " << *new_trans << "\n";
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}
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} else {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Reissuing attrib " << *new_trans << "\n";
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gsg_cat.debug()
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<< "Previous was " << *current_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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current_trans = new_trans;
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}
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} else if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Not reissuing unchanged attrib " << *new_trans << "\n";
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}
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++current_i;
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++new_i;
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}
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}
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}
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while (new_i != new_state.end()) {
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// The user requested setting an attribute that we've never set
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// before. Issue the command.
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TypeHandle new_type = (*new_i).first;
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NodeTransition *new_trans = (*new_i).second;
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if (new_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing new attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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_state.push_back(*new_i);
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}
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++new_i;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::set_state
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// Access: Public
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// Description: Applies the transitions indicated in the state set to
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// the current state, and issues the changes to the
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// graphics hardware.
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//
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// The state is taken to be a complete description of
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// what the graphics state should be; any transitions
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// not mentioned in new_state are implicitly reset to
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// their initial values.
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////////////////////////////////////////////////////////////////////
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void GraphicsStateGuardian::
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set_state(const NodeTransitionCache &new_state) {
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PStatTimer timer(_set_state_pcollector);
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if (gsg_cat.is_debug()) {
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gsg_cat.debug() << "\n";
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gsg_cat.debug()
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<< "Frame " << ClockObject::get_global_clock()->get_frame_count()
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<< ", setting to\n";
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new_state.write(gsg_cat.debug(false), 10);
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}
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NodeTransitionCache::const_iterator new_i;
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State::iterator current_i;
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new_i = new_state.begin();
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current_i = _state.begin();
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while (new_i != new_state.end() && current_i != _state.end()) {
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TypeHandle new_type = (*new_i).first;
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NodeTransition *new_trans = (*new_i).second.get_trans();
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TypeHandle current_type = (*current_i)._type;
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PT(NodeTransition) ¤t_trans = (*current_i)._trans;
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if (new_type < current_type) {
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// The user requested setting an attribute that we've never set
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// before. Issue the command.
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if (new_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing new attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value. This is a terribly slow way to
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// insert an element into a vector, but it happens only very
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// rarely.
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current_i = _state.insert(current_i, *new_i);
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++current_i;
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}
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++new_i;
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} else if (current_type < new_type) {
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// Here's an attribute that we've set previously, but the user
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// didn't specify this time.
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if (current_trans != (NodeTransition *)NULL) {
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// This attribute should now get the default initial value.
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Unissuing attrib " << *current_trans
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<< " (previously set, not now)\n";
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}
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record_state_change(current_type);
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PT(NodeTransition) initial = current_trans->make_initial();
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initial->issue(this);
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current_trans = NULL;
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}
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++current_i;
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} else { // current_type == new_type
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if (new_trans == (NodeTransition *)NULL) {
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// Here's an attribute that we've set previously, which
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// appears in the new list, but is NULL indicating it should
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// be removed.
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if (current_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Unissuing attrib " << *current_trans
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<< " (previously set, now NULL)\n";
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}
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record_state_change(current_type);
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// Issue the initial attribute before clearing the state.
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PT(NodeTransition) initial = current_trans->make_initial();
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initial->issue(this);
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current_trans = NULL;
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}
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} else if (current_trans == (NodeTransition *)NULL) {
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// Here's a new attribute which we had previously set NULL,
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// indicating the initial attribute.
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing previously NULL attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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current_trans = new_trans;
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} else {
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// Here's an attribute that we've set previously, and the user
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// asked us to set it again. Issue the command only if the new
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// attribute is different from that which we'd set before.
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if (new_trans != current_trans) {
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if (!compare_state_by_pointer &&
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new_trans->compare_to_ignore_priority(*current_trans) == 0) {
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// Oops, different pointers, same value.
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// Get an assignable reference to the source. We modify
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// the source in this way in a trivial manner--we replace
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// the transition in the source with an identical one--in
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// the hopes that this will reduce the need for future
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// comparisons.
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NodeTransitionCacheEntry &new_trans_assign =
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(NodeTransitionCacheEntry &)(*new_i).second;
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new_trans_assign.set_trans(current_trans);
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} else {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Reissuing attrib " << *new_trans << "\n";
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gsg_cat.debug()
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<< "Previous was " << *current_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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current_trans = new_trans;
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}
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} else if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Not reissuing unchanged attrib " << *new_trans << "\n";
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}
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}
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++current_i;
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++new_i;
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}
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}
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while (current_i != _state.end()) {
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// Here's an attribute that we've set previously, but the user
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// didn't specify this time.
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TypeHandle current_type = (*current_i)._type;
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PT(NodeTransition) ¤t_trans = (*current_i)._trans;
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if (current_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Unissuing attrib " << *current_trans
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<< " (previously set, end of list)\n";
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}
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record_state_change(current_type);
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// This attribute should now get the default initial value.
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PT(NodeTransition) initial = current_trans->make_initial();
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initial->issue(this);
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current_trans = NULL;
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}
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++current_i;
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}
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while (new_i != new_state.end()) {
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// The user requested setting an attribute that we've never set
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// before. Issue the command.
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TypeHandle new_type = (*new_i).first;
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NodeTransition *new_trans = (*new_i).second.get_trans();
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if (new_trans != (NodeTransition *)NULL) {
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if (gsg_cat.is_debug()) {
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gsg_cat.debug()
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<< "Issuing new attrib " << *new_trans << "\n";
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}
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record_state_change(new_type);
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new_trans->issue(this);
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// And store the new value.
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_state.push_back(*new_i);
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}
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++new_i;
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}
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}
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////////////////////////////////////////////////////////////////////
|
|
// 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) {
|
|
return RenderBuffer(this, buffer_type & _buffer_mask);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_color_clear_value
|
|
// Access: Public
|
|
// Description: Sets the color that the next clear() command will set
|
|
// the color buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_color_clear_value(const Colorf& value) {
|
|
_color_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_depth_clear_value
|
|
// Access: Public
|
|
// Description: Sets the depth that the next clear() command will set
|
|
// the depth buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_depth_clear_value(const float value) {
|
|
_depth_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_stencil_clear_value
|
|
// Access: Public
|
|
// Description: Sets the value that the next clear() command will set
|
|
// the stencil buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_stencil_clear_value(const bool value) {
|
|
_stencil_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_accum_clear_value
|
|
// Access: Public
|
|
// Description: Sets the color that the next clear() command will set
|
|
// the accumulation buffer to
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_accum_clear_value(const Colorf& value) {
|
|
_accum_clear_value = value;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::enable_frame_clear
|
|
// Access: Public
|
|
// Description: Activates or deactivates the automatic clearing of
|
|
// the frame buffer and/or depth buffer at the beginning
|
|
// of each frame.
|
|
//
|
|
// If clear_color is true, the color buffer will be
|
|
// cleared; if clear_depth is true, the depth buffer
|
|
// will be cleared.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
enable_frame_clear(bool clear_color, bool clear_depth) {
|
|
_clear_buffer_type = 0;
|
|
if (clear_color) {
|
|
_clear_buffer_type |= RenderBuffer::T_back;
|
|
}
|
|
if (clear_depth) {
|
|
_clear_buffer_type |= RenderBuffer::T_depth;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::release_all_textures
|
|
// Access: Public
|
|
// Description: Frees the resources for all textures associated with
|
|
// this GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
release_all_textures() {
|
|
// We must get a copy of the _prepared_textures list first, because
|
|
// each call to release_texture() will remove that texture from the
|
|
// list, and we don't want to traverse a list while we're modifying
|
|
// it!
|
|
|
|
Textures temp = _prepared_textures;
|
|
for (Textures::const_iterator ti = temp.begin();
|
|
ti != temp.end();
|
|
++ti) {
|
|
release_texture(*ti);
|
|
}
|
|
|
|
// Now that we've released all of the textures, the
|
|
// _prepared_textures list should have completely emptied itself.
|
|
nassertv(_prepared_textures.empty());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::release_all_geoms
|
|
// Access: Public
|
|
// Description: Frees the resources for all Geoms and GeomNodes
|
|
// associated with this GSG. Warning! This may make
|
|
// the Geoms unrenderable, if the Panda-level
|
|
// information has been deleted.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
release_all_geoms() {
|
|
// As above, for both Geoms and GeomNodes.
|
|
|
|
Geoms temp_geoms = _prepared_geoms;
|
|
for (Geoms::const_iterator gi = temp_geoms.begin();
|
|
gi != temp_geoms.end();
|
|
++gi) {
|
|
release_geom(*gi);
|
|
}
|
|
|
|
GeomNodes temp_geom_nodes = _prepared_geom_nodes;
|
|
for (GeomNodes::const_iterator gni = temp_geom_nodes.begin();
|
|
gni != temp_geom_nodes.end();
|
|
++gni) {
|
|
release_geom_node(*gni);
|
|
}
|
|
|
|
nassertv(_prepared_geoms.empty());
|
|
nassertv(_prepared_geom_nodes.empty());
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::clear_attribute
|
|
// Access: Public
|
|
// Description: Explicitly clear the indicated attribute, specified
|
|
// by the TypeHandle of its associated transition. If
|
|
// the attribute is not set already, this does nothing;
|
|
// if it is set, it resets it to its default value.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
clear_attribute(TypeHandle type) {
|
|
// Look for the transition in our state vector. We'll use STL's
|
|
// binary search functions to do this.
|
|
|
|
State::iterator si =
|
|
lower_bound(_state.begin(), _state.end(), StateInfo(type));
|
|
|
|
if (si != _state.end() && (*si)._type == type) {
|
|
// We found it.
|
|
PT(NodeTransition) ¤t_trans = (*si)._trans;
|
|
|
|
if (current_trans != (NodeTransition *)NULL) {
|
|
// The state was already set; get the initial value and reset it.
|
|
PT(NodeTransition) initial = current_trans->make_initial();
|
|
initial->issue(this);
|
|
current_trans = (NodeTransition *)NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_attribute
|
|
// Access: Public
|
|
// Description: Returns the NodeTransition from the current state
|
|
// associated with the indicated type, or NULL if there
|
|
// is no such transition set.
|
|
////////////////////////////////////////////////////////////////////
|
|
NodeTransition *GraphicsStateGuardian::
|
|
get_attribute(TypeHandle type) const {
|
|
State::const_iterator si =
|
|
lower_bound(_state.begin(), _state.end(), StateInfo(type));
|
|
|
|
if (si != _state.end() && (*si)._type == type) {
|
|
return (*si)._trans;
|
|
}
|
|
|
|
return (NodeTransition *)NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::prepare_texture
|
|
// Access: Public, Virtual
|
|
// Description: Prepares the indicated texture for retained-mode
|
|
// rendering. In the future, this texture may be
|
|
// applied simply by calling apply_texture() with the
|
|
// value returned by this function.
|
|
////////////////////////////////////////////////////////////////////
|
|
TextureContext *GraphicsStateGuardian::
|
|
prepare_texture(Texture *) {
|
|
return (TextureContext *)NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::apply_texture
|
|
// Access: Public, Virtual
|
|
// Description: Applies the texture previously indicated via a call
|
|
// to prepare_texture() to the graphics state, so that
|
|
// geometry rendered in the future will be rendered with
|
|
// the given texture.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
apply_texture(TextureContext *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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 necessary.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
release_texture(TextureContext *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::prepare_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Prepares the indicated GeomNode for retained-mode
|
|
// rendering. If this function returns non-NULL, the
|
|
// value returned will be passed back to a future call
|
|
// to draw_geom_node(), which is expected to draw the
|
|
// contents of the node.
|
|
////////////////////////////////////////////////////////////////////
|
|
GeomNodeContext *GraphicsStateGuardian::
|
|
prepare_geom_node(GeomNode *) {
|
|
return (GeomNodeContext *)NULL;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::draw_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Draws a GeomNode previously indicated by a call to
|
|
// prepare_geom_node().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
draw_geom_node(GeomNode *node, GeomNodeContext *) {
|
|
int num_geoms = node->get_num_geoms();
|
|
for (int i = 0; i < num_geoms; i++) {
|
|
node->get_geom(i)->draw(this);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::release_geom_node
|
|
// Access: Public, Virtual
|
|
// Description: Frees the resources previously allocated via a call
|
|
// to prepare_geom_node(), including deleting the
|
|
// GeomNodeContext itself, if necessary.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
release_geom_node(GeomNodeContext *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::prepare_geom
|
|
// Access: Public, Virtual
|
|
// Description: Prepares the indicated Geom for retained-mode
|
|
// rendering. The value returned by this function will
|
|
// be passed back into future calls to draw_tristrip(),
|
|
// etc., along with the Geom pointer.
|
|
////////////////////////////////////////////////////////////////////
|
|
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 necessary.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
release_geom(GeomContext *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_state_and_transform
|
|
// Access: Public, Virtual
|
|
// Description: Simultaneously resets the render state and the
|
|
// transform state.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
set_state_and_transform(const RenderState *state,
|
|
const TransformState *transform) {
|
|
set_state(state);
|
|
set_transform(transform);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::clear_framebuffer
|
|
// Access: Public, Virtual
|
|
// Description: Erases the contents of the framebuffer, according to
|
|
// _clear_buffer_type, which is set by
|
|
// enable_frame_clear().
|
|
//
|
|
// This is used to prepare the framebuffer for drawing
|
|
// a new frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
clear_framebuffer() {
|
|
if (_clear_buffer_type != 0) {
|
|
PT(DisplayRegion) win_dr =
|
|
_win->make_scratch_display_region(_win->get_width(), _win->get_height());
|
|
nassertv(win_dr != (DisplayRegion*)NULL);
|
|
DisplayRegionStack old_dr = push_display_region(win_dr);
|
|
prepare_display_region();
|
|
clear(get_render_buffer(_clear_buffer_type));
|
|
pop_display_region(old_dr);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::prepare_lens
|
|
// Access: Public, Virtual
|
|
// Description: Makes the current lens (whichever lens was most
|
|
// recently specified with push_lens()) active, so that
|
|
// it will transform future rendered geometry. Normally
|
|
// this is only called from the draw process, and
|
|
// usually it is called immediately after a call to
|
|
// push_lens().
|
|
//
|
|
// The return value is true if the lens is acceptable,
|
|
// false if it is not.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
prepare_lens() {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_normals
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_normals() const {
|
|
return _normals_enabled;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_texcoords
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_texcoords() const {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::wants_colors
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if the GSG should issue geometry color
|
|
// commands, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
wants_colors() const {
|
|
return _vertex_colors_enabled;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::begin_decal
|
|
// Access: Public, Virtual
|
|
// Description: This will be called to initiate decaling mode. It is
|
|
// passed the pointer to the GeomNode that will be the
|
|
// destination of the decals, which it is expected that
|
|
// the GSG will render normally; subsequent geometry
|
|
// rendered up until the next call of end_decal() should
|
|
// be rendered as decals of the base_geom.
|
|
//
|
|
// The attributes wrapper is the current state as of the
|
|
// base geometry node. It may or may not be modified by
|
|
// the GSG to reflect whatever rendering state is
|
|
// necessary to render the decals properly.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
begin_decal(GeomNode *base_geom, AllTransitionsWrapper &attrib) {
|
|
base_geom->draw(this);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::end_decal
|
|
// Access: Public, Virtual
|
|
// Description: This will be called to terminate decaling mode. It
|
|
// is passed the same base_geom that was passed to
|
|
// begin_decal().
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
end_decal(GeomNode *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::polygon_offset_decals
|
|
// Access: Public, Virtual
|
|
// Description: Returns true if this GSG can implement decals using a
|
|
// PolygonOffsetAttrib, or false if that is unreliable
|
|
// and the three-step rendering process should be used
|
|
// instead.
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
polygon_offset_decals() {
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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));
|
|
}
|
|
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));
|
|
}
|
|
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::M_off),
|
|
TextureAttrib::make_off());
|
|
}
|
|
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::get_internal_coordinate_system
|
|
// Access: Public, Virtual
|
|
// Description: Should be overridden by derived classes to return the
|
|
// coordinate system used internally by the GSG, if any
|
|
// one particular coordinate system is used. The
|
|
// default, CS_default, indicates that the GSG can use
|
|
// any coordinate system.
|
|
//
|
|
// If this returns other than CS_default, the
|
|
// GraphicsEngine will automatically convert all
|
|
// transforms into the indicated coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
CoordinateSystem GraphicsStateGuardian::
|
|
get_internal_coordinate_system() const {
|
|
return CS_default;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::issue_transform
|
|
// Access: Public, Virtual
|
|
// Description: Sends the indicated transform matrix to the graphics
|
|
// API to be applied to future vertices.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
issue_transform(const TransformState *) {
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::issue_color_scale
|
|
// Access: Public, Virtual
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
issue_color_scale(const ColorScaleAttrib *attrib) {
|
|
const LVecBase4f &scale = attrib->get_scale();
|
|
|
|
// For now, we set a full-featured matrix, even though we only use
|
|
// the scale part of it. Soon we will strip this down.
|
|
LVecBase3f color_scale(scale[0], scale[1], scale[2]);
|
|
float alpha_scale = scale[3];
|
|
|
|
_current_color_mat = LMatrix4f::scale_mat(color_scale);
|
|
_current_alpha_offset= 0.0f;
|
|
_current_alpha_scale = alpha_scale;
|
|
|
|
if (color_scale == LVecBase3f(1.0f, 1.0f, 1.0f)) {
|
|
_color_transform_enabled = false;
|
|
} else {
|
|
_color_transform_enabled = true;
|
|
}
|
|
|
|
if (_current_alpha_scale == 1.0f) {
|
|
_alpha_transform_enabled = false;
|
|
} else {
|
|
_alpha_transform_enabled = true;
|
|
}
|
|
|
|
_issued_color_stale = _has_scene_graph_color;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::issue_color
|
|
// Access: Public, Virtual
|
|
// 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::
|
|
issue_color(const ColorAttrib *attrib) {
|
|
switch (attrib->get_color_type()) {
|
|
case ColorAttrib::T_flat:
|
|
// Color attribute flat: it specifies a scene graph color that
|
|
// overrides the vertex color.
|
|
_scene_graph_color = attrib->get_color();
|
|
_has_scene_graph_color = true;
|
|
_vertex_colors_enabled = false;
|
|
_issued_color_stale = true;
|
|
break;
|
|
|
|
case ColorAttrib::T_off:
|
|
// Color attribute off: it specifies that no scene graph color is
|
|
// in effect, and vertex color is not important either.
|
|
_has_scene_graph_color = false;
|
|
_issued_color_stale = false;
|
|
_vertex_colors_enabled = false;
|
|
break;
|
|
|
|
case ColorAttrib::T_vertex:
|
|
// Color attribute vertex: it specifies that vertex color should
|
|
// be revealed.
|
|
_has_scene_graph_color = false;
|
|
_issued_color_stale = false;
|
|
_vertex_colors_enabled = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::mark_prepared_texture
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// prepare_texture(). It adds the indicated
|
|
// TextureContext pointer to the _prepared_textures set,
|
|
// and returns true if it was successfully added
|
|
// (i.e. it was not already in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
mark_prepared_texture(TextureContext *tc) {
|
|
bool prepared = _prepared_textures.insert(tc).second;
|
|
#ifdef DO_PSTATS
|
|
if (prepared) {
|
|
_total_texusage_pcollector.add_level(tc->estimate_texture_memory());
|
|
}
|
|
#endif
|
|
return prepared;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::unmark_prepared_texture
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// release_texture(). It removes the indicated
|
|
// TextureContext pointer from the _prepared_textures
|
|
// set, and returns true if it was successfully removed
|
|
// (i.e. it had been in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
unmark_prepared_texture(TextureContext *tc) {
|
|
bool removed = (_prepared_textures.erase(tc) != 0);
|
|
#ifdef DO_PSTATS
|
|
if (removed) {
|
|
_total_texusage_pcollector.sub_level(tc->estimate_texture_memory());
|
|
}
|
|
#endif
|
|
return removed;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::mark_prepared_geom
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// prepare_geom(). It adds the indicated GeomContext
|
|
// pointer to the _prepared_geoms set, and returns true
|
|
// if it was successfully added (i.e. it was not already
|
|
// in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
mark_prepared_geom(GeomContext *gc) {
|
|
bool prepared = _prepared_geoms.insert(gc).second;
|
|
#ifdef DO_PSTATS
|
|
if (prepared) {
|
|
_total_geom_pcollector.add_level(1);
|
|
}
|
|
#endif
|
|
return prepared;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::unmark_prepared_geom
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// release_geom(). It removes the indicated GeomContext
|
|
// pointer from the _prepared_geoms set, and returns
|
|
// true if it was successfully removed (i.e. it had been
|
|
// in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
unmark_prepared_geom(GeomContext *gc) {
|
|
bool removed = (_prepared_geoms.erase(gc) != 0);
|
|
#ifdef DO_PSTATS
|
|
if (removed) {
|
|
_total_geom_pcollector.sub_level(1);
|
|
}
|
|
#endif
|
|
return removed;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::mark_prepared_geom_node
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// prepare_geom_node(). It adds the indicated
|
|
// GeomNodeContext pointer to the _prepared_geom_nodes
|
|
// set, and returns true if it was successfully added
|
|
// (i.e. it was not already in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
mark_prepared_geom_node(GeomNodeContext *gnc) {
|
|
bool prepared = _prepared_geom_nodes.insert(gnc).second;
|
|
#ifdef DO_PSTATS
|
|
if (prepared) {
|
|
_total_geom_node_pcollector.add_level(1);
|
|
}
|
|
#endif
|
|
return prepared;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::unmark_prepared_geom_node
|
|
// Access: Protected
|
|
// Description: This is intended to be called from within
|
|
// release_geom_node(). It removes the indicated
|
|
// GeomNodeContext pointer from the _prepared_geom_nodes
|
|
// set, and returns true if it was successfully removed
|
|
// (i.e. it had been in the set).
|
|
////////////////////////////////////////////////////////////////////
|
|
bool GraphicsStateGuardian::
|
|
unmark_prepared_geom_node(GeomNodeContext *gnc) {
|
|
bool removed = (_prepared_geom_nodes.erase(gnc) != 0);
|
|
#ifdef DO_PSTATS
|
|
if (removed) {
|
|
_total_geom_node_pcollector.sub_level(1);
|
|
}
|
|
#endif
|
|
return removed;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// 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() {
|
|
_win = (GraphicsWindow *)NULL;
|
|
}
|
|
|
|
#ifdef DO_PSTATS
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::init_frame_pstats
|
|
// Access: Protected
|
|
// Description: Initializes the relevant PStats data at the beginning
|
|
// of the frame.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
init_frame_pstats() {
|
|
_current_textures.clear();
|
|
_current_geoms.clear();
|
|
_current_geom_nodes.clear();
|
|
_active_texusage_pcollector.clear_level();
|
|
_active_geom_pcollector.clear_level();
|
|
_active_geom_node_pcollector.clear_level();
|
|
|
|
// Also clear out our other counters while we're here.
|
|
_vertices_tristrip_pcollector.clear_level();
|
|
_vertices_trifan_pcollector.clear_level();
|
|
_vertices_tri_pcollector.clear_level();
|
|
_vertices_other_pcollector.clear_level();
|
|
|
|
_state_changes_pcollector.clear_level();
|
|
_transform_state_pcollector.clear_level();
|
|
_texture_state_pcollector.clear_level();
|
|
|
|
_nodes_pcollector.clear_level();
|
|
_geom_nodes_pcollector.clear_level();
|
|
|
|
// Not to mention the view-frustum-cull counters.
|
|
_frustum_cull_volumes_pcollector.clear_level();
|
|
_frustum_cull_transforms_pcollector.clear_level();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::add_to_texture_record
|
|
// Access: Protected
|
|
// Description: Records that the indicated texture has been applied
|
|
// this frame, and thus must be present in current
|
|
// texture memory. This function is only used to update
|
|
// the PStats current_texmem collector; it gets compiled
|
|
// out if we aren't using PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
add_to_texture_record(TextureContext *tc) {
|
|
if (PStatClient::is_connected()) {
|
|
if (_current_textures.insert(tc).second) {
|
|
_active_texusage_pcollector.add_level(tc->estimate_texture_memory());
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::add_to_geom_record
|
|
// Access: Protected
|
|
// Description: Records that the indicated Geom has been drawn this
|
|
// frame. This function is only used to update the
|
|
// PStats current_texmem collector; it gets compiled out
|
|
// if we aren't using PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
add_to_geom_record(GeomContext *gc) {
|
|
if (PStatClient::is_connected()) {
|
|
if (gc != (GeomContext *)NULL && _current_geoms.insert(gc).second) {
|
|
_active_geom_pcollector.add_level(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::add_to_geom_node_record
|
|
// Access: Protected
|
|
// Description: Records that the indicated GeomNode has been drawn
|
|
// this frame. This function is only used to update the
|
|
// PStats current_texmem collector; it gets compiled out
|
|
// if we aren't using PStats.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
add_to_geom_node_record(GeomNodeContext *gnc) {
|
|
if (PStatClient::is_connected()) {
|
|
if (gnc != (GeomNodeContext *)NULL &&
|
|
_current_geom_nodes.insert(gnc).second) {
|
|
_active_geom_node_pcollector.add_level(1);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::record_state_change
|
|
// Access: Protected
|
|
// Description: Indicates a state change request for a property of
|
|
// the given type.
|
|
////////////////////////////////////////////////////////////////////
|
|
void GraphicsStateGuardian::
|
|
record_state_change(TypeHandle type) {
|
|
_state_changes_pcollector.add_level(1);
|
|
|
|
// We can't use the get_class_type() methods since we don't have
|
|
// those header files available yet.
|
|
string name = type.get_name();
|
|
if (name == "TransformTransition") {
|
|
_transform_state_pcollector.add_level(1);
|
|
} else if (name == "TextureTransition") {
|
|
_texture_state_pcollector.add_level(1);
|
|
}
|
|
}
|
|
#endif // DO_PSTATS
|
|
|
|
|
|
void GraphicsStateGuardian::
|
|
traverse_prepared_textures(bool (*pertex_callbackfn)(TextureContext *,void *),void *callback_arg) {
|
|
for (Textures::const_iterator ti = _prepared_textures.begin(); ti != _prepared_textures.end();
|
|
++ti) {
|
|
bool bResult=(*pertex_callbackfn)(*ti,callback_arg);
|
|
if(!bResult)
|
|
return;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_factory
|
|
// Access: Public, Static
|
|
// Description: Returns the factory object that can be used to
|
|
// register new kinds of GraphicsStateGuardian objects that may
|
|
// be created.
|
|
////////////////////////////////////////////////////////////////////
|
|
GraphicsStateGuardian::GsgFactory &GraphicsStateGuardian::
|
|
get_factory() {
|
|
if (_factory == (GsgFactory *)NULL) {
|
|
_factory = new GsgFactory;
|
|
}
|
|
return (*_factory);
|
|
}
|
|
|
|
void GraphicsStateGuardian::
|
|
read_priorities(void) {
|
|
GsgFactory &factory = get_factory();
|
|
if (factory.get_num_preferred() == 0) {
|
|
Config::ConfigTable::Symbol::iterator i;
|
|
for (i = preferred_gsg_begin(); i != preferred_gsg_end(); ++i) {
|
|
ConfigString type_name = (*i).Val();
|
|
TypeHandle type = TypeRegistry::ptr()->find_type(type_name);
|
|
if (type == TypeHandle::none()) {
|
|
display_cat.warning()
|
|
<< "Unknown type requested for GSG preference: " << type_name
|
|
<< "\n";
|
|
} else {
|
|
display_cat.debug()
|
|
<< "Specifying type " << type << " for GSG preference.\n";
|
|
factory.add_preferred(type);
|
|
}
|
|
}
|
|
}
|
|
}
|