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402 lines
13 KiB
C++
402 lines
13 KiB
C++
// Filename: graphicsStateGuardian.h
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// Created by: drose (02Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef GRAPHICSSTATEGUARDIAN_H
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#define GRAPHICSSTATEGUARDIAN_H
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#include "pandabase.h"
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#include "frameBufferProperties.h"
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#include "displayRegionStack.h"
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#include "lensStack.h"
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#include "preparedGraphicsObjects.h"
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#include "graphicsStateGuardianBase.h"
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#include "graphicsThreadingModel.h"
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#include "graphicsPipe.h"
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#include "sceneSetup.h"
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#include "luse.h"
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#include "coordinateSystem.h"
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#include "factory.h"
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#include "pStatCollector.h"
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#include "transformState.h"
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#include "renderState.h"
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#include "light.h"
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#include "planeNode.h"
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#include "colorWriteAttrib.h"
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#include "colorBlendAttrib.h"
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#include "textureAttrib.h"
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#include "transparencyAttrib.h"
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#include "config_display.h"
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#include "qpgeomMunger.h"
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#include "qpgeomVertexData.h"
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#include "notify.h"
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#include "pvector.h"
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class DrawableRegion;
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class GraphicsEngine;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsStateGuardian
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// Description : Encapsulates all the communication with a particular
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// instance of a given rendering backend. Tries to
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// guarantee that redundant state-change requests are
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// not issued (hence "state guardian").
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//
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// There will be one of these objects for each different
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// graphics context active in the system.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA GraphicsStateGuardian : public GraphicsStateGuardianBase {
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//
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// Interfaces all GSGs should have
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//
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public:
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GraphicsStateGuardian(const FrameBufferProperties &properties,
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CoordinateSystem internal_coordinate_system);
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virtual ~GraphicsStateGuardian();
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PUBLISHED:
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INLINE int release_all_textures();
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INLINE int release_all_geoms();
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INLINE void set_active(bool active);
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INLINE bool is_active() const;
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INLINE const FrameBufferProperties &get_properties() const;
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INLINE GraphicsPipe *get_pipe() const;
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INLINE GraphicsEngine *get_engine() const;
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INLINE const GraphicsThreadingModel &get_threading_model() const;
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INLINE int get_max_texture_stages() const;
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INLINE int get_max_texture_dimension() const;
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INLINE int get_max_3d_texture_dimension() const;
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INLINE int get_max_cube_map_dimension() const;
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INLINE bool get_copy_texture_inverted() const;
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virtual bool get_supports_multisample() const;
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INLINE bool get_supports_generate_mipmap() const;
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INLINE bool get_supports_render_texture() const;
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public:
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INLINE bool set_scene(SceneSetup *scene_setup);
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INLINE SceneSetup *get_scene() const;
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virtual PreparedGraphicsObjects *get_prepared_objects();
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virtual TextureContext *prepare_texture(Texture *tex);
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virtual void apply_texture(TextureContext *tc);
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virtual void release_texture(TextureContext *tc);
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virtual GeomContext *prepare_geom(Geom *geom);
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virtual void release_geom(GeomContext *gc);
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virtual VertexBufferContext *prepare_vertex_buffer(qpGeomVertexArrayData *data);
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virtual void release_vertex_buffer(VertexBufferContext *vbc);
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virtual IndexBufferContext *prepare_index_buffer(qpGeomPrimitive *data);
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virtual void release_index_buffer(IndexBufferContext *ibc);
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virtual CPT(qpGeomMunger) get_geom_munger(const RenderState *state);
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virtual void set_state_and_transform(const RenderState *state,
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const TransformState *transform);
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virtual void set_color_clear_value(const Colorf &value);
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virtual void set_depth_clear_value(const float value);
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virtual void do_clear(const RenderBuffer &buffer)=0;
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void clear(DrawableRegion *clearable);
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INLINE void clear(DisplayRegion *dr);
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virtual void prepare_display_region()=0;
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virtual bool prepare_lens();
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INLINE int force_normals();
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INLINE int undo_force_normals();
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virtual bool begin_frame();
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virtual bool begin_scene();
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virtual void end_scene();
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virtual void end_frame();
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// These functions will be queried by the GeomIssuer to determine if
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// it should issue normals, texcoords, and/or colors, based on the
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// GSG's current state.
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virtual bool wants_normals() const;
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virtual bool wants_texcoords() const;
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virtual bool wants_colors() const;
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virtual bool depth_offset_decals();
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virtual CPT(RenderState) begin_decal_base_first();
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virtual CPT(RenderState) begin_decal_nested();
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virtual CPT(RenderState) begin_decal_base_second();
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virtual void finish_decal();
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virtual bool begin_draw_primitives(const qpGeom *geom,
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const qpGeomMunger *munger,
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const qpGeomVertexData *vertex_data);
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virtual void draw_triangles(const qpGeomTriangles *primitive);
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virtual void draw_tristrips(const qpGeomTristrips *primitive);
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virtual void draw_trifans(const qpGeomTrifans *primitive);
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virtual void end_draw_primitives();
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virtual bool framebuffer_bind_to_texture(GraphicsOutput *win, Texture *tex);
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virtual void framebuffer_release_texture(GraphicsOutput *win, Texture *tex);
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INLINE bool reset_if_new();
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virtual void reset();
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INLINE void modify_state(const RenderState *state);
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INLINE void set_state(const RenderState *state);
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INLINE void set_transform(const TransformState *transform);
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RenderBuffer get_render_buffer(int buffer_type);
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INLINE const DisplayRegion *get_current_display_region(void) const;
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INLINE const Lens *get_current_lens() const;
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INLINE DisplayRegionStack push_display_region(const DisplayRegion *dr);
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INLINE void pop_display_region(DisplayRegionStack &node);
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void set_coordinate_system(CoordinateSystem cs);
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INLINE CoordinateSystem get_coordinate_system() const;
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INLINE CoordinateSystem get_internal_coordinate_system() const;
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INLINE const TransformState *get_cs_transform() const;
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virtual void issue_transform(const TransformState *transform);
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virtual void issue_color_scale(const ColorScaleAttrib *attrib);
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virtual void issue_color(const ColorAttrib *attrib);
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virtual void issue_light(const LightAttrib *attrib);
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virtual void issue_color_write(const ColorWriteAttrib *attrib);
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virtual void issue_transparency(const TransparencyAttrib *attrib);
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virtual void issue_color_blend(const ColorBlendAttrib *attrib);
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virtual void issue_texture(const TextureAttrib *attrib);
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virtual void issue_clip_plane(const ClipPlaneAttrib *attrib);
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id);
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id);
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protected:
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INLINE NodePath get_light(int light_id) const;
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virtual bool slot_new_light(int light_id);
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virtual void enable_lighting(bool enable);
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virtual void set_ambient_light(const Colorf &color);
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virtual void enable_light(int light_id, bool enable);
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virtual void begin_bind_lights();
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virtual void end_bind_lights();
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INLINE PlaneNode *get_clip_plane(int plane_id) const;
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virtual bool slot_new_clip_plane(int plane_id);
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virtual void enable_clip_planes(bool enable);
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virtual void enable_clip_plane(int plane_id, bool enable);
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virtual void begin_bind_clip_planes();
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virtual void bind_clip_plane(PlaneNode *plane, int pane_id);
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virtual void end_bind_clip_planes();
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virtual void set_blend_mode();
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virtual void finish_modify_state();
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virtual void free_pointers();
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virtual void close_gsg();
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void panic_deactivate();
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INLINE void set_properties(const FrameBufferProperties &properties);
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#ifdef DO_PSTATS
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// These functions are used to update the active texture memory
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// usage record (and other frame-based measurements) in Pstats.
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void init_frame_pstats();
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void add_to_texture_record(TextureContext *tc);
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void add_to_geom_record(GeomContext *gc);
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void add_to_vertex_buffer_record(VertexBufferContext *vbc);
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void add_to_index_buffer_record(IndexBufferContext *ibc);
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pset<TextureContext *> _current_textures;
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pset<GeomContext *> _current_geoms;
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pset<VertexBufferContext *> _current_vertex_buffers;
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pset<IndexBufferContext *> _current_index_buffers;
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#else
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INLINE void init_frame_pstats() { }
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INLINE void add_to_texture_record(TextureContext *) { }
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INLINE void add_to_geom_record(GeomContext *) { }
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INLINE void record_state_change(TypeHandle) { }
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#endif
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static CPT(RenderState) get_unlit_state();
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static CPT(RenderState) get_unclipped_state();
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static CPT(RenderState) get_untextured_state();
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protected:
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PT(SceneSetup) _scene_setup;
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CPT(RenderState) _state;
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CPT(TransformState) _transform;
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CPT(qpGeomMunger) _munger;
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CPT(qpGeomVertexData) _vertex_data;
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int _buffer_mask;
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Colorf _color_clear_value;
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float _depth_clear_value;
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bool _stencil_clear_value;
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Colorf _accum_clear_value;
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int _display_region_stack_level;
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int _frame_buffer_stack_level;
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int _lens_stack_level;
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CPT(DisplayRegion) _current_display_region;
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CPT(Lens) _current_lens;
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// This is used by wants_normals(). It's used as a semaphore:
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// increment it to enable normals, and decrement it when you're
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// done. The graphics engine will apply normals if it is nonzero.
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int _force_normals;
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CoordinateSystem _coordinate_system;
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CoordinateSystem _internal_coordinate_system;
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CPT(TransformState) _cs_transform;
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Colorf _scene_graph_color;
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bool _has_scene_graph_color;
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bool _scene_graph_color_stale;
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bool _color_blend_involves_color_scale;
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bool _texture_involves_color_scale;
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bool _vertex_colors_enabled;
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bool _lighting_enabled;
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bool _clip_planes_enabled;
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bool _color_scale_enabled;
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LVecBase4f _current_color_scale;
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ColorWriteAttrib::Mode _color_write_mode;
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ColorBlendAttrib::Mode _color_blend_mode;
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TransparencyAttrib::Mode _transparency_mode;
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CPT(ColorBlendAttrib) _color_blend;
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bool _blend_mode_stale;
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CPT(TextureAttrib) _pending_texture;
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bool _texture_stale;
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bool _needs_reset;
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bool _closing_gsg;
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bool _active;
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PT(PreparedGraphicsObjects) _prepared_objects;
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int _max_texture_stages;
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int _max_texture_dimension;
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int _max_3d_texture_dimension;
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int _max_cube_map_dimension;
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bool _copy_texture_inverted;
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bool _supports_multisample;
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bool _supports_generate_mipmap;
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bool _supports_render_texture;
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public:
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// Statistics
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static PStatCollector _total_texusage_pcollector;
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static PStatCollector _active_texusage_pcollector;
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static PStatCollector _total_geom_pcollector;
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static PStatCollector _active_geom_pcollector;
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static PStatCollector _total_buffers_pcollector;
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static PStatCollector _active_vertex_buffers_pcollector;
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static PStatCollector _active_index_buffers_pcollector;
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static PStatCollector _total_geom_node_pcollector;
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static PStatCollector _active_geom_node_pcollector;
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static PStatCollector _total_texmem_pcollector;
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static PStatCollector _used_texmem_pcollector;
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static PStatCollector _texmgrmem_total_pcollector;
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static PStatCollector _texmgrmem_resident_pcollector;
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static PStatCollector _vertices_tristrip_pcollector;
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static PStatCollector _vertices_trifan_pcollector;
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static PStatCollector _vertices_tri_pcollector;
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static PStatCollector _vertices_other_pcollector;
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static PStatCollector _vertices_indexed_tristrip_pcollector;
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static PStatCollector _state_pcollector;
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static PStatCollector _transform_state_pcollector;
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static PStatCollector _texture_state_pcollector;
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static PStatCollector _draw_primitive_pcollector;
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static PStatCollector _clear_pcollector;
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static PStatCollector _flush_pcollector;
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private:
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class LightInfo {
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public:
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INLINE LightInfo();
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NodePath _light;
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bool _enabled;
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bool _next_enabled;
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};
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pvector<LightInfo> _light_info;
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bool _lighting_enabled_this_frame;
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class ClipPlaneInfo {
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public:
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INLINE ClipPlaneInfo();
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PT(PlaneNode) _plane;
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bool _enabled;
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bool _next_enabled;
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};
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pvector<ClipPlaneInfo> _clip_plane_info;
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bool _clip_planes_enabled_this_frame;
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FrameBufferProperties _properties;
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PT(GraphicsPipe) _pipe;
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GraphicsEngine *_engine;
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GraphicsThreadingModel _threading_model;
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public:
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void traverse_prepared_textures(bool (*pertex_callbackfn)(TextureContext *,void *),void *callback_arg);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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public:
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static void init_type() {
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GraphicsStateGuardianBase::init_type();
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register_type(_type_handle, "GraphicsStateGuardian",
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GraphicsStateGuardianBase::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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friend class GraphicsPipe;
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friend class GraphicsWindow;
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friend class GraphicsEngine;
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};
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#include "graphicsStateGuardian.I"
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#endif
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