panda3d/panda/src/display/graphicsStateGuardian.h
2005-03-21 17:52:15 +00:00

402 lines
13 KiB
C++

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