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335 lines
12 KiB
C++
335 lines
12 KiB
C++
// Filename: glGraphicsStateGuardian_src.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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#include "pandabase.h"
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#include "graphicsStateGuardian.h"
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#include "geomprimitives.h"
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#include "texture.h"
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#include "pixelBuffer.h"
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#include "displayRegion.h"
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#include "material.h"
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#include "depthTestAttrib.h"
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#include "textureAttrib.h"
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#include "texMatrixAttrib.h"
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#include "texGenAttrib.h"
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#include "textureStage.h"
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#include "textureApplyAttrib.h"
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#include "antialiasAttrib.h"
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#include "renderModeAttrib.h"
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#include "pointerToArray.h"
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#include "fog.h"
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#include "graphicsWindow.h"
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#include "pset.h"
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#include "pmap.h"
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#ifdef HAVE_CGGL
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#include "cgShader.h"
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#endif
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class PlaneNode;
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class Light;
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// These typedefs are declared in glext.h, but we must repeat them
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// here, mainly because they will not be included from glext.h if the
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// system GL version matches or exceeds the GL version in which these
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// functions are defined, and the system gl.h sometimes doesn't
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// declare these typedefs.
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typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
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typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v);
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typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
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typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha);
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////////////////////////////////////////////////////////////////////
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// Class : GLGraphicsStateGuardian
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// Description : A GraphicsStateGuardian specialized for rendering
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// into OpenGL contexts. There should be no GL calls
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// outside of this object.
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////////////////////////////////////////////////////////////////////
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class EXPCL_GL CLP(GraphicsStateGuardian) : public GraphicsStateGuardian {
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public:
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CLP(GraphicsStateGuardian)(const FrameBufferProperties &properties);
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virtual ~CLP(GraphicsStateGuardian)();
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virtual void reset();
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virtual void do_clear(const RenderBuffer &buffer);
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virtual void prepare_display_region();
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virtual bool prepare_lens();
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virtual bool begin_frame();
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virtual void end_frame();
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virtual void draw_point(GeomPoint *geom, GeomContext *gc);
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virtual void draw_line(GeomLine *geom, GeomContext *gc);
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virtual void draw_linestrip(GeomLinestrip *geom, GeomContext *gc);
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virtual void draw_sprite(GeomSprite *geom, GeomContext *gc);
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virtual void draw_polygon(GeomPolygon *geom, GeomContext *gc);
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virtual void draw_quad(GeomQuad *geom, GeomContext *gc);
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virtual void draw_tri(GeomTri *geom, GeomContext *gc);
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virtual void draw_tristrip(GeomTristrip *geom, GeomContext *gc);
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virtual void draw_trifan(GeomTrifan *geom, GeomContext *gc);
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virtual void draw_sphere(GeomSphere *geom, GeomContext *gc);
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INLINE bool draw_display_list(GeomContext *gc);
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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 void copy_texture(Texture *tex, const DisplayRegion *dr);
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virtual void copy_texture(Texture *tex, const DisplayRegion *dr,
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const RenderBuffer &rb);
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virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb);
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virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb,
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const DisplayRegion *dr);
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virtual bool copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr);
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virtual bool copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
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const RenderBuffer &rb);
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virtual void apply_material(const Material *material);
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void apply_fog(Fog *fog);
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virtual void issue_transform(const TransformState *transform);
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virtual void issue_tex_matrix(const TexMatrixAttrib *attrib);
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virtual void issue_texture(const TextureAttrib *attrib);
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virtual void issue_material(const MaterialAttrib *attrib);
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virtual void issue_render_mode(const RenderModeAttrib *attrib);
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virtual void issue_antialias(const AntialiasAttrib *);
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virtual void issue_rescale_normal(const RescaleNormalAttrib *attrib);
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virtual void issue_texture_apply(const TextureApplyAttrib *attrib);
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virtual void issue_color_write(const ColorWriteAttrib *attrib);
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virtual void issue_depth_test(const DepthTestAttrib *attrib);
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virtual void issue_alpha_test(const AlphaTestAttrib *attrib);
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virtual void issue_depth_write(const DepthWriteAttrib *attrib);
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virtual void issue_cull_face(const CullFaceAttrib *attrib);
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virtual void issue_fog(const FogAttrib *attrib);
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virtual void issue_depth_offset(const DepthOffsetAttrib *attrib);
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virtual void issue_tex_gen(const TexGenAttrib *attrib);
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#ifdef HAVE_CGGL
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virtual void issue_cg_shader_bind(const CgShaderAttrib *attrib);
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// virtual void issue_stencil(const StencilAttrib *attrib);
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#endif
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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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virtual bool wants_texcoords(void) const;
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virtual float compute_distance_to(const LPoint3f &point) const;
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void print_gfx_visual();
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//For those interested in what the guardian thinks is the current
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//enabled/disable GL State compared to what GL says it is
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void dump_state(void);
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void issue_transformed_color(const Colorf &color) const;
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INLINE static bool report_errors(int line, const char *source_file);
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INLINE void report_my_errors(int line, const char *source_file);
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protected:
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static bool report_errors_loop(int line, const char *source_file,
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GLenum error_code, int &error_count);
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void show_gl_string(const string &name, GLenum id);
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virtual void get_gl_version();
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void save_extensions(const char *extensions);
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virtual void get_extra_extensions();
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void report_extensions() const;
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bool has_extension(const string &extension) const;
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bool is_at_least_version(int major_version, int minor_version, int release_version = 0) const;
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virtual void *get_extension_func(const char *prefix, const char *name);
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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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virtual bool slot_new_clip_plane(int plane_id);
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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 plane_id);
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virtual void end_bind_clip_planes();
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virtual void set_blend_mode(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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virtual void finish_modify_state();
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virtual void free_pointers();
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virtual PT(SavedFrameBuffer) save_frame_buffer(const RenderBuffer &buffer,
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CPT(DisplayRegion) dr);
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virtual void restore_frame_buffer(SavedFrameBuffer *frame_buffer);
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INLINE void enable_multisample(bool val);
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INLINE void enable_line_smooth(bool val);
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INLINE void enable_point_smooth(bool val);
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INLINE void enable_polygon_smooth(bool val);
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INLINE void setup_antialias_line();
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INLINE void setup_antialias_point();
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INLINE void setup_antialias_polygon();
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INLINE void enable_scissor(bool val);
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INLINE void enable_stencil_test(bool val);
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INLINE void enable_multisample_alpha_one(bool val);
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INLINE void enable_multisample_alpha_mask(bool val);
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INLINE void enable_blend(bool val);
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INLINE void enable_depth_test(bool val);
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INLINE void enable_fog(bool val);
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INLINE void enable_alpha_test(bool val);
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INLINE void enable_polygon_offset(bool val);
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INLINE GLenum get_light_id(int index) const;
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INLINE GLenum get_clip_plane_id(int index) const;
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INLINE void issue_scene_graph_color();
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void set_draw_buffer(const RenderBuffer &rb);
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void set_read_buffer(const RenderBuffer &rb);
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void bind_texture(TextureContext *tc);
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void specify_texture(Texture *tex);
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bool apply_texture_immediate(CLP(TextureContext) *gtc, Texture *tex);
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void draw_texture(TextureContext *tc, const DisplayRegion *dr);
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void draw_texture(TextureContext *tc, const DisplayRegion *dr,
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const RenderBuffer &rb);
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void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr);
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void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
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const RenderBuffer &rb);
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GLenum get_texture_wrap_mode(Texture::WrapMode wm) const;
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static GLenum get_texture_filter_type(Texture::FilterType ft, bool ignore_mipmaps);
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static GLenum get_image_type(PixelBuffer::Type type);
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GLint get_external_image_format(PixelBuffer::Format format) const;
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static GLint get_internal_image_format(PixelBuffer::Format format);
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static GLint get_texture_apply_mode_type(TextureStage::Mode am);
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static GLint get_texture_combine_type(TextureStage::CombineMode cm);
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static GLint get_texture_src_type(TextureStage::CombineSource cs);
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static GLint get_texture_operand_type(TextureStage::CombineOperand co);
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static GLenum get_fog_mode_type(Fog::Mode m);
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static GLenum get_blend_equation_type(ColorBlendAttrib::Mode mode);
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static GLenum get_blend_func(ColorBlendAttrib::Operand operand);
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static CPT(RenderState) get_untextured_state();
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void do_auto_rescale_normal();
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#ifndef NDEBUG
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void build_phony_mipmaps(Texture *tex);
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void build_phony_mipmap_level(int level, int xsize, int ysize);
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void save_mipmap_images(Texture *tex);
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#endif
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bool _multisample_enabled;
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bool _line_smooth_enabled;
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bool _point_smooth_enabled;
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bool _polygon_smooth_enabled;
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bool _scissor_enabled;
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bool _stencil_test_enabled;
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bool _multisample_alpha_one_enabled;
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bool _multisample_alpha_mask_enabled;
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bool _blend_enabled;
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bool _depth_test_enabled;
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bool _fog_enabled;
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bool _alpha_test_enabled;
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bool _polygon_offset_enabled;
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int _decal_level;
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bool _dithering_enabled;
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bool _texgen_forced_normal;
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int _max_lights;
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int _max_clip_planes;
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LMatrix4f _current_projection_mat;
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int _projection_mat_stack_count;
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CPT(TextureAttrib) _current_texture;
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CPT(TexMatrixAttrib) _current_tex_mat;
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bool _needs_tex_mat;
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CPT(TexGenAttrib) _current_tex_gen;
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bool _needs_tex_gen;
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unsigned short _antialias_mode;
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RenderModeAttrib::Mode _render_mode;
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CPT(DisplayRegion) _actual_display_region;
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#ifdef HAVE_CGGL
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PT(CgShader) _cg_shader; // The current CgShader object
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typedef pmap< PT(CgShader), PT(CLP(CgShaderContext)) > CGSHADERCONTEXTS;
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CGSHADERCONTEXTS _gl_cg_shader_contexts;// Associate CgShader with GLCgShaderContext
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#endif
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int _pass_number;
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bool _auto_rescale_normal;
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int _error_count;
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int _gl_version_major, _gl_version_minor, _gl_version_release;
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pset<string> _extensions;
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public:
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bool _supports_bgr;
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bool _supports_rescale_normal;
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bool _supports_multitexture;
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PFNGLACTIVETEXTUREPROC _glActiveTexture;
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PFNGLMULTITEXCOORD2FVPROC _glMultiTexCoord2fv;
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PFNGLBLENDEQUATIONPROC _glBlendEquation;
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PFNGLBLENDCOLORPROC _glBlendColor;
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GLenum _edge_clamp;
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GLenum _border_clamp;
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GLenum _mirror_repeat;
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GLenum _mirror_clamp;
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GLenum _mirror_edge_clamp;
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GLenum _mirror_border_clamp;
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public:
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static GraphicsStateGuardian *
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make_GlGraphicsStateGuardian(const FactoryParams ¶ms);
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static TypeHandle get_class_type(void);
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static void init_type(void);
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virtual TypeHandle get_type(void) const;
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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static PStatCollector _vertices_display_list_pcollector;
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private:
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static TypeHandle _type_handle;
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};
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#include "glGraphicsStateGuardian_src.I"
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