// Filename: renderEffects.cxx // Created by: drose (14Mar02) // //////////////////////////////////////////////////////////////////// // // 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 . // //////////////////////////////////////////////////////////////////// #include "renderEffects.h" #include "billboardEffect.h" #include "decalEffect.h" #include "compassEffect.h" #include "polylightEffect.h" #include "showBoundsEffect.h" #include "config_pgraph.h" #include "bamReader.h" #include "bamWriter.h" #include "datagramIterator.h" #include "indent.h" #include "compareTo.h" #include "reMutexHolder.h" #include "mutexHolder.h" #include "thread.h" ReMutex *RenderEffects::_states_lock = NULL; RenderEffects::States *RenderEffects::_states = NULL; CPT(RenderEffects) RenderEffects::_empty_state; TypeHandle RenderEffects::_type_handle; //////////////////////////////////////////////////////////////////// // Function: RenderEffects::Constructor // Access: Protected // Description: Actually, this could be a private constructor, since // no one inherits from RenderEffects, but gcc gives us a // spurious warning if all constructors are private. //////////////////////////////////////////////////////////////////// RenderEffects:: RenderEffects() : _lock("RenderEffects") { if (_states == (States *)NULL) { init_states(); } _saved_entry = _states->end(); _flags = 0; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::Copy Constructor // Access: Private // Description: RenderEffects are not meant to be copied. //////////////////////////////////////////////////////////////////// RenderEffects:: RenderEffects(const RenderEffects &) { nassertv(false); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::Copy Assignment Operator // Access: Private // Description: RenderEffects are not meant to be copied. //////////////////////////////////////////////////////////////////// void RenderEffects:: operator = (const RenderEffects &) { nassertv(false); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::Destructor // Access: Public, Virtual // Description: The destructor is responsible for removing the // RenderEffects from the global set if it is there. //////////////////////////////////////////////////////////////////// RenderEffects:: ~RenderEffects() { // Remove the deleted RenderEffects object from the global pool. ReMutexHolder holder(*_states_lock); // unref() should have cleared this. nassertv(_saved_entry == _states->end()); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::safe_to_transform // Access: Public // Description: Returns true if all of the effects in this set can // safely be transformed, and therefore the complete set // can be transformed, by calling xform(). //////////////////////////////////////////////////////////////////// bool RenderEffects:: safe_to_transform() const { Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); if (!effect._effect->safe_to_transform()) { return false; } } return true; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::prepare_flatten_transform // Access: Public, Virtual // Description: Preprocesses the accumulated transform that is about // to be applied to (or through) this node due to a // flatten operation. The returned value will be used // instead. //////////////////////////////////////////////////////////////////// CPT(TransformState) RenderEffects:: prepare_flatten_transform(const TransformState *net_transform) const { CPT(TransformState) result = net_transform; Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); result = effect._effect->prepare_flatten_transform(result); } return result; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::safe_to_combine // Access: Public // Description: Returns true if all of the effects in this set can // safely be shared with a sibling node that has the // exact same set of effects, or false if this would be // bad for any of the effects. //////////////////////////////////////////////////////////////////// bool RenderEffects:: safe_to_combine() const { Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); if (!effect._effect->safe_to_combine()) { return false; } } return true; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::xform // Access: Public, Virtual // Description: Returns a new RenderEffects transformed by the // indicated matrix. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: xform(const LMatrix4f &mat) const { if (is_empty()) { return this; } RenderEffects *new_state = new RenderEffects; back_insert_iterator result = back_inserter(new_state->_effects); Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); Effect new_effect(effect); new_effect._effect = effect._effect->xform(mat); *result = new_effect; ++result; } return return_new(new_state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::operator < // Access: Published // Description: Provides an arbitrary ordering among all unique // RenderEffects, so we can store the essentially // different ones in a big set and throw away the rest. // // This method is not needed outside of the RenderEffects // class because all equivalent RenderEffects objects are // guaranteed to share the same pointer; thus, a pointer // comparison is always sufficient. //////////////////////////////////////////////////////////////////// bool RenderEffects:: operator < (const RenderEffects &other) const { // We must compare all the properties of the effects, not just // the type; thus, we compare them one at a time using compare_to(). return lexicographical_compare(_effects.begin(), _effects.end(), other._effects.begin(), other._effects.end(), CompareTo()); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::find_effect // Access: Published // Description: Searches for an effect with the indicated type in // the state, and returns its index if it is found, or // -1 if it is not. //////////////////////////////////////////////////////////////////// int RenderEffects:: find_effect(TypeHandle type) const { Effects::const_iterator ai = _effects.find(Effect(type)); if (ai == _effects.end()) { return -1; } return ai - _effects.begin(); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make_empty // Access: Published, Static // Description: Returns a RenderEffects with no effects set. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: make_empty() { // The empty state is asked for so often, we make it a special case // and store a pointer forever once we find it the first time. if (_empty_state == (RenderEffects *)NULL) { RenderEffects *state = new RenderEffects; _empty_state = return_new(state); } return _empty_state; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make // Access: Published, Static // Description: Returns a RenderEffects with one effect set. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: make(const RenderEffect *effect) { RenderEffects *state = new RenderEffects; state->_effects.reserve(1); state->_effects.insert(Effect(effect)); return return_new(state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make // Access: Published, Static // Description: Returns a RenderEffects with two effects set. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: make(const RenderEffect *effect1, const RenderEffect *effect2) { RenderEffects *state = new RenderEffects; state->_effects.reserve(2); state->_effects.push_back(Effect(effect1)); state->_effects.push_back(Effect(effect2)); state->_effects.sort(); return return_new(state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make // Access: Published, Static // Description: Returns a RenderEffects with three effects set. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: make(const RenderEffect *effect1, const RenderEffect *effect2, const RenderEffect *effect3) { RenderEffects *state = new RenderEffects; state->_effects.reserve(2); state->_effects.push_back(Effect(effect1)); state->_effects.push_back(Effect(effect2)); state->_effects.push_back(Effect(effect3)); state->_effects.sort(); return return_new(state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make // Access: Published, Static // Description: Returns a RenderEffects with four effects set. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: make(const RenderEffect *effect1, const RenderEffect *effect2, const RenderEffect *effect3, const RenderEffect *effect4) { RenderEffects *state = new RenderEffects; state->_effects.reserve(2); state->_effects.push_back(Effect(effect1)); state->_effects.push_back(Effect(effect2)); state->_effects.push_back(Effect(effect3)); state->_effects.push_back(Effect(effect4)); state->_effects.sort(); return return_new(state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::add_effect // Access: Published // Description: Returns a new RenderEffects object that represents the // same as the source state, with the new RenderEffect // added. If there is already a RenderEffect with the // same type, it is replaced. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: add_effect(const RenderEffect *effect) const { RenderEffects *new_state = new RenderEffects; back_insert_iterator result = back_inserter(new_state->_effects); Effect new_effect(effect); Effects::const_iterator ai = _effects.begin(); while (ai != _effects.end() && (*ai) < new_effect) { *result = *ai; ++ai; ++result; } *result = new_effect; ++result; if (ai != _effects.end() && !(new_effect < (*ai))) { // At this point we know: // !((*ai) < new_effect) && !(new_effect < (*ai)) // which means (*ai) == new_effect--so we should leave it out, // to avoid duplicating effects in the set. ++ai; } while (ai != _effects.end()) { *result = *ai; ++ai; ++result; } return return_new(new_state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::remove_effect // Access: Published // Description: Returns a new RenderEffects object that represents the // same as the source state, with the indicated // RenderEffect removed. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: remove_effect(TypeHandle type) const { RenderEffects *new_state = new RenderEffects; back_insert_iterator result = back_inserter(new_state->_effects); Effects::const_iterator ai = _effects.begin(); while (ai != _effects.end()) { if ((*ai)._type != type) { *result = *ai; ++result; } ++ai; } return return_new(new_state); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::get_effect // Access: Published, Virtual // Description: Looks for a RenderEffect of the indicated type in the // state, and returns it if it is found, or NULL if it // is not. //////////////////////////////////////////////////////////////////// const RenderEffect *RenderEffects:: get_effect(TypeHandle type) const { Effects::const_iterator ai; ai = _effects.find(Effect(type)); if (ai != _effects.end()) { return (*ai)._effect; } return NULL; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::unref // Access: Published // Description: This method overrides ReferenceCount::unref() to // check whether the remaining reference count is // entirely in the cache, and if so, it checks for and // breaks a cycle in the cache involving this object. // This is designed to prevent leaks from cyclical // references within the cache. // // Note that this is not a virtual method, and cannot be // because ReferenceCount itself declares no virtual // methods (it avoids the overhead of a virtual function // pointer). But this doesn't matter, because // PT(TransformState) is a template class, and will call // the appropriate method even though it is non-virtual. //////////////////////////////////////////////////////////////////// bool RenderEffects:: unref() const { ReMutexHolder holder(*_states_lock); if (ReferenceCount::unref()) { // The reference count is still nonzero. return true; } // The reference count has just reached zero. Make sure the object // is removed from the global object pool, before anyone else finds // it and tries to ref it. ((RenderEffects *)this)->release_new(); return false; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::output // Access: Published, Virtual // Description: //////////////////////////////////////////////////////////////////// void RenderEffects:: output(ostream &out) const { out << "E:"; if (_effects.empty()) { out << "(empty)"; } else { Effects::const_iterator ai = _effects.begin(); out << "(" << (*ai)._type; ++ai; while (ai != _effects.end()) { out << " " << (*ai)._type; ++ai; } out << ")"; } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::write // Access: Published, Virtual // Description: //////////////////////////////////////////////////////////////////// void RenderEffects:: write(ostream &out, int indent_level) const { indent(out, indent_level) << _effects.size() << " effects:\n"; Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); effect._effect->write(out, indent_level + 2); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::get_num_states // Access: Published, Static // Description: Returns the total number of unique RenderEffects // objects allocated in the world. This will go up and // down during normal operations. //////////////////////////////////////////////////////////////////// int RenderEffects:: get_num_states() { if (_states == (States *)NULL) { return 0; } ReMutexHolder holder(*_states_lock); return _states->size(); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::list_states // Access: Published, Static // Description: Lists all of the RenderEffects in the cache to the // output stream, one per line. This can be quite a lot // of output if the cache is large, so be prepared. //////////////////////////////////////////////////////////////////// void RenderEffects:: list_states(ostream &out) { out << _states->size() << " states:\n"; States::const_iterator si; for (si = _states->begin(); si != _states->end(); ++si) { const RenderEffects *state = (*si); state->write(out, 2); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::validate_states // Access: Published, Static // Description: Ensures that the cache is still stored in sorted // order. Returns true if so, false if there is a // problem (which implies someone has modified one of // the supposedly-const RenderEffects objects). //////////////////////////////////////////////////////////////////// bool RenderEffects:: validate_states() { if (_states->empty()) { return true; } ReMutexHolder holder(*_states_lock); States::const_iterator si = _states->begin(); States::const_iterator snext = si; ++snext; while (snext != _states->end()) { if (!(*(*si) < *(*snext))) { pgraph_cat.error() << "RenderEffects out of order!\n"; (*si)->write(pgraph_cat.error(false), 2); (*snext)->write(pgraph_cat.error(false), 2); return false; } if ((*(*snext) < *(*si))) { pgraph_cat.error() << "RenderEffects::operator < not defined properly!\n"; pgraph_cat.error(false) << "a < b: " << (*(*si) < *(*snext)) << "\n"; pgraph_cat.error(false) << "b < a: " << (*(*snext) < *(*si)) << "\n"; (*si)->write(pgraph_cat.error(false), 2); (*snext)->write(pgraph_cat.error(false), 2); return false; } si = snext; ++snext; } return true; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::cull_callback // Access: Public // Description: Calls cull_callback() on all effects. You may check // has_cull_callback() first to see if any effects // define this method to do anything useful. //////////////////////////////////////////////////////////////////// void RenderEffects:: cull_callback(CullTraverser *trav, CullTraverserData &data, CPT(TransformState) &node_transform, CPT(RenderState) &node_state) const { Effects::const_iterator ei; for (ei = _effects.begin(); ei != _effects.end(); ++ei) { (*ei)._effect->cull_callback(trav, data, node_transform, node_state); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::adjust_transform // Access: Public // Description: Calls adjust_transform() on all effects. You may check // has_adjust_transform() first to see if any effects // define this method to do anything useful. // // The order in which the individual effects are applied // is not defined, so if more than one effect applies a // change to the transform on any particular node, you // might get indeterminate results. //////////////////////////////////////////////////////////////////// void RenderEffects:: adjust_transform(CPT(TransformState) &net_transform, CPT(TransformState) &node_transform, PandaNode *node) const { Effects::const_iterator ei; for (ei = _effects.begin(); ei != _effects.end(); ++ei) { (*ei)._effect->adjust_transform(net_transform, node_transform, node); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::init_states // Access: Public, Static // Description: Make sure the global _states map is allocated. This // only has to be done once. We could make this map // static, but then we run into problems if anyone // creates a RenderEffects object at static init time; // it also seems to cause problems when the Panda shared // library is unloaded at application exit time. //////////////////////////////////////////////////////////////////// void RenderEffects:: init_states() { _states = new States; // TODO: we should have a global Panda mutex to allow us to safely // create _states_lock without a startup race condition. For the // meantime, this is OK because we guarantee that this method is // called at static init time, presumably when there is still only // one thread in the world. _states_lock = new ReMutex("RenderEffects::_states_lock"); nassertv(Thread::get_current_thread() == Thread::get_main_thread()); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::return_new // Access: Private, Static // Description: This function is used to share a common RenderEffects // pointer for all equivalent RenderEffects objects. // // See the similar logic in RenderEffect. The idea is // to create a new RenderEffects object and pass it // through this function, which will share the pointer // with a previously-created RenderEffects object if it is // equivalent. //////////////////////////////////////////////////////////////////// CPT(RenderEffects) RenderEffects:: return_new(RenderEffects *state) { nassertr(state != (RenderEffects *)NULL, state); #ifndef NDEBUG if (!state_cache) { return state; } #endif #ifndef NDEBUG if (paranoid_const) { nassertr(validate_states(), state); } #endif ReMutexHolder holder(*_states_lock); // This should be a newly allocated pointer, not one that was used // for anything else. nassertr(state->_saved_entry == _states->end(), state); // Save the state in a local PointerTo so that it will be freed at // the end of this function if no one else uses it. CPT(RenderEffects) pt_state = state; pair result = _states->insert(state); if (result.second) { // The state was inserted; save the iterator and return the // input state. state->_saved_entry = result.first; nassertr(_states->find(state) == state->_saved_entry, pt_state); return pt_state; } // The state was not inserted; there must be an equivalent one // already in the set. Return that one. return *(result.first); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::release_new // Access: Private // Description: This inverse of return_new, this releases this object // from the global RenderEffects table. // // You must already be holding _states_lock before you // call this method. //////////////////////////////////////////////////////////////////// void RenderEffects:: release_new() { nassertv(_states_lock->debug_is_locked()); if (_saved_entry != _states->end()) { nassertv(_states->find(this) == _saved_entry); _states->erase(_saved_entry); _saved_entry = _states->end(); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::determine_decal // Access: Private // Description: This is the private implementation of has_decal(). //////////////////////////////////////////////////////////////////// void RenderEffects:: determine_decal() { MutexHolder holder(_lock); if ((_flags & F_checked_decal) != 0) { // Someone else checked it first. return; } const RenderEffect *effect = get_effect(DecalEffect::get_class_type()); if (effect != (const RenderEffect *)NULL) { _flags |= F_has_decal; } _flags |= F_checked_decal; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::determine_show_bounds // Access: Private // Description: This is the private implementation of has_show_bounds(). //////////////////////////////////////////////////////////////////// void RenderEffects:: determine_show_bounds() { MutexHolder holder(_lock); if ((_flags & F_checked_show_bounds) != 0) { // Someone else checked it first. return; } const RenderEffect *effect = get_effect(ShowBoundsEffect::get_class_type()); if (effect != (const RenderEffect *)NULL) { _flags |= F_has_show_bounds; const ShowBoundsEffect *sba = DCAST(ShowBoundsEffect, effect); if (sba->get_tight()) { _flags |= F_has_show_tight_bounds; } } _flags |= F_checked_show_bounds; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::determine_cull_callback // Access: Private // Description: This is the private implementation of has_cull_callback(). //////////////////////////////////////////////////////////////////// void RenderEffects:: determine_cull_callback() { MutexHolder holder(_lock); if ((_flags & F_checked_cull_callback) != 0) { // Someone else checked it first. return; } _flags |= F_checked_cull_callback; Effects::const_iterator ei; for (ei = _effects.begin(); ei != _effects.end(); ++ei) { if ((*ei)._effect->has_cull_callback()) { _flags |= F_has_cull_callback; return; } } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::determine_adjust_transform // Access: Private // Description: This is the private implementation of has_adjust_transform(). //////////////////////////////////////////////////////////////////// void RenderEffects:: determine_adjust_transform() { MutexHolder holder(_lock); if ((_flags & F_checked_adjust_transform) != 0) { // Someone else checked it first. return; } _flags |= F_checked_adjust_transform; Effects::const_iterator ei; for (ei = _effects.begin(); ei != _effects.end(); ++ei) { if ((*ei)._effect->has_adjust_transform()) { _flags |= F_has_adjust_transform; return; } } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::register_with_read_factory // Access: Public, Static // Description: Tells the BamReader how to create objects of type // RenderEffects. //////////////////////////////////////////////////////////////////// void RenderEffects:: register_with_read_factory() { BamReader::get_factory()->register_factory(get_class_type(), make_from_bam); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::write_datagram // Access: Public, Virtual // Description: Writes the contents of this object to the datagram // for shipping out to a Bam file. //////////////////////////////////////////////////////////////////// void RenderEffects:: write_datagram(BamWriter *manager, Datagram &dg) { TypedWritable::write_datagram(manager, dg); int num_effects = _effects.size(); nassertv(num_effects == (int)(PN_uint16)num_effects); dg.add_uint16(num_effects); Effects::const_iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { const Effect &effect = (*ai); manager->write_pointer(dg, effect._effect); } } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::complete_pointers // Access: Public, Virtual // Description: Receives an array of pointers, one for each time // manager->read_pointer() was called in fillin(). // Returns the number of pointers processed. //////////////////////////////////////////////////////////////////// int RenderEffects:: complete_pointers(TypedWritable **p_list, BamReader *manager) { int pi = TypedWritable::complete_pointers(p_list, manager); // Get the effect pointers. Effects::iterator ai; for (ai = _effects.begin(); ai != _effects.end(); ++ai) { Effect &effect = (*ai); effect._effect = DCAST(RenderEffect, p_list[pi++]); nassertr(effect._effect != (RenderEffect *)NULL, pi); effect._type = effect._effect->get_type(); } // Now make sure the array is properly sorted. (It won't // necessarily preserve its correct sort after being read from bam, // because the sort is based on TypeHandle indices, which can change // from session to session.) _effects.sort(); nassertr(_saved_entry == _states->end(), pi); return pi; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::require_fully_complete // Access: Public, Virtual // Description: Some objects require all of their nested pointers to // have been completed before the objects themselves can // be completed. If this is the case, override this // method to return true, and be careful with circular // references (which would make the object unreadable // from a bam file). //////////////////////////////////////////////////////////////////// bool RenderEffects:: require_fully_complete() const { // Since we sort _states based on each RenderEffects' operator < // method, which in turn compares based on each nested RenderEffect // object's compare_to() method, some of which depend on the // RenderEffect's pointers having already been completed // (e.g. CharacterJointEffect), we therefore require each of out our // nested RenderEffect objects to have been completed before we can // be completed. return true; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::change_this // Access: Public, Static // Description: Called immediately after complete_pointers(), this // gives the object a chance to adjust its own pointer // if desired. Most objects don't change pointers after // completion, but some need to. // // Once this function has been called, the old pointer // will no longer be accessed. //////////////////////////////////////////////////////////////////// TypedWritable *RenderEffects:: change_this(TypedWritable *old_ptr, BamReader *manager) { // First, uniquify the pointer. RenderEffects *state = DCAST(RenderEffects, old_ptr); CPT(RenderEffects) pointer = return_new(state); // But now we have a problem, since we have to hold the reference // count and there's no way to return a TypedWritable while still // holding the reference count! We work around this by explicitly // upping the count, and also setting a finalize() callback to down // it later. if (pointer == state) { pointer->ref(); manager->register_finalize(state); } // We have to cast the pointer back to non-const, because the bam // reader expects that. return (RenderEffects *)pointer.p(); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::finalize // Access: Public, Virtual // Description: Called by the BamReader to perform any final actions // needed for setting up the object after all objects // have been read and all pointers have been completed. //////////////////////////////////////////////////////////////////// void RenderEffects:: finalize(BamReader *) { // Unref the pointer that we explicitly reffed in change_this(). unref(); // We should never get back to zero after unreffing our own count, // because we expect to have been stored in a pointer somewhere. If // we do get to zero, it's a memory leak; the way to avoid this is // to call unref_delete() above instead of unref(), but this is // dangerous to do from within a virtual function. nassertv(get_ref_count() != 0); } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::make_from_bam // Access: Protected, Static // Description: This function is called by the BamReader's factory // when a new object of type RenderEffects is encountered // in the Bam file. It should create the RenderEffects // and extract its information from the file. //////////////////////////////////////////////////////////////////// TypedWritable *RenderEffects:: make_from_bam(const FactoryParams ¶ms) { RenderEffects *state = new RenderEffects; DatagramIterator scan; BamReader *manager; parse_params(params, scan, manager); state->fillin(scan, manager); manager->register_change_this(change_this, state); return state; } //////////////////////////////////////////////////////////////////// // Function: RenderEffects::fillin // Access: Protected // Description: This internal function is called by make_from_bam to // read in all of the relevant data from the BamFile for // the new RenderEffects. //////////////////////////////////////////////////////////////////// void RenderEffects:: fillin(DatagramIterator &scan, BamReader *manager) { TypedWritable::fillin(scan, manager); int num_effects = scan.get_uint16(); // Push back a NULL pointer for each effect for now, until we get // the actual list of pointers later in complete_pointers(). _effects.reserve(num_effects); for (int i = 0; i < num_effects; i++) { manager->read_pointer(scan); _effects.push_back(Effect()); } nassertv(_saved_entry == _states->end()); }