// Filename: glGraphicsStateGuardian_src.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 . // //////////////////////////////////////////////////////////////////// #include "pandabase.h" #include "graphicsStateGuardian.h" #include "geomprimitives.h" #include "texture.h" #include "pixelBuffer.h" #include "displayRegion.h" #include "material.h" #include "depthTestAttrib.h" #include "textureApplyAttrib.h" #include "pointerToArray.h" #include "fog.h" #include "graphicsWindow.h" #include "pset.h" class PlaneNode; class Light; //////////////////////////////////////////////////////////////////// // Class : GLGraphicsStateGuardian // Description : A GraphicsStateGuardian specialized for rendering // into OpenGL contexts. There should be no GL calls // outside of this object. //////////////////////////////////////////////////////////////////// class EXPCL_GL CLP(GraphicsStateGuardian) : public GraphicsStateGuardian { public: CLP(GraphicsStateGuardian)(const FrameBufferProperties &properties); virtual ~CLP(GraphicsStateGuardian)(); virtual void reset(); virtual void do_clear(const RenderBuffer &buffer); virtual void prepare_display_region(); virtual bool prepare_lens(); virtual bool begin_frame(); virtual void end_frame(); virtual void draw_point(GeomPoint *geom, GeomContext *gc); virtual void draw_line(GeomLine *geom, GeomContext *gc); virtual void draw_linestrip(GeomLinestrip *geom, GeomContext *gc); virtual void draw_sprite(GeomSprite *geom, GeomContext *gc); virtual void draw_polygon(GeomPolygon *geom, GeomContext *gc); virtual void draw_quad(GeomQuad *geom, GeomContext *gc); virtual void draw_tri(GeomTri *geom, GeomContext *gc); virtual void draw_tristrip(GeomTristrip *geom, GeomContext *gc); virtual void draw_trifan(GeomTrifan *geom, GeomContext *gc); virtual void draw_sphere(GeomSphere *geom, GeomContext *gc); virtual TextureContext *prepare_texture(Texture *tex); virtual void apply_texture(TextureContext *tc); virtual void release_texture(TextureContext *tc); virtual GeomNodeContext *prepare_geom_node(GeomNode *node); virtual void draw_geom_node(GeomNode *node, const RenderState *state, GeomNodeContext *gnc); virtual void release_geom_node(GeomNodeContext *gnc); virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr); virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr, const RenderBuffer &rb); virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb); virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb, const DisplayRegion *dr); virtual bool copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr); virtual bool copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr, const RenderBuffer &rb); virtual void apply_material(const Material *material); void apply_fog(Fog *fog); virtual void issue_transform(const TransformState *transform); virtual void issue_tex_matrix(const TexMatrixAttrib *attrib); virtual void issue_texture(const TextureAttrib *attrib); virtual void issue_material(const MaterialAttrib *attrib); virtual void issue_render_mode(const RenderModeAttrib *attrib); virtual void issue_texture_apply(const TextureApplyAttrib *attrib); virtual void issue_color_write(const ColorWriteAttrib *attrib); virtual void issue_depth_test(const DepthTestAttrib *attrib); virtual void issue_alpha_test(const AlphaTestAttrib *attrib); virtual void issue_depth_write(const DepthWriteAttrib *attrib); virtual void issue_cull_face(const CullFaceAttrib *attrib); virtual void issue_fog(const FogAttrib *attrib); virtual void issue_depth_offset(const DepthOffsetAttrib *attrib); // virtual void issue_tex_gen(const TexGenAttrib *attrib); // virtual void issue_stencil(const StencilAttrib *attrib); virtual void bind_light(PointLight *light, int light_id); virtual void bind_light(DirectionalLight *light, int light_id); virtual void bind_light(Spotlight *light, int light_id); virtual bool wants_normals(void) const; virtual bool wants_texcoords(void) const; virtual bool depth_offset_decals(); virtual CoordinateSystem get_internal_coordinate_system() const; virtual float compute_distance_to(const LPoint3f &point) const; void print_gfx_visual(); //For those interested in what the guardian thinks is the current //enabled/disable GL State compared to what GL says it is void dump_state(void); void issue_transformed_color(const Colorf &color) const; INLINE static bool report_errors(int line, const char *source_file); INLINE void report_my_errors(int line, const char *source_file); protected: static bool report_errors_loop(int line, const char *source_file, GLenum error_code, int &error_count); void show_gl_string(const string &name, GLenum id); void save_extensions(const char *extensions); virtual void get_extra_extensions(); void report_extensions() const; bool has_extension(const string &extension) 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(); virtual bool slot_new_clip_plane(int plane_id); virtual void enable_clip_plane(int plane_id, bool enable); virtual void begin_bind_clip_planes(); virtual void bind_clip_plane(PlaneNode *plane, int plane_id); virtual void end_bind_clip_planes(); virtual void set_blend_mode(ColorWriteAttrib::Mode color_write_mode, ColorBlendAttrib::Mode color_blend_mode, TransparencyAttrib::Mode transparency_mode); virtual void free_pointers(); virtual PT(SavedFrameBuffer) save_frame_buffer(const RenderBuffer &buffer, CPT(DisplayRegion) dr); virtual void restore_frame_buffer(SavedFrameBuffer *frame_buffer); INLINE void call_glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); INLINE void call_glClearDepth(GLclampd depth); INLINE void call_glClearStencil(GLint s); INLINE void call_glClearAccum(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha); INLINE void call_glDrawBuffer(GLenum mode); INLINE void call_glReadBuffer(GLenum mode); INLINE void call_glShadeModel(GLenum mode); INLINE void call_glBlendFunc(GLenum sfunc, GLenum dfunc); INLINE void call_glCullFace(GLenum mode); INLINE void call_glScissor(GLint x, GLint y, GLsizei width, GLsizei height); INLINE void call_glViewport(GLint x, GLint y, GLsizei width, GLsizei height); INLINE void call_glLightModelLocal(GLboolean local); INLINE void call_glLightModelTwoSide(GLboolean twoside); INLINE void call_glStencilFunc(GLenum func,GLint refval,GLuint mask); INLINE void call_glStencilOp(GLenum fail,GLenum zfail,GLenum pass); INLINE void call_glClipPlane(GLenum plane, const double equation[4]); INLINE void call_glLineWidth(GLfloat width); INLINE void call_glPointSize(GLfloat size); INLINE void call_glFogMode(GLint mode); INLINE void call_glFogStart(GLfloat start); INLINE void call_glFogEnd(GLfloat end); INLINE void call_glFogDensity(GLfloat density); INLINE void call_glFogColor(const Colorf &color); INLINE void call_glAlphaFunc(GLenum func, GLclampf ref); INLINE void call_glPolygonMode(GLenum mode); INLINE void set_pack_alignment(GLint alignment); INLINE void set_unpack_alignment(GLint alignment); INLINE void enable_multisample(bool val); INLINE void enable_line_smooth(bool val); INLINE void enable_point_smooth(bool val); INLINE void enable_texturing(bool val); INLINE void enable_scissor(bool val); INLINE void enable_stencil_test(bool val); INLINE void enable_multisample_alpha_one(bool val); INLINE void enable_multisample_alpha_mask(bool val); INLINE void enable_blend(bool val); INLINE void enable_depth_test(bool val); INLINE void enable_fog(bool val); INLINE void enable_alpha_test(bool val); INLINE void enable_polygon_offset(bool val); INLINE GLenum get_light_id(int index) const; INLINE GLenum get_clip_plane_id(int index) const; INLINE void issue_scene_graph_color(); void set_draw_buffer(const RenderBuffer &rb); void set_read_buffer(const RenderBuffer &rb); void bind_texture(TextureContext *tc); void specify_texture(Texture *tex); bool apply_texture_immediate(Texture *tex); void draw_texture(TextureContext *tc, const DisplayRegion *dr); void draw_texture(TextureContext *tc, const DisplayRegion *dr, const RenderBuffer &rb); void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr); void draw_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr, const RenderBuffer &rb); GLenum get_texture_wrap_mode(Texture::WrapMode wm); GLenum get_texture_filter_type(Texture::FilterType ft); GLenum get_image_type(PixelBuffer::Type type); GLenum get_external_image_format(PixelBuffer::Format format); GLenum get_internal_image_format(PixelBuffer::Format format); GLint get_texture_apply_mode_type(TextureApplyAttrib::Mode am) const; GLenum get_fog_mode_type(Fog::Mode m) const; static CPT(RenderState) get_untextured_state(); #ifndef NDEBUG void build_phony_mipmaps(Texture *tex); void build_phony_mipmap_level(int level, int xsize, int ysize); void save_mipmap_images(Texture *tex); #endif GLclampf _clear_color_red, _clear_color_green, _clear_color_blue, _clear_color_alpha; GLclampd _clear_depth; GLint _clear_stencil; GLclampf _clear_accum_red, _clear_accum_green, _clear_accum_blue, _clear_accum_alpha; GLenum _draw_buffer_mode; GLenum _read_buffer_mode; GLenum _shade_model_mode; GLint _scissor_x; GLint _scissor_y; GLsizei _scissor_width; GLsizei _scissor_height; GLint _viewport_x; GLint _viewport_y; GLsizei _viewport_width; GLsizei _viewport_height; GLboolean _lmodel_local; GLboolean _lmodel_twoside; GLfloat _line_width; GLfloat _point_size; GLenum _blend_source_func; GLenum _blend_dest_func; GLboolean _depth_mask; GLint _fog_mode; GLfloat _fog_start; GLfloat _fog_end; GLfloat _fog_density; Colorf _fog_color; GLenum _alpha_func; GLclampf _alpha_func_ref; GLenum _polygon_mode; GLint _pack_alignment; GLint _unpack_alignment; bool _multisample_enabled; bool _line_smooth_enabled; bool _point_smooth_enabled; bool _scissor_enabled; bool _texturing_enabled; bool _stencil_test_enabled; bool _multisample_alpha_one_enabled; bool _multisample_alpha_mask_enabled; bool _blend_enabled; bool _depth_test_enabled; bool _fog_enabled; bool _alpha_test_enabled; bool _polygon_offset_enabled; int _decal_level; bool _dithering_enabled; int _max_lights; int _max_clip_planes; LMatrix4f _current_projection_mat; int _projection_mat_stack_count; CPT(DisplayRegion) _actual_display_region; int _pass_number; pset _extensions; bool _supports_bgr; int _error_count; public: static GraphicsStateGuardian * make_GlGraphicsStateGuardian(const FactoryParams ¶ms); static TypeHandle get_class_type(void); static void init_type(void); virtual TypeHandle get_type(void) const; virtual TypeHandle force_init_type() {init_type(); return get_class_type();} static PStatCollector _vertices_display_list_pcollector; private: static TypeHandle _type_handle; }; #include "glGraphicsStateGuardian_src.I"