819 lines
23 KiB
C++
819 lines
23 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file renderEffects.cxx
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* @author drose
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* @date 2002-03-14
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*/
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#include "renderEffects.h"
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#include "billboardEffect.h"
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#include "decalEffect.h"
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#include "compassEffect.h"
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#include "polylightEffect.h"
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#include "showBoundsEffect.h"
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#include "config_pgraph.h"
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#include "bamReader.h"
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#include "bamWriter.h"
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#include "datagramIterator.h"
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#include "indent.h"
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#include "compareTo.h"
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#include "lightReMutexHolder.h"
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#include "lightMutexHolder.h"
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#include "thread.h"
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#include <iterator>
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LightReMutex *RenderEffects::_states_lock = nullptr;
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RenderEffects::States *RenderEffects::_states = nullptr;
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CPT(RenderEffects) RenderEffects::_empty_state;
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TypeHandle RenderEffects::_type_handle;
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/**
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* Actually, this could be a private constructor, since no one inherits from
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* RenderEffects, but gcc gives us a spurious warning if all constructors are
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* private.
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*/
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RenderEffects::
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RenderEffects() : _lock("RenderEffects") {
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if (_states == nullptr) {
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init_states();
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}
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_saved_entry = _states->end();
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_flags = 0;
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}
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/**
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* The destructor is responsible for removing the RenderEffects from the
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* global set if it is there.
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*/
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RenderEffects::
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~RenderEffects() {
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// Remove the deleted RenderEffects object from the global pool.
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LightReMutexHolder holder(*_states_lock);
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// unref() should have cleared this.
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nassertv(_saved_entry == _states->end());
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}
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/**
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* Returns true if all of the effects in this set can safely be transformed,
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* and therefore the complete set can be transformed, by calling xform().
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*/
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bool RenderEffects::
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safe_to_transform() const {
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Effects::const_iterator ai;
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for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
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const Effect &effect = (*ai);
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if (!effect._effect->safe_to_transform()) {
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return false;
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}
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}
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return true;
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}
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/**
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* Preprocesses the accumulated transform that is about to be applied to (or
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* through) this node due to a flatten operation. The returned value will be
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* used instead.
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*/
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CPT(TransformState) RenderEffects::
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prepare_flatten_transform(const TransformState *net_transform) const {
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CPT(TransformState) result = net_transform;
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Effects::const_iterator ai;
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for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
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const Effect &effect = (*ai);
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result = effect._effect->prepare_flatten_transform(result);
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}
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return result;
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}
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/**
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* Returns true if all of the effects in this set can safely be shared with a
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* sibling node that has the exact same set of effects, or false if this would
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* be bad for any of the effects.
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*/
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bool RenderEffects::
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safe_to_combine() const {
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Effects::const_iterator ai;
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for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
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const Effect &effect = (*ai);
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if (!effect._effect->safe_to_combine()) {
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return false;
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}
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}
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return true;
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}
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/**
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* Returns a new RenderEffects transformed by the indicated matrix.
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*/
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CPT(RenderEffects) RenderEffects::
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xform(const LMatrix4 &mat) const {
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if (is_empty()) {
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return this;
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}
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RenderEffects *new_state = new RenderEffects;
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std::back_insert_iterator<Effects> result =
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std::back_inserter(new_state->_effects);
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Effects::const_iterator ai;
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for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
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const Effect &effect = (*ai);
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Effect new_effect(effect);
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new_effect._effect = effect._effect->xform(mat);
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*result = new_effect;
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++result;
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}
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return return_new(new_state);
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}
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/**
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* Provides an arbitrary ordering among all unique RenderEffects, so we can
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* store the essentially different ones in a big set and throw away the rest.
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*
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* This method is not needed outside of the RenderEffects class because all
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* equivalent RenderEffects objects are guaranteed to share the same pointer;
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* thus, a pointer comparison is always sufficient.
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*/
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bool RenderEffects::
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operator < (const RenderEffects &other) const {
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// We must compare all the properties of the effects, not just the type;
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// thus, we compare them one at a time using compare_to().
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return lexicographical_compare(_effects.begin(), _effects.end(),
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other._effects.begin(), other._effects.end(),
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CompareTo<Effect>());
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}
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/**
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* Searches for an effect with the indicated type in the state, and returns
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* its index if it is found, or -1 if it is not.
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*/
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int RenderEffects::
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find_effect(TypeHandle type) const {
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Effects::const_iterator ai = _effects.find(Effect(type));
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if (ai == _effects.end()) {
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return -1;
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}
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return ai - _effects.begin();
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}
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/**
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* Returns a RenderEffects with no effects set.
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*/
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CPT(RenderEffects) RenderEffects::
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make_empty() {
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// The empty state is asked for so often, we make it a special case and
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// store a pointer forever once we find it the first time.
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if (_empty_state == nullptr) {
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RenderEffects *state = new RenderEffects;
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_empty_state = return_new(state);
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}
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return _empty_state;
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}
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/**
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* Returns a RenderEffects with one effect set.
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*/
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CPT(RenderEffects) RenderEffects::
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make(const RenderEffect *effect) {
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RenderEffects *state = new RenderEffects;
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state->_effects.reserve(1);
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state->_effects.insert(Effect(effect));
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return return_new(state);
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}
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/**
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* Returns a RenderEffects with two effects set.
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*/
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CPT(RenderEffects) RenderEffects::
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make(const RenderEffect *effect1,
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const RenderEffect *effect2) {
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RenderEffects *state = new RenderEffects;
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state->_effects.reserve(2);
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state->_effects.push_back(Effect(effect1));
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state->_effects.push_back(Effect(effect2));
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state->_effects.sort();
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return return_new(state);
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}
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/**
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* Returns a RenderEffects with three effects set.
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*/
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CPT(RenderEffects) RenderEffects::
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make(const RenderEffect *effect1,
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const RenderEffect *effect2,
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const RenderEffect *effect3) {
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RenderEffects *state = new RenderEffects;
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state->_effects.reserve(2);
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state->_effects.push_back(Effect(effect1));
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state->_effects.push_back(Effect(effect2));
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state->_effects.push_back(Effect(effect3));
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state->_effects.sort();
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return return_new(state);
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}
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/**
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* Returns a RenderEffects with four effects set.
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*/
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CPT(RenderEffects) RenderEffects::
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make(const RenderEffect *effect1,
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const RenderEffect *effect2,
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const RenderEffect *effect3,
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const RenderEffect *effect4) {
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RenderEffects *state = new RenderEffects;
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state->_effects.reserve(2);
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state->_effects.push_back(Effect(effect1));
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state->_effects.push_back(Effect(effect2));
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state->_effects.push_back(Effect(effect3));
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state->_effects.push_back(Effect(effect4));
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state->_effects.sort();
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return return_new(state);
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}
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/**
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* Returns a new RenderEffects object that represents the same as the source
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* state, with the new RenderEffect added. If there is already a RenderEffect
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* with the same type, it is replaced.
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*/
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CPT(RenderEffects) RenderEffects::
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add_effect(const RenderEffect *effect) const {
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RenderEffects *new_state = new RenderEffects;
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std::back_insert_iterator<Effects> result =
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std::back_inserter(new_state->_effects);
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Effect new_effect(effect);
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Effects::const_iterator ai = _effects.begin();
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while (ai != _effects.end() && (*ai) < new_effect) {
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*result = *ai;
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++ai;
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++result;
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}
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*result = new_effect;
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++result;
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if (ai != _effects.end() && !(new_effect < (*ai))) {
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// At this point we know: !((*ai) < new_effect) && !(new_effect < (*ai))
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// which means (*ai) == new_effect--so we should leave it out, to avoid
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// duplicating effects in the set.
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++ai;
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}
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while (ai != _effects.end()) {
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*result = *ai;
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++ai;
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++result;
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}
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return return_new(new_state);
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}
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/**
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* Returns a new RenderEffects object that represents the same as the source
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* state, with the indicated RenderEffect removed.
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*/
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CPT(RenderEffects) RenderEffects::
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remove_effect(TypeHandle type) const {
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RenderEffects *new_state = new RenderEffects;
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std::back_insert_iterator<Effects> result =
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std::back_inserter(new_state->_effects);
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Effects::const_iterator ai = _effects.begin();
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while (ai != _effects.end()) {
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if ((*ai)._type != type) {
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*result = *ai;
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++result;
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}
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++ai;
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}
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return return_new(new_state);
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}
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/**
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* Looks for a RenderEffect of the indicated type in the state, and returns it
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* if it is found, or NULL if it is not.
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*/
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const RenderEffect *RenderEffects::
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get_effect(TypeHandle type) const {
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Effects::const_iterator ai;
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ai = _effects.find(Effect(type));
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if (ai != _effects.end()) {
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return (*ai)._effect;
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}
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return nullptr;
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}
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/**
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* This method overrides ReferenceCount::unref() to check whether the
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* remaining reference count is entirely in the cache, and if so, it checks
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* for and breaks a cycle in the cache involving this object. This is
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* designed to prevent leaks from cyclical references within the cache.
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*
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* Note that this is not a virtual method, and cannot be because
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* ReferenceCount itself declares no virtual methods (it avoids the overhead
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* of a virtual function pointer). But this doesn't matter, because
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* PT(TransformState) is a template class, and will call the appropriate
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* method even though it is non-virtual.
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*/
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bool RenderEffects::
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unref() const {
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LightReMutexHolder holder(*_states_lock);
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if (ReferenceCount::unref()) {
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// The reference count is still nonzero.
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return true;
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}
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// The reference count has just reached zero. Make sure the object is
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// removed from the global object pool, before anyone else finds it and
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// tries to ref it.
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((RenderEffects *)this)->release_new();
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return false;
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}
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/**
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*
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*/
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void RenderEffects::
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output(std::ostream &out) const {
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out << "E:";
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if (_effects.empty()) {
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out << "(empty)";
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} else {
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Effects::const_iterator ai = _effects.begin();
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out << "(" << (*ai)._type;
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++ai;
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while (ai != _effects.end()) {
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out << " " << (*ai)._type;
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++ai;
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}
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out << ")";
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}
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}
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/**
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*
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*/
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void RenderEffects::
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write(std::ostream &out, int indent_level) const {
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indent(out, indent_level) << _effects.size() << " effects:\n";
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Effects::const_iterator ai;
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for (ai = _effects.begin(); ai != _effects.end(); ++ai) {
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const Effect &effect = (*ai);
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effect._effect->write(out, indent_level + 2);
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}
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}
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/**
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* Returns the total number of unique RenderEffects objects allocated in the
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* world. This will go up and down during normal operations.
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*/
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int RenderEffects::
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get_num_states() {
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if (_states == nullptr) {
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return 0;
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}
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LightReMutexHolder holder(*_states_lock);
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return _states->size();
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}
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/**
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* Lists all of the RenderEffects in the cache to the output stream, one per
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* line. This can be quite a lot of output if the cache is large, so be
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* prepared.
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*/
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void RenderEffects::
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list_states(std::ostream &out) {
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out << _states->size() << " states:\n";
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States::const_iterator si;
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for (si = _states->begin(); si != _states->end(); ++si) {
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const RenderEffects *state = (*si);
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state->write(out, 2);
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}
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}
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/**
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* Ensures that the cache is still stored in sorted order. Returns true if
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* so, false if there is a problem (which implies someone has modified one of
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* the supposedly-const RenderEffects objects).
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*/
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bool RenderEffects::
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validate_states() {
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if (_states->empty()) {
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return true;
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}
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LightReMutexHolder holder(*_states_lock);
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States::const_iterator si = _states->begin();
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States::const_iterator snext = si;
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++snext;
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while (snext != _states->end()) {
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if (!(*(*si) < *(*snext))) {
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pgraph_cat.error()
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<< "RenderEffects out of order!\n";
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(*si)->write(pgraph_cat.error(false), 2);
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(*snext)->write(pgraph_cat.error(false), 2);
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return false;
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}
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if ((*(*snext) < *(*si))) {
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pgraph_cat.error()
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<< "RenderEffects::operator < not defined properly!\n";
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pgraph_cat.error(false)
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<< "a < b: " << (*(*si) < *(*snext)) << "\n";
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pgraph_cat.error(false)
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<< "b < a: " << (*(*snext) < *(*si)) << "\n";
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(*si)->write(pgraph_cat.error(false), 2);
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(*snext)->write(pgraph_cat.error(false), 2);
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return false;
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}
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si = snext;
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++snext;
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}
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return true;
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}
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/**
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* Calls cull_callback() on all effects. You may check has_cull_callback()
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* first to see if any effects define this method to do anything useful.
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*/
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void RenderEffects::
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cull_callback(CullTraverser *trav, CullTraverserData &data,
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CPT(TransformState) &node_transform,
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CPT(RenderState) &node_state) const {
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Effects::const_iterator ei;
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for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
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(*ei)._effect->cull_callback(trav, data, node_transform, node_state);
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}
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}
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/**
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* Calls adjust_transform() on all effects. You may check
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* has_adjust_transform() first to see if any effects define this method to do
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* anything useful.
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*
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* The order in which the individual effects are applied is not defined, so if
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* more than one effect applies a change to the transform on any particular
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* node, you might get indeterminate results.
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*/
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void RenderEffects::
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adjust_transform(CPT(TransformState) &net_transform,
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CPT(TransformState) &node_transform,
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const PandaNode *node) const {
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Effects::const_iterator ei;
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for (ei = _effects.begin(); ei != _effects.end(); ++ei) {
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(*ei)._effect->adjust_transform(net_transform, node_transform, node);
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}
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}
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/**
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* Make sure the global _states map is allocated. This only has to be done
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* once. We could make this map static, but then we run into problems if
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* anyone creates a RenderEffects object at static init time; it also seems to
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* cause problems when the Panda shared library is unloaded at application
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* exit time.
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*/
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void RenderEffects::
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init_states() {
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_states = new States;
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// TODO: we should have a global Panda mutex to allow us to safely create
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// _states_lock without a startup race condition. For the meantime, this is
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// OK because we guarantee that this method is called at static init time,
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// presumably when there is still only one thread in the world.
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_states_lock = new LightReMutex("RenderEffects::_states_lock");
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nassertv(Thread::get_current_thread() == Thread::get_main_thread());
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}
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|
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/**
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* This function is used to share a common RenderEffects pointer for all
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* equivalent RenderEffects objects.
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*
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* See the similar logic in RenderEffect. The idea is to create a new
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* RenderEffects object and pass it through this function, which will share
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* the pointer with a previously-created RenderEffects object if it is
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* equivalent.
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*/
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CPT(RenderEffects) RenderEffects::
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return_new(RenderEffects *state) {
|
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nassertr(state != nullptr, state);
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|
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#ifndef NDEBUG
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if (!state_cache) {
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return state;
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}
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#endif
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|
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#ifndef NDEBUG
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if (paranoid_const) {
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nassertr(validate_states(), state);
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}
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#endif
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|
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LightReMutexHolder holder(*_states_lock);
|
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|
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// This should be a newly allocated pointer, not one that was used for
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// anything else.
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nassertr(state->_saved_entry == _states->end(), state);
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|
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// Save the state in a local PointerTo so that it will be freed at the end
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// of this function if no one else uses it.
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CPT(RenderEffects) pt_state = state;
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|
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std::pair<States::iterator, bool> result = _states->insert(state);
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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);
|
|
}
|
|
|
|
/**
|
|
* 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();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This is the private implementation of has_decal().
|
|
*/
|
|
void RenderEffects::
|
|
determine_decal() {
|
|
LightMutexHolder 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 != nullptr) {
|
|
_flags |= F_has_decal;
|
|
}
|
|
_flags |= F_checked_decal;
|
|
}
|
|
|
|
/**
|
|
* This is the private implementation of has_show_bounds().
|
|
*/
|
|
void RenderEffects::
|
|
determine_show_bounds() {
|
|
LightMutexHolder 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 != nullptr) {
|
|
_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;
|
|
}
|
|
|
|
/**
|
|
* This is the private implementation of has_cull_callback().
|
|
*/
|
|
void RenderEffects::
|
|
determine_cull_callback() {
|
|
LightMutexHolder 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* This is the private implementation of has_adjust_transform().
|
|
*/
|
|
void RenderEffects::
|
|
determine_adjust_transform() {
|
|
LightMutexHolder 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* 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)(uint16_t)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);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
size_t i = 0;
|
|
while (i < _effects.size()) {
|
|
Effect &effect = _effects[i];
|
|
|
|
effect._effect = DCAST(RenderEffect, p_list[pi++]);
|
|
if (effect._effect == nullptr) {
|
|
// Remove this bogus RenderEffect pointer (it must have been from an
|
|
// unwritable class).
|
|
_effects.erase(_effects.begin() + i);
|
|
|
|
} else {
|
|
// Keep this good pointer, and increment.
|
|
effect._type = effect._effect->get_type();
|
|
++i;
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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();
|
|
}
|
|
|
|
/**
|
|
* 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);
|
|
}
|
|
|
|
/**
|
|
* 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;
|
|
}
|
|
|
|
/**
|
|
* 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());
|
|
}
|