545 lines
22 KiB
Plaintext
545 lines
22 KiB
Plaintext
// Filename: graphicsStateGuardian.I
|
|
// Created by: drose (24Sep99)
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
//
|
|
// 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 .
|
|
//
|
|
////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::LightInfo::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE GraphicsStateGuardian::LightInfo::
|
|
LightInfo() {
|
|
_enabled = false;
|
|
_next_enabled = false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::ClipPlaneInfo::Constructor
|
|
// Access: Public
|
|
// Description:
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE GraphicsStateGuardian::ClipPlaneInfo::
|
|
ClipPlaneInfo() {
|
|
_enabled = false;
|
|
_next_enabled = false;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::release_all_textures
|
|
// Access: Public
|
|
// Description: Frees the resources for all textures associated with
|
|
// this GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE int GraphicsStateGuardian::
|
|
release_all_textures() {
|
|
return _prepared_objects->release_all_textures();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::release_all_geoms
|
|
// Access: Public
|
|
// Description: Frees the resources for all geoms associated with
|
|
// this GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE int GraphicsStateGuardian::
|
|
release_all_geoms() {
|
|
return _prepared_objects->release_all_geoms();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_active
|
|
// Access: Published
|
|
// Description: Sets the active flag associated with the
|
|
// GraphicsStateGuardian. If the GraphicsStateGuardian
|
|
// is marked inactive, nothing is rendered. This is not
|
|
// normally turned off unless there is a problem with
|
|
// the rendering detected at a low level.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
set_active(bool active) {
|
|
_active = active;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::is_active
|
|
// Access: Published
|
|
// Description: Returns the active flag associated with the
|
|
// GraphicsStateGuardian.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool GraphicsStateGuardian::
|
|
is_active() const {
|
|
return _active;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_properties
|
|
// Access: Published
|
|
// Description: Returns the frame buffer properties requested for
|
|
// this GSG. All windows created for this GSG must be
|
|
// created with the same properties.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE const FrameBufferProperties &GraphicsStateGuardian::
|
|
get_properties() const {
|
|
return _properties;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_pipe
|
|
// Access: Published
|
|
// Description: Returns the graphics pipe on which this GSG was
|
|
// created.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE GraphicsPipe *GraphicsStateGuardian::
|
|
get_pipe() const {
|
|
return _pipe;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_engine
|
|
// Access: Published
|
|
// Description: Returns the graphics engine that created this GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE GraphicsEngine *GraphicsStateGuardian::
|
|
get_engine() const {
|
|
return _engine;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_threading_model
|
|
// Access: Published
|
|
// Description: Returns the threading model that was used to create
|
|
// this GSG.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE const GraphicsThreadingModel &GraphicsStateGuardian::
|
|
get_threading_model() const {
|
|
return _threading_model;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_max_texture_stages
|
|
// Access: Published
|
|
// Description: Returns the maximum number of simultaneous textures
|
|
// that may be applied to geometry with multitexturing,
|
|
// as supported by this particular GSG. If you exceed
|
|
// this number, the lowest-priority texture stages will
|
|
// not be applied. Use TextureStage::set_priority() to
|
|
// adjust the relative importance of the different
|
|
// texture stages.
|
|
//
|
|
// The value returned may not be meaningful until after
|
|
// the graphics context has been fully created (e.g. the
|
|
// window has been opened).
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE int GraphicsStateGuardian::
|
|
get_max_texture_stages() const {
|
|
return _max_texture_stages;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_copy_texture_inverted
|
|
// Access: Published
|
|
// Description: Returns true if this particular GSG has the property
|
|
// that any framebuffer-to-texture copy results in a
|
|
// texture that is upside-down and backwards from
|
|
// Panda's usual convention; that is, it copies into a
|
|
// texture from the bottom up instead of from the top
|
|
// down.
|
|
//
|
|
// If this is true, then on offscreen GraphicsBuffer
|
|
// created for the purposes of rendering into a texture
|
|
// should be created with the invert flag set true, to
|
|
// compensate. Panda will do this automatically if you
|
|
// create an offscreen buffer using
|
|
// GraphicsOutput::make_texture_buffer().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool GraphicsStateGuardian::
|
|
get_copy_texture_inverted() const {
|
|
// If this is set from a Config variable, that overrides.
|
|
if (copy_texture_inverted.has_value()) {
|
|
return copy_texture_inverted;
|
|
}
|
|
|
|
// Otherwise, use whatever behavior the GSG figured for itself.
|
|
return _copy_texture_inverted;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_supports_generate_mipmap
|
|
// Access: Published
|
|
// Description: Returns true if this particular GSG can generate
|
|
// mipmaps for a texture automatically, or if they must
|
|
// be generated in software. If this is true, then
|
|
// mipmaps can safely be enabled for rendered textures
|
|
// (e.g. using the MultitexReducer).
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool GraphicsStateGuardian::
|
|
get_supports_generate_mipmap() const {
|
|
return _supports_generate_mipmap;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_scene
|
|
// Access: Public
|
|
// Description: Sets the SceneSetup object that indicates the initial
|
|
// camera position, etc. This must be called before
|
|
// traversal begins. Returns true if the scene is
|
|
// acceptable, false if something's wrong.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool GraphicsStateGuardian::
|
|
set_scene(SceneSetup *scene_setup) {
|
|
_scene_setup = scene_setup;
|
|
_current_lens = scene_setup->get_lens();
|
|
if (_current_lens == (Lens *)NULL) {
|
|
return false;
|
|
}
|
|
return prepare_lens();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_scene
|
|
// Access: Public
|
|
// Description: Returns the SceneSetup object.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE SceneSetup *GraphicsStateGuardian::
|
|
get_scene() const {
|
|
return _scene_setup;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::clear
|
|
// Access: Public
|
|
// Description: Clears the framebuffer within the indicated
|
|
// DisplayRegion, according to the flags indicated by
|
|
// the DisplayRegion object (inheriting from
|
|
// DrawableRegion). Note that by default, a
|
|
// DisplayRegion does not have any clear flags set, in
|
|
// which case this function will do nothing.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
clear(DisplayRegion *dr) {
|
|
DisplayRegionStack old_dr = push_display_region(dr);
|
|
prepare_display_region();
|
|
clear((DrawableRegion *)dr);
|
|
pop_display_region(old_dr);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::force_normals
|
|
// Access: Public
|
|
// Description: Temporarily forces the GSG to issue normals to the
|
|
// graphics pipe. Normally, the GSG will issue normals
|
|
// only if lighting is on.
|
|
//
|
|
// This call must be matched with exactly one call to
|
|
// undo_force_normals().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE int GraphicsStateGuardian::
|
|
force_normals() {
|
|
nassertr(_force_normals >= 0, _force_normals);
|
|
_force_normals++;
|
|
return _force_normals;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::undo_force_normals
|
|
// Access: Public
|
|
// Description: Undoes the effect of a previous call to
|
|
// force_normals().
|
|
//
|
|
// This call must be matched with one-to-one with a
|
|
// previous call to force_normals().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE int GraphicsStateGuardian::
|
|
undo_force_normals() {
|
|
_force_normals--;
|
|
nassertr(_force_normals >= 0, _force_normals);
|
|
return _force_normals;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::reset_if_new
|
|
// Access: Public
|
|
// Description: Calls reset() to initialize the GSG, but only if it
|
|
// hasn't been called yet. Returns true if the GSG was
|
|
// new, false otherwise.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE bool GraphicsStateGuardian::
|
|
reset_if_new() {
|
|
if (_needs_reset) {
|
|
reset();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::modify_state
|
|
// Access: Public
|
|
// Description: Applies the attributes indicated in the state set to
|
|
// the current state, and issues the changes to the
|
|
// graphics hardware.
|
|
//
|
|
// Any transitions not mentioned are left unchanged.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
modify_state(const RenderState *state) {
|
|
if (!state->is_empty()) {
|
|
#ifndef NDEBUG
|
|
if (gsg_cat.is_spam()) {
|
|
gsg_cat.spam() << "Modifying GSG state with:\n";
|
|
state->write(gsg_cat.spam(false), 2);
|
|
}
|
|
#endif
|
|
_state_pcollector.add_level(1);
|
|
_state = _state->issue_delta_modify(state, this);
|
|
finish_modify_state();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_state
|
|
// Access: Public
|
|
// Description: Applies the attributes indicated in the state set to
|
|
// the current state, and issues the changes to the
|
|
// graphics hardware.
|
|
//
|
|
// The state is taken to be a complete description of
|
|
// what the graphics state should be; any transitions
|
|
// not mentioned are implicitly reset to their initial
|
|
// values.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
set_state(const RenderState *state) {
|
|
if (state != _state) {
|
|
#ifndef NDEBUG
|
|
if (gsg_cat.is_spam()) {
|
|
gsg_cat.spam() << "Setting GSG state to:\n";
|
|
state->write(gsg_cat.spam(false), 2);
|
|
}
|
|
#endif
|
|
_state_pcollector.add_level(1);
|
|
_state = _state->issue_delta_set(state, this);
|
|
finish_modify_state();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_transform
|
|
// Access: Public
|
|
// Description: Sets the world transform that will be applied to
|
|
// subsequent geometry. This is normally called only
|
|
// during the draw process, immediately before issuing
|
|
// geometry commands.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
set_transform(const TransformState *transform) {
|
|
if (transform != _transform) {
|
|
_state_pcollector.add_level(1);
|
|
_transform = transform;
|
|
issue_transform(transform);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_current_display_region
|
|
// Access: Public
|
|
// Description: Returns the current display region being rendered to,
|
|
// as set by the last call to push_display_region() (or
|
|
// restored by pop_display_region()). This display
|
|
// region will be made active (if it is not already) by
|
|
// a call to prepare_display_region().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE const DisplayRegion *GraphicsStateGuardian::
|
|
get_current_display_region(void) const {
|
|
return _current_display_region;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_current_lens
|
|
// Access: Public
|
|
// Description: Returns the current lens being used to render,
|
|
// according to the scene specified via the last call to
|
|
// set_scene().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE const Lens *GraphicsStateGuardian::
|
|
get_current_lens() const {
|
|
return _current_lens;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::push_display_region
|
|
// Access: Public
|
|
// Description: Saves the current display region information and sets
|
|
// up a new display region for rendering. The return
|
|
// value from this function must eventually be passed to
|
|
// a matching pop_display_region() call.
|
|
//
|
|
// The new display region will not actually be made
|
|
// active for rendering until the next call to
|
|
// prepare_display_region(). This is a state-changing
|
|
// optimization.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE DisplayRegionStack GraphicsStateGuardian::
|
|
push_display_region(const DisplayRegion *dr) {
|
|
DisplayRegionStack old;
|
|
old._display_region = _current_display_region;
|
|
old._stack_level = _display_region_stack_level;
|
|
_display_region_stack_level++;
|
|
_current_display_region = dr;
|
|
return old;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::pop_display_region
|
|
// Access: Public
|
|
// Description: Restores the display region previously in effect,
|
|
// before the matching call to push_display_region().
|
|
//
|
|
// The newly-restored display region will not actually
|
|
// be made active for rendering until the next call to
|
|
// prepare_display_region(). This is a state-changing
|
|
// optimization.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
pop_display_region(DisplayRegionStack &node) {
|
|
nassertv(_display_region_stack_level > 0);
|
|
_display_region_stack_level--;
|
|
nassertv(node._stack_level == _display_region_stack_level);
|
|
_current_display_region = node._display_region;
|
|
node._stack_level = -1;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::push_frame_buffer
|
|
// Access: Public
|
|
// Description: Saves the contents of the frame buffer (within the
|
|
// indicated display region only) so that rendering may
|
|
// be performed (for instance, to render a partial in a
|
|
// multipass algorithm) and the frame buffer later
|
|
// restored via a matching call to pop_frame_buffer().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE FrameBufferStack GraphicsStateGuardian::
|
|
push_frame_buffer(const RenderBuffer &buffer,
|
|
const DisplayRegion *dr) {
|
|
FrameBufferStack old;
|
|
old._frame_buffer = save_frame_buffer(buffer, dr);
|
|
old._stack_level = _frame_buffer_stack_level;
|
|
_frame_buffer_stack_level++;
|
|
return old;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::pop_frame_buffer
|
|
// Access: Public
|
|
// Description: Restores the contents of the frame buffer as saved by
|
|
// a previous call to push_frame_buffer().
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
pop_frame_buffer(FrameBufferStack &node) {
|
|
nassertv(_frame_buffer_stack_level > 0);
|
|
_frame_buffer_stack_level--;
|
|
nassertv(node._stack_level == _frame_buffer_stack_level);
|
|
restore_frame_buffer(node._frame_buffer);
|
|
node._stack_level = -1;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_coordinate_system
|
|
// Access: Public
|
|
// Description: Returns the coordinate system in effect on this
|
|
// particular gsg. Normally, this will be the default
|
|
// coordinate system, but it might be set differently at
|
|
// runtime.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE CoordinateSystem GraphicsStateGuardian::
|
|
get_coordinate_system() const {
|
|
return _coordinate_system;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_internal_coordinate_system
|
|
// Access: Public
|
|
// Description: Returns the coordinate system used internally by the
|
|
// GSG, if any one particular coordinate system is used.
|
|
// The default, CS_default, indicates that the GSG can
|
|
// use any coordinate system.
|
|
//
|
|
// If this returns other than CS_default, the
|
|
// GraphicsEngine will automatically convert all
|
|
// transforms into the indicated coordinate system.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE CoordinateSystem GraphicsStateGuardian::
|
|
get_internal_coordinate_system() const {
|
|
return _coordinate_system;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_cs_transform
|
|
// Access: Public
|
|
// Description: Returns a transform that converts from the GSG's
|
|
// external coordinate system (as returned by
|
|
// get_coordinate_system()) to its internal coordinate
|
|
// system (as returned by
|
|
// get_internal_coordinate_system()). This is used for
|
|
// rendering.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE const TransformState *GraphicsStateGuardian::
|
|
get_cs_transform() const {
|
|
return _cs_transform;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_light
|
|
// Access: Protected
|
|
// Description: Returns the Light object that is bound to the
|
|
// indicated id, or empty NodePath if no Light is bound.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE NodePath GraphicsStateGuardian::
|
|
get_light(int light_id) const {
|
|
nassertr(light_id >= 0 && light_id < (int)_light_info.size(), NodePath::fail());
|
|
return _light_info[light_id]._light;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::get_clip_plane
|
|
// Access: Protected
|
|
// Description: Returns the PlaneNode object that is bound to the
|
|
// indicated id, or NULL if no PlaneNode is bound.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE PlaneNode *GraphicsStateGuardian::
|
|
get_clip_plane(int plane_id) const {
|
|
nassertr(plane_id >= 0 && plane_id < (int)_clip_plane_info.size(), (PlaneNode *)NULL);
|
|
return _clip_plane_info[plane_id]._plane;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////
|
|
// Function: GraphicsStateGuardian::set_properties
|
|
// Access: Protected
|
|
// Description: Changes the frame buffer properties structure
|
|
// representing this GSG's capabilities. Normally, this
|
|
// should only be called by a derived class wishing to
|
|
// indicate that the originally-requested capabilities
|
|
// could not be granted.
|
|
////////////////////////////////////////////////////////////////////
|
|
INLINE void GraphicsStateGuardian::
|
|
set_properties(const FrameBufferProperties &properties) {
|
|
_properties = properties;
|
|
}
|