open_toontown_panda3d/panda/src/display/graphicsStateGuardian.I

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// 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;
}