open_toontown_panda3d/panda/src/pgraph/textureAttrib.cxx

995 lines
34 KiB
C++

// Filename: textureAttrib.cxx
// Created by: drose (21Feb02)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "textureAttrib.h"
#include "graphicsStateGuardianBase.h"
#include "internalName.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "dcast.h"
#include "textureStagePool.h"
CPT(RenderAttrib) TextureAttrib::_empty_attrib;
CPT(RenderAttrib) TextureAttrib::_all_off_attrib;
TypeHandle TextureAttrib::_type_handle;
int TextureAttrib::_attrib_slot;
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make
// Access: Published, Static
// Description: Constructs a new TextureAttrib object suitable for
// rendering the indicated texture onto geometry, using
// the default TextureStage.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
make(Texture *texture) {
return DCAST(TextureAttrib, make())->add_on_stage(TextureStage::get_default(), texture);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make_off
// Access: Published, Static
// Description: Constructs a new TextureAttrib object suitable for
// rendering untextured geometry.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
make_off() {
return make_all_off();
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make
// Access: Published, Static
// Description: Constructs a new TextureAttrib object that does
// nothing.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
make() {
// We make it a special case and store a pointer to the empty attrib
// forever once we find it the first time, as an optimization.
if (_empty_attrib == (RenderAttrib *)NULL) {
_empty_attrib = return_new(new TextureAttrib);
}
return _empty_attrib;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make_all_off
// Access: Published, Static
// Description: Constructs a new TextureAttrib object that turns off
// all stages (and hence disables texturing).
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
make_all_off() {
// We make it a special case and store a pointer to the off attrib
// forever once we find it the first time, as an optimization.
if (_all_off_attrib == (RenderAttrib *)NULL) {
TextureAttrib *attrib = new TextureAttrib;
attrib->_off_all_stages = true;
_all_off_attrib = return_new(attrib);
}
return _all_off_attrib;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make_default
// Access: Published, Static
// Description: Returns a RenderAttrib that corresponds to whatever
// the standard default properties for render attributes
// of this type ought to be.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
make_default() {
return make();
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::find_on_stage
// Access: Published
// Description: Returns the index number of the indicated
// TextureStage within the list of on_stages, or -1 if
// the indicated stage is not listed.
////////////////////////////////////////////////////////////////////
int TextureAttrib::
find_on_stage(const TextureStage *stage) const {
Stages::const_iterator si = _on_stages.find(StageNode(stage));
if (si != _on_stages.end()) {
return (int)(si - _on_stages.begin());
}
return -1;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::add_on_stage
// Access: Published
// Description: Returns a new TextureAttrib, just like this one, but
// with the indicated stage added to the list of stages
// turned on by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
add_on_stage(TextureStage *stage, Texture *tex, int override) const {
TextureAttrib *attrib = new TextureAttrib(*this);
Stages::iterator si = attrib->_on_stages.insert(StageNode(stage)).first;
(*si)._override = override;
(*si)._texture = tex;
(*si)._implicit_sort = attrib->_next_implicit_sort;
++(attrib->_next_implicit_sort);
// We now need to re-sort the attrib list.
attrib->_sort_seq = UpdateSeq::old();
attrib->_filtered_seq = UpdateSeq::old();
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::remove_on_stage
// Access: Published
// Description: Returns a new TextureAttrib, just like this one, but
// with the indicated stage removed from the list of
// stages turned on by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
remove_on_stage(TextureStage *stage) const {
TextureAttrib *attrib = new TextureAttrib(*this);
Stages::iterator si = attrib->_on_stages.find(StageNode(stage));
if (si != attrib->_on_stages.end()) {
attrib->_on_stages.erase(si);
attrib->_sort_seq = UpdateSeq::old();
attrib->_filtered_seq = UpdateSeq::old();
}
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::add_off_stage
// Access: Published
// Description: Returns a new TextureAttrib, just like this one, but
// with the indicated stage added to the list of stages
// turned off by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
add_off_stage(TextureStage *stage, int override) const {
TextureAttrib *attrib = new TextureAttrib(*this);
if (!_off_all_stages) {
StageNode sn(stage);
Stages::iterator sfi = attrib->_off_stages.insert(sn).first;
(*sfi)._override = override;
// Also ensure it is removed from the on_stages list.
Stages::iterator si = attrib->_on_stages.find(sn);
if (si != attrib->_on_stages.end()) {
attrib->_on_stages.erase(si);
attrib->_sort_seq = UpdateSeq::old();
attrib->_filtered_seq = UpdateSeq::old();
}
}
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::remove_off_stage
// Access: Published
// Description: Returns a new TextureAttrib, just like this one, but
// with the indicated stage removed from the list of
// stages turned off by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
remove_off_stage(TextureStage *stage) const {
TextureAttrib *attrib = new TextureAttrib(*this);
attrib->_off_stages.erase(StageNode(stage));
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::unify_texture_stages
// Access: Published
// Description: Returns a new TextureAttrib, just like this one, but
// with any included TextureAttribs that happen to have
// the same name as the given object replaced with the
// object.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
unify_texture_stages(TextureStage *stage) const {
PT(TextureAttrib) attrib = new TextureAttrib;
attrib->_off_all_stages = _off_all_stages;
bool any_changed = false;
Stages::const_iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
TextureStage *this_stage = (*si)._stage;
if (this_stage->get_name() == stage->get_name()) {
this_stage = stage;
any_changed = true;
}
Stages::iterator osi = attrib->_on_stages.insert(StageNode(this_stage)).first;
(*osi)._texture = (*si)._texture;
(*osi)._ff_tc_index = (*si)._ff_tc_index;
(*osi)._implicit_sort = (*si)._implicit_sort;
(*osi)._override = (*si)._override;
}
attrib->_next_implicit_sort = _next_implicit_sort;
Stages::const_iterator fsi;
for (fsi = _off_stages.begin(); fsi != _off_stages.end(); ++fsi) {
TextureStage *this_stage = (*fsi)._stage;
if (this_stage != stage &&
this_stage->get_name() == stage->get_name()) {
this_stage = stage;
any_changed = true;
}
attrib->_off_stages.insert(StageNode(this_stage));
}
if (!any_changed) {
return this;
}
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::filter_to_max
// Access: Public
// Description: Returns a new TextureAttrib, very much like this one,
// but with the number of on_stages reduced to be no
// more than max_texture_stages. The number of
// off_stages in the new TextureAttrib is undefined.
////////////////////////////////////////////////////////////////////
CPT(TextureAttrib) TextureAttrib::
filter_to_max(int max_texture_stages) const {
if ((int)_on_stages.size() <= max_texture_stages) {
// Trivial case: this TextureAttrib qualifies.
return this;
}
if (_filtered_seq != TextureStage::get_sort_seq()) {
((TextureAttrib *)this)->_filtered.clear();
((TextureAttrib *)this)->_filtered_seq = TextureStage::get_sort_seq();
}
Filtered::const_iterator fi;
fi = _filtered.find(max_texture_stages);
if (fi != _filtered.end()) {
// Easy case: we have already computed this for this particular
// TextureAttrib.
return (*fi).second;
}
// Harder case: we have to compute it now. We must choose the n
// stages with the highest priority in our list of stages. In the
// case of equal priority, we prefer the stage with the lower sort.
check_sorted();
RenderStages priority_stages = _render_stages;
// This sort function uses the STL function object defined above.
sort(priority_stages.begin(), priority_stages.end(),
CompareTextureStagePriorities());
// Now lop off all of the stages after the first max_texture_stages.
priority_stages.erase(priority_stages.begin() + max_texture_stages,
priority_stages.end());
// And create a new attrib reflecting these stages.
PT(TextureAttrib) attrib = new TextureAttrib;
RenderStages::const_iterator ri;
for (ri = priority_stages.begin(); ri != priority_stages.end(); ++ri) {
attrib->_on_stages.insert(*(*ri));
}
attrib->_next_implicit_sort = _next_implicit_sort;
CPT(RenderAttrib) new_attrib = return_new(attrib);
// Finally, record this newly-created attrib in the map for next
// time.
// TODO: if new_attrib == this, have we just created a circular
// reference count? Whoops! Fix this!
CPT(TextureAttrib) tex_attrib = (const TextureAttrib *)new_attrib.p();
((TextureAttrib *)this)->_filtered[max_texture_stages] = tex_attrib;
return tex_attrib;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::lower_attrib_can_override
// Access: Public, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to specify how two consecutive RenderAttrib
// objects of the same type interact.
//
// This should return false if a RenderAttrib on a
// higher node will compose into a RenderAttrib on a
// lower node that has a higher override value, or false
// if the lower RenderAttrib will completely replace the
// state.
//
// The default behavior is false: normally, a
// RenderAttrib in the graph cannot completely override
// a RenderAttrib above it, regardless of its override
// value--instead, the two attribs are composed. But
// for some kinds of RenderAttribs, it is useful to
// allow this kind of override.
//
// This method only handles the one special case of a
// lower RenderAttrib with a higher override value. If
// the higher RenderAttrib has a higher override value,
// it always completely overrides. And if both
// RenderAttribs have the same override value, they are
// always composed.
////////////////////////////////////////////////////////////////////
bool TextureAttrib::
lower_attrib_can_override() const {
// A TextureAttrib doesn't compose through an override. Normally,
// there won't be a scene-graph override on a TextureAttrib anyway,
// since the NodePath::set_texture() override is applied to the
// per-TextureStage override value. But there might be a
// scene-graph override if NodePath::adjust_all_priorities() is
// used, and in this case, we'd like for it to stick.
return true;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void TextureAttrib::
output(ostream &out) const {
check_sorted();
out << get_type() << ":";
if (_off_stages.empty()) {
if (_on_stages.empty()) {
if (_off_all_stages) {
out << "all off";
} else {
out << "identity";
}
} else {
if (_off_all_stages) {
out << "set";
} else {
out << "on";
}
}
} else {
out << "off";
Stages::const_iterator fi;
for (fi = _off_stages.begin(); fi != _off_stages.end(); ++fi) {
TextureStage *stage = (*fi)._stage;
out << " " << stage->get_name();
if ((*fi)._override != 0) {
out << "^" << (*fi)._override;
}
}
if (!_on_stages.empty()) {
out << " on";
}
}
RenderStages::const_iterator ri;
for (ri = _render_stages.begin(); ri != _render_stages.end(); ++ri) {
const StageNode &sn = *(*ri);
TextureStage *stage = sn._stage;
Texture *tex = sn._texture;
if (tex != NULL) {
out << " " << stage->get_name() << ":" << tex->get_name();
} else {
out << " " << stage->get_name();
}
if (sn._override != 0) {
out << "^" << sn._override;
}
}
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::has_cull_callback
// Access: Public, Virtual
// Description: Should be overridden by derived classes to return
// true if cull_callback() has been defined. Otherwise,
// returns false to indicate cull_callback() does not
// need to be called for this node during the cull
// traversal.
////////////////////////////////////////////////////////////////////
bool TextureAttrib::
has_cull_callback() const {
Stages::const_iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
Texture *texture = (*si)._texture;
if (texture->has_cull_callback()) {
return true;
}
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::cull_callback
// Access: Public, Virtual
// Description: If has_cull_callback() returns true, this function
// will be called during the cull traversal to perform
// any additional operations that should be performed at
// cull time.
//
// This is called each time the RenderAttrib is
// discovered applied to a Geom in the traversal. It
// should return true if the Geom is visible, false if
// it should be omitted.
////////////////////////////////////////////////////////////////////
bool TextureAttrib::
cull_callback(CullTraverser *trav, const CullTraverserData &data) const {
Stages::const_iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
Texture *texture = (*si)._texture;
if (!texture->cull_callback(trav, data)) {
return false;
}
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::compare_to_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived TextureAttrib
// types to return a unique number indicating whether
// this TextureAttrib is equivalent to the other one.
//
// This should return 0 if the two TextureAttrib objects
// are equivalent, a number less than zero if this one
// should be sorted before the other one, and a number
// greater than zero otherwise.
//
// This will only be called with two TextureAttrib
// objects whose get_type() functions return the same.
////////////////////////////////////////////////////////////////////
int TextureAttrib::
compare_to_impl(const RenderAttrib *other) const {
const TextureAttrib *ta;
DCAST_INTO_R(ta, other, 0);
if (_off_all_stages != ta->_off_all_stages) {
return (int)_off_all_stages - (int)ta->_off_all_stages;
}
Stages::const_iterator si = _on_stages.begin();
Stages::const_iterator osi = ta->_on_stages.begin();
while (si != _on_stages.end() && osi != ta->_on_stages.end()) {
TextureStage *stage = (*si)._stage;
TextureStage *other_stage = (*osi)._stage;
if (stage != other_stage) {
return stage < other_stage ? -1 : 1;
}
Texture *texture = (*si)._texture;
Texture *other_texture = (*osi)._texture;
if (texture != other_texture) {
return texture < other_texture ? -1 : 1;
}
int implicit_sort = (*si)._implicit_sort;
int other_implicit_sort = (*osi)._implicit_sort;
if (implicit_sort != other_implicit_sort) {
return implicit_sort < other_implicit_sort ? -1 : 1;
}
int override = (*si)._override;
int other_override = (*osi)._override;
if (override != other_override) {
return override < other_override ? -1 : 1;
}
++si;
++osi;
}
if (si != _on_stages.end()) {
return 1;
}
if (osi != ta->_on_stages.end()) {
return -1;
}
// Finally, ensure that the set of off stages is the same.
Stages::const_iterator fi = _off_stages.begin();
Stages::const_iterator ofi = ta->_off_stages.begin();
while (fi != _off_stages.end() && ofi != ta->_off_stages.end()) {
TextureStage *stage = (*fi)._stage;
TextureStage *other_stage = (*ofi)._stage;
if (stage != other_stage) {
return stage < other_stage ? -1 : 1;
}
int override = (*fi)._override;
int other_override = (*ofi)._override;
if (override != other_override) {
return override < other_override ? -1 : 1;
}
++fi;
++ofi;
}
if (fi != _off_stages.end()) {
return 1;
}
if (ofi != ta->_off_stages.end()) {
return -1;
}
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::get_hash_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to return a unique hash for these particular
// properties. RenderAttribs that compare the same with
// compare_to_impl(), above, should return the same
// hash; RenderAttribs that compare differently should
// return a different hash.
////////////////////////////////////////////////////////////////////
size_t TextureAttrib::
get_hash_impl() const {
check_sorted();
size_t hash = 0;
Stages::const_iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
const StageNode &sn = (*si);
hash = pointer_hash::add_hash(hash, sn._stage);
hash = pointer_hash::add_hash(hash, sn._texture);
hash = int_hash::add_hash(hash, (int)sn._implicit_sort);
hash = int_hash::add_hash(hash, sn._override);
}
// This bool value goes here, between the two lists, to
// differentiate between the two.
hash = int_hash::add_hash(hash, (int)_off_all_stages);
for (si = _off_stages.begin(); si != _off_stages.end(); ++si) {
const StageNode &sn = (*si);
hash = pointer_hash::add_hash(hash, sn._stage);
hash = int_hash::add_hash(hash, sn._override);
}
return hash;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::compose_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to specify how two consecutive RenderAttrib
// objects of the same type interact.
//
// This should return the result of applying the other
// RenderAttrib to a node in the scene graph below this
// RenderAttrib, which was already applied. In most
// cases, the result is the same as the other
// RenderAttrib (that is, a subsequent RenderAttrib
// completely replaces the preceding one). On the other
// hand, some kinds of RenderAttrib (for instance,
// ColorTransformAttrib) might combine in meaningful
// ways.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
compose_impl(const RenderAttrib *other) const {
const TextureAttrib *ta;
DCAST_INTO_R(ta, other, 0);
if (ta->_off_all_stages) {
// If the other type turns off all stages, it doesn't matter what
// we are.
return ta;
}
// This is a three-way merge between ai, bi, and ci, except that bi
// and ci should have no intersection and therefore needn't be
// compared to each other.
Stages::const_iterator ai = _on_stages.begin();
Stages::const_iterator bi = ta->_on_stages.begin();
Stages::const_iterator ci = ta->_off_stages.begin();
// Create a new TextureAttrib that will hold the result.
TextureAttrib *attrib = new TextureAttrib;
while (ai != _on_stages.end() &&
bi != ta->_on_stages.end() &&
ci != ta->_off_stages.end()) {
if ((*ai)._stage < (*bi)._stage) {
if ((*ai)._stage < (*ci)._stage) {
// Here is a stage that we have in the original, which is not
// present in the secondary.
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
++ai;
} else if ((*ci)._stage < (*ai)._stage) {
// Here is a stage that is turned off in the secondary, but
// was not present in the original.
++ci;
} else { // (*ci)._stage == (*ai)._stage
// Here is a stage that is turned off in the secondary, and
// was present in the original.
if ((*ai)._override > (*ci)._override) {
// But never mind, keep it anyway.
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
}
++ai;
++ci;
}
} else if ((*bi)._stage < (*ai)._stage) {
// Here is a new stage we have in the secondary, that was not
// present in the original.
attrib->_on_stages.insert(attrib->_on_stages.end(), *bi);
++bi;
} else { // (*bi)._stage == (*ai)._stage
// Here is a stage we have in both.
if ((*ai)._override > (*bi)._override) {
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
} else {
attrib->_on_stages.insert(attrib->_on_stages.end(), *bi);
}
++ai;
++bi;
}
}
while (ai != _on_stages.end() && bi != ta->_on_stages.end()) {
if ((*ai)._stage < (*bi)._stage) {
// Here is a stage that we have in the original, which is not
// present in the secondary.
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
++ai;
} else if ((*bi)._stage < (*ai)._stage) {
// Here is a new stage we have in the secondary, that was not
// present in the original.
attrib->_on_stages.insert(attrib->_on_stages.end(), *bi);
++bi;
} else {
// Here is a stage we have in both.
if ((*ai)._override > (*bi)._override) {
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
} else {
attrib->_on_stages.insert(attrib->_on_stages.end(), *bi);
}
++ai;
++bi;
}
}
while (ai != _on_stages.end() && ci != ta->_off_stages.end()) {
if ((*ai)._stage < (*ci)._stage) {
// Here is a stage that we have in the original, which is not
// present in the secondary.
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
++ai;
} else if ((*ci)._stage < (*ai)._stage) {
// Here is a stage that is turned off in the secondary, but
// was not present in the original.
++ci;
} else { // (*ci)._stage == (*ai)._stage
// Here is a stage that is turned off in the secondary, and
// was present in the original.
if ((*ai)._override > (*ci)._override) {
// But never mind, keep it anyway.
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
}
++ai;
++ci;
}
}
while (ai != _on_stages.end()) {
attrib->_on_stages.insert(attrib->_on_stages.end(), *ai);
++ai;
}
while (bi != ta->_on_stages.end()) {
attrib->_on_stages.insert(attrib->_on_stages.end(), *bi);
++bi;
}
attrib->_next_implicit_sort = _next_implicit_sort + ta->_next_implicit_sort;
attrib->_sort_seq = UpdateSeq::old();
attrib->_filtered_seq = UpdateSeq::old();
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::invert_compose_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to specify how two consecutive RenderAttrib
// objects of the same type interact.
//
// See invert_compose() and compose_impl().
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
invert_compose_impl(const RenderAttrib *other) const {
// I think in this case the other attrib always wins. Maybe this
// needs a bit more thought. It's hard to imagine that it's even
// important to compute this properly.
return other;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::get_auto_shader_attrib_impl
// Access: Protected, Virtual
// Description:
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) TextureAttrib::
get_auto_shader_attrib_impl(const RenderState *state) const {
return this;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// TextureAttrib.
////////////////////////////////////////////////////////////////////
void TextureAttrib::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void TextureAttrib::
write_datagram(BamWriter *manager, Datagram &dg) {
RenderAttrib::write_datagram(manager, dg);
// Write the off_stages information
dg.add_bool(_off_all_stages);
dg.add_uint16(get_num_off_stages());
Stages::const_iterator fi;
for (fi = _off_stages.begin(); fi != _off_stages.end(); ++fi) {
TextureStage *stage = (*fi)._stage;
manager->write_pointer(dg, stage);
}
// Write the on_stages information
dg.add_uint16(get_num_on_stages());
Stages::const_iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
TextureStage *stage = (*si)._stage;
Texture *tex = (*si)._texture;
nassertv(tex != (Texture *)NULL);
manager->write_pointer(dg, stage);
manager->write_pointer(dg, tex);
dg.add_uint16((*si)._implicit_sort);
dg.add_int32((*si)._override);
}
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::complete_pointers
// Access: Public, Virtual
// Description: Receives an array of pointers, one for each time
// manager->read_pointer() was called in fillin().
// Returns the number of pointers processed.
////////////////////////////////////////////////////////////////////
int TextureAttrib::
complete_pointers(TypedWritable **p_list, BamReader *manager) {
int pi = RenderAttrib::complete_pointers(p_list, manager);
Stages::iterator ci;
for (ci = _off_stages.begin(); ci != _off_stages.end(); ++ci) {
TextureStage *ts = DCAST(TextureStage, p_list[pi++]);
*ci = StageNode(ts);
}
size_t sni = 0;
while (sni < _on_stages.size()) {
// Filter the TextureStage through the TextureStagePool.
PT(TextureStage) ts = DCAST(TextureStage, p_list[pi++]);
ts = TextureStagePool::get_stage(ts);
// The Texture pointer filters itself through the TexturePool, so
// we don't have to do anything special here.
Texture *tex = DCAST(Texture, p_list[pi++]);
if (tex != (Texture *)NULL) {
StageNode &sn = _on_stages[sni];
sn._stage = ts;
sn._texture = tex;
++sni;
} else {
// If we couldn't load a texture pointer, turn off that
// particular texture stage.
_off_stages.push_back(StageNode(ts));
_on_stages.erase(_on_stages.begin() + sni);
}
}
_on_stages.sort();
_sort_seq = UpdateSeq::old();
_filtered_seq = UpdateSeq::old();
return pi;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type TextureAttrib is encountered
// in the Bam file. It should create the TextureAttrib
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *TextureAttrib::
make_from_bam(const FactoryParams &params) {
TextureAttrib *attrib = new TextureAttrib;
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
attrib->fillin(scan, manager);
return attrib;
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new TextureAttrib.
////////////////////////////////////////////////////////////////////
void TextureAttrib::
fillin(DatagramIterator &scan, BamReader *manager) {
RenderAttrib::fillin(scan, manager);
// read the _off_stages data.
_off_all_stages = scan.get_bool();
int num_off_stages = scan.get_uint16();
// Push back a NULL pointer for each off TextureStage for now, until
// we get the actual list of pointers later in complete_pointers().
int i;
_off_stages.reserve(num_off_stages);
for (i = 0; i < num_off_stages; i++) {
manager->read_pointer(scan);
_off_stages.push_back(StageNode(NULL));
}
// Read the _on_stages data.
int num_on_stages = scan.get_uint16();
// Push back a NULL pointer for each off TextureStage and Texture
// for now, until we get the actual list of pointers later in
// complete_pointers().
_on_stages.reserve(num_on_stages);
_next_implicit_sort = 0;
for (i = 0; i < num_on_stages; i++) {
manager->read_pointer(scan);
manager->read_pointer(scan);
unsigned int implicit_sort;
if (manager->get_file_minor_ver() >= 15) {
implicit_sort = scan.get_uint16();
} else {
implicit_sort = (unsigned int)i;
}
int override = 0;
if (manager->get_file_minor_ver() >= 23) {
override = scan.get_int32();
}
_next_implicit_sort = max(_next_implicit_sort, implicit_sort + 1);
_on_stages.push_back(StageNode(NULL, _next_implicit_sort, override));
++_next_implicit_sort;
}
}
////////////////////////////////////////////////////////////////////
// Function: TextureAttrib::sort_on_stages
// Access: Private
// Description: Sorts the list of stages so that they are listed in
// render order. Also clears the _filtered map and
// recalculates the list of fixed-function stages.
////////////////////////////////////////////////////////////////////
void TextureAttrib::
sort_on_stages() {
typedef pmap<const InternalName *, int> UsedTexcoordIndex;
UsedTexcoordIndex used_texcoord_index;
_render_stages.clear();
_render_ff_stages.clear();
Stages::iterator si;
for (si = _on_stages.begin(); si != _on_stages.end(); ++si) {
StageNode &sn = (*si);
TextureStage *stage = sn._stage;
nassertv(stage != NULL);
if (stage->is_fixed_function()) {
const InternalName *name = stage->get_texcoord_name();
// This pair of lines will get the next consecutive texcoord index
// number if this is the first time we have referenced this
// particular texcoord name; otherwise, it will return the same
// index number it returned before.
UsedTexcoordIndex::iterator ti = used_texcoord_index.insert(UsedTexcoordIndex::value_type(name, (int)used_texcoord_index.size())).first;
(*si)._ff_tc_index = (*ti).second;
_render_ff_stages.push_back(&sn);
} else {
(*si)._ff_tc_index = -1;
}
_render_stages.push_back(&sn);
}
sort(_render_stages.begin(), _render_stages.end(), CompareTextureStageSort());
sort(_render_ff_stages.begin(), _render_ff_stages.end(), CompareTextureStageSort());
// We'd like to clear the _filtered map, in case the TextureStage
// priority values have changed as well, but we can't do that here:
// it's too dangerous. Clearing _filtered might cause
// TextureAttribs to be deleted, and hence removed from the map that
// we might be in the middle of traversing!
_sort_seq = TextureStage::get_sort_seq();
}