open_toontown_panda3d/panda/src/pgraph/cullableObject.cxx

658 lines
25 KiB
C++

// Filename: cullableObject.cxx
// Created by: drose (04Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 "cullableObject.h"
#include "lightAttrib.h"
#include "nodePath.h"
#include "colorAttrib.h"
#include "texGenAttrib.h"
#include "textureAttrib.h"
#include "shaderAttrib.h"
#include "renderState.h"
#include "clockObject.h"
#include "cullTraverser.h"
#include "sceneSetup.h"
#include "lens.h"
#include "stateMunger.h"
#include "pStatTimer.h"
#include "geomVertexWriter.h"
#include "geomVertexReader.h"
#include "geomTriangles.h"
#include "light.h"
#include "lightMutexHolder.h"
CullableObject::FormatMap CullableObject::_format_map;
LightMutex CullableObject::_format_lock;
PStatCollector CullableObject::_munge_geom_pcollector("*:Munge:Geom");
PStatCollector CullableObject::_munge_sprites_pcollector("*:Munge:Sprites");
PStatCollector CullableObject::_munge_sprites_verts_pcollector("*:Munge:Sprites:Verts");
PStatCollector CullableObject::_munge_sprites_prims_pcollector("*:Munge:Sprites:Prims");
PStatCollector CullableObject::_sw_sprites_pcollector("SW Sprites");
TypeHandle CullableObject::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: CullableObject::munge_geom
// Access: Public
// Description: Uses the indicated GeomMunger to transform the geom
// and/or its vertices.
//
// If force is false, this may do nothing and return
// false if the vertex data is nonresident. If force is
// true, this will always return true, but it may have
// to block while the vertex data is paged in.
////////////////////////////////////////////////////////////////////
bool CullableObject::
munge_geom(GraphicsStateGuardianBase *gsg,
GeomMunger *munger, const CullTraverser *traverser,
bool force) {
nassertr(munger != (GeomMunger *)NULL, false);
Thread *current_thread = traverser->get_current_thread();
PStatTimer timer(_munge_geom_pcollector, current_thread);
if (_geom != (Geom *)NULL) {
_munger = munger;
int geom_rendering;
{
GeomPipelineReader geom_reader(_geom, current_thread);
_munged_data = geom_reader.get_vertex_data();
#ifdef _DEBUG
{
GeomVertexDataPipelineReader data_reader(_munged_data, current_thread);
data_reader.check_array_readers();
nassertr(geom_reader.check_valid(&data_reader), false);
}
#endif // _DEBUG
geom_rendering = geom_reader.get_geom_rendering();
geom_rendering = _state->get_geom_rendering(geom_rendering);
geom_rendering = _internal_transform->get_geom_rendering(geom_rendering);
if (geom_rendering & Geom::GR_point_bits) {
if (geom_reader.get_primitive_type() != Geom::PT_points) {
if (singular_points) {
// Isolate the points so there's no unneeded overlap.
_geom = _geom->make_points();
}
}
}
}
GraphicsStateGuardianBase *gsg = traverser->get_gsg();
int gsg_bits = gsg->get_supported_geom_rendering();
if (!hardware_point_sprites) {
// If support for hardware point sprites or perspective-scaled
// points is disabled, we don't allow the GSG to tell us it
// supports them.
gsg_bits &= ~(Geom::GR_point_perspective | Geom::GR_point_sprite);
}
if (!hardware_points) {
// If hardware-points is off, we don't allow any kind of point
// rendering, except plain old one-pixel points;
gsg_bits &= ~(Geom::GR_point_bits & ~Geom::GR_point);
}
int unsupported_bits = geom_rendering & ~gsg_bits;
if ((unsupported_bits & Geom::GR_point_bits) != 0) {
// The GSG doesn't support rendering these fancy points
// directly; we have to render them in software instead.
// Munge them into quads. This will replace the _geom and
// _munged_data, and might also replace _state.
if (pgraph_cat.is_spam()) {
pgraph_cat.spam()
<< "munge_points_to_quads() for geometry with bits: "
<< hex << geom_rendering << ", unsupported: "
<< (unsupported_bits & Geom::GR_point_bits) << dec << "\n";
}
if (!munge_points_to_quads(traverser, force)) {
return false;
}
}
// Now invoke the munger to ensure the resulting geometry is in
// a GSG-friendly form.
if (!munger->munge_geom(_geom, _munged_data, force, current_thread)) {
return false;
}
// If we have prepared it for skinning via the shader generator,
// mark a flag on the state so that the shader generator will do this.
// We should probably find a cleaner way to do this.
const ShaderAttrib *sattr;
if (_state->get_attrib(sattr) && sattr->auto_shader()) {
GeomVertexDataPipelineReader data_reader(_munged_data, current_thread);
if (data_reader.get_format()->get_animation().get_animation_type() == Geom::AT_hardware) {
static CPT(RenderState) state = RenderState::make(
DCAST(ShaderAttrib, ShaderAttrib::make())->set_flag(ShaderAttrib::F_hardware_skinning, true));
_state = _state->compose(state);
}
}
StateMunger *state_munger = (StateMunger *)munger;
_state = state_munger->munge_state(_state);
// If there is any animation left in the vertex data after it
// has been munged--that is, we couldn't arrange to handle the
// animation in hardware--then we have to calculate that
// animation now.
bool cpu_animated = false;
CPT(GeomVertexData) animated_vertices =
_munged_data->animate_vertices(force, current_thread);
if (animated_vertices != _munged_data) {
cpu_animated = true;
swap(_munged_data, animated_vertices);
}
#ifndef NDEBUG
if (show_vertex_animation) {
GeomVertexDataPipelineReader data_reader(_munged_data, current_thread);
bool hardware_animated = (data_reader.get_format()->get_animation().get_animation_type() == Geom::AT_hardware);
if (cpu_animated || hardware_animated) {
// These vertices were animated, so flash them red or blue.
static const double flash_rate = 1.0; // 1 state change per second
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * flash_rate);
if ((cycle & 1) == 0) {
_state = cpu_animated ? get_flash_cpu_state() : get_flash_hardware_state();
}
}
}
#endif
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::output
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
void CullableObject::
output(ostream &out) const {
if (_geom != (Geom *)NULL) {
out << *_geom;
} else {
out << "(null)";
}
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::munge_points_to_quads
// Access: Private
// Description: Converts a table of points to quads for rendering on
// systems that don't support fancy points.
//
// This may replace _geom, _munged_data, and _state.
////////////////////////////////////////////////////////////////////
bool CullableObject::
munge_points_to_quads(const CullTraverser *traverser, bool force) {
Thread *current_thread = traverser->get_current_thread();
// Better get the animated vertices, in case we're showing sprites
// on an animated model for some reason.
CPT(GeomVertexData) source_data =
_munged_data->animate_vertices(force, current_thread);
if (!force && !source_data->request_resident()) {
return false;
}
PStatTimer timer(_munge_sprites_pcollector, current_thread);
_sw_sprites_pcollector.add_level(source_data->get_num_rows());
GraphicsStateGuardianBase *gsg = traverser->get_gsg();
GeomVertexReader vertex(source_data, InternalName::get_vertex(),
current_thread);
GeomVertexReader normal(source_data, InternalName::get_normal(),
current_thread);
GeomVertexReader color(source_data, InternalName::get_color(),
current_thread);
GeomVertexReader texcoord(source_data, InternalName::get_texcoord(),
current_thread);
GeomVertexReader rotate(source_data, InternalName::get_rotate(),
current_thread);
GeomVertexReader size(source_data, InternalName::get_size(),
current_thread);
GeomVertexReader aspect_ratio(source_data, InternalName::get_aspect_ratio(),
current_thread);
bool has_normal = (normal.has_column());
bool has_color = (color.has_column());
bool has_texcoord = (texcoord.has_column());
bool has_rotate = (rotate.has_column());
bool has_size = (size.has_column());
bool has_aspect_ratio = (aspect_ratio.has_column());
bool sprite_texcoord = false;
const TexGenAttrib *tex_gen = DCAST(TexGenAttrib, _state->get_attrib(TexGenAttrib::get_class_slot()));
if (tex_gen != (TexGenAttrib *)NULL) {
if (tex_gen->get_mode(TextureStage::get_default()) == TexGenAttrib::M_point_sprite) {
sprite_texcoord = true;
// Turn off the TexGenAttrib, since we don't want it now.
_state = _state->set_attrib(tex_gen->remove_stage(TextureStage::get_default()));
}
}
PN_stdfloat point_size = 1;
bool perspective = false;
const RenderModeAttrib *render_mode = DCAST(RenderModeAttrib, _state->get_attrib(RenderModeAttrib::get_class_slot()));
if (render_mode != (RenderModeAttrib *)NULL) {
point_size = render_mode->get_thickness();
perspective = render_mode->get_perspective();
if (render_mode->get_mode() != RenderModeAttrib::M_filled_flat) {
// Render the new polygons with M_filled_flat, for a slight
// performance advantage when software rendering.
_state = _state->set_attrib(RenderModeAttrib::make(RenderModeAttrib::M_filled_flat));
}
}
// Get the vertex format of the newly created geometry.
CPT(GeomVertexFormat) new_format;
{
LightMutexHolder holder(_format_lock);
SourceFormat sformat(source_data->get_format(), sprite_texcoord);
FormatMap::iterator fmi = _format_map.find(sformat);
if (fmi != _format_map.end()) {
new_format = (*fmi).second;
} else {
// We have to construct the format now.
PT(GeomVertexArrayFormat) new_array_format;
if (sformat._retransform_sprites) {
// With retransform_sprites in effect, we will be sending ordinary
// 3-D points to the graphics API.
new_array_format =
new GeomVertexArrayFormat(InternalName::get_vertex(), 3,
Geom::NT_stdfloat,
Geom::C_point);
} else {
// Without retransform_sprites, we will be sending 4-component
// clip-space points.
new_array_format =
new GeomVertexArrayFormat(InternalName::get_vertex(), 4,
Geom::NT_stdfloat,
Geom::C_clip_point);
}
if (has_normal) {
const GeomVertexColumn *c = normal.get_column();
new_array_format->add_column
(InternalName::get_normal(), c->get_num_components(),
c->get_numeric_type(), c->get_contents());
}
if (has_color) {
const GeomVertexColumn *c = color.get_column();
new_array_format->add_column
(InternalName::get_color(), c->get_num_components(),
c->get_numeric_type(), c->get_contents());
}
if (sprite_texcoord) {
new_array_format->add_column
(InternalName::get_texcoord(), 2,
Geom::NT_stdfloat,
Geom::C_texcoord);
} else if (has_texcoord) {
const GeomVertexColumn *c = texcoord.get_column();
new_array_format->add_column
(InternalName::get_texcoord(), c->get_num_components(),
c->get_numeric_type(), c->get_contents());
}
new_format = GeomVertexFormat::register_format(new_array_format);
_format_map[sformat] = new_format;
}
}
CoordinateSystem internal_cs = gsg->get_internal_coordinate_system();
LMatrix4 internal = _internal_transform->get_mat();
PN_stdfloat scale = _internal_transform->get_scale()[1];
SceneSetup *scene = traverser->get_scene();
const Lens *lens = scene->get_lens();
LMatrix4 projection =
LMatrix4::convert_mat(internal_cs, lens->get_coordinate_system()) *
lens->get_projection_mat();
int viewport_width = scene->get_viewport_width();
int viewport_height = scene->get_viewport_height();
// We need a standard projection matrix, in a known coordinate
// system, to compute the perspective height.
LMatrix4 height_projection;
if (perspective) {
height_projection =
LMatrix4::convert_mat(CS_yup_right, lens->get_coordinate_system()) *
lens->get_projection_mat();
}
LMatrix4 render_transform = internal * projection;
LMatrix4 inv_render_transform;
inv_render_transform.invert_from(render_transform);
// Now convert all of the vertices in the GeomVertexData to quads.
// We always convert all the vertices, assuming all the vertices are
// referenced by GeomPrimitives, because we want to optimize for the
// most common case.
int orig_verts = source_data->get_num_rows();
int new_verts = 4 * orig_verts; // each vertex becomes four.
PT(GeomVertexData) new_data = new GeomVertexData
(source_data->get_name(), new_format, Geom::UH_stream);
new_data->unclean_set_num_rows(new_verts);
GeomVertexWriter new_vertex(new_data, InternalName::get_vertex());
GeomVertexWriter new_normal(new_data, InternalName::get_normal());
GeomVertexWriter new_color(new_data, InternalName::get_color());
GeomVertexWriter new_texcoord(new_data, InternalName::get_texcoord());
// We'll keep an array of all of the points' eye-space coordinates,
// and their distance from the camera, so we can sort the points for
// each primitive, below.
PointData *points;
{
PStatTimer t2(_munge_sprites_verts_pcollector, current_thread);
points = (PointData *)alloca(orig_verts * sizeof(PointData));
int vi = 0;
while (!vertex.is_at_end()) {
// Get the point in eye-space coordinates.
LPoint3 eye = internal.xform_point(vertex.get_data3());
PN_stdfloat dist = gsg->compute_distance_to(eye);
points[vi]._dist = dist;
// The point in clip coordinates.
LPoint4 p4 = LPoint4(eye[0], eye[1], eye[2], 1.0f) * projection;
if (has_size) {
point_size = size.get_data1();
}
PN_stdfloat scale_y = point_size;
if (perspective) {
// Perspective-sized points. Here point_size is the point's
// height in 3-d units. To arrange that, we need to figure out
// the appropriate scaling factor based on the current viewport
// and projection matrix.
LVector3 height(0.0f, point_size * scale, scale);
height = height * height_projection;
scale_y = height[1] * viewport_height;
// We should then divide the radius by the distance from the
// camera plane, to emulate the glPointParameters() behavior.
if (!lens->is_orthographic()) {
scale_y /= dist;
}
}
// Also factor in the homogeneous scale for being in clip
// coordinates still.
scale_y *= p4[3];
PN_stdfloat scale_x = scale_y;
if (has_aspect_ratio) {
scale_x *= aspect_ratio.get_data1();
}
// Define the first two corners based on the scales in X and Y.
LPoint2 c0(scale_x, scale_y);
LPoint2 c1(-scale_x, scale_y);
if (has_rotate) {
// If we have a rotate factor, apply it to those two corners.
PN_stdfloat r = rotate.get_data1();
LMatrix3 mat = LMatrix3::rotate_mat(r);
c0 = c0 * mat;
c1 = c1 * mat;
}
// Finally, scale the corners in their newly-rotated position,
// to compensate for the aspect ratio of the viewport.
PN_stdfloat rx = 1.0f / viewport_width;
PN_stdfloat ry = 1.0f / viewport_height;
c0.set(c0[0] * rx, c0[1] * ry);
c1.set(c1[0] * rx, c1[1] * ry);
if (retransform_sprites) {
// With retransform_sprites in effect, we must reconvert the
// resulting quad back into the original 3-D space.
new_vertex.set_data4(inv_render_transform.xform(LPoint4(p4[0] + c0[0], p4[1] + c0[1], p4[2], p4[3])));
new_vertex.set_data4(inv_render_transform.xform(LPoint4(p4[0] + c1[0], p4[1] + c1[1], p4[2], p4[3])));
new_vertex.set_data4(inv_render_transform.xform(LPoint4(p4[0] - c1[0], p4[1] - c1[1], p4[2], p4[3])));
new_vertex.set_data4(inv_render_transform.xform(LPoint4(p4[0] - c0[0], p4[1] - c0[1], p4[2], p4[3])));
if (has_normal) {
const LNormal &c = normal.get_data3();
new_normal.set_data3(c);
new_normal.set_data3(c);
new_normal.set_data3(c);
new_normal.set_data3(c);
}
} else {
// Without retransform_sprites, we can simply load the
// clip-space coordinates.
new_vertex.set_data4(p4[0] + c0[0], p4[1] + c0[1], p4[2], p4[3]);
new_vertex.set_data4(p4[0] + c1[0], p4[1] + c1[1], p4[2], p4[3]);
new_vertex.set_data4(p4[0] - c1[0], p4[1] - c1[1], p4[2], p4[3]);
new_vertex.set_data4(p4[0] - c0[0], p4[1] - c0[1], p4[2], p4[3]);
if (has_normal) {
LNormal c = render_transform.xform_vec(normal.get_data3());
new_normal.set_data3(c);
new_normal.set_data3(c);
new_normal.set_data3(c);
new_normal.set_data3(c);
}
}
if (has_color) {
const LColor &c = color.get_data4();
new_color.set_data4(c);
new_color.set_data4(c);
new_color.set_data4(c);
new_color.set_data4(c);
}
if (sprite_texcoord) {
new_texcoord.set_data2(1.0f, 0.0f);
new_texcoord.set_data2(0.0f, 0.0f);
new_texcoord.set_data2(1.0f, 1.0f);
new_texcoord.set_data2(0.0f, 1.0f);
} else if (has_texcoord) {
const LVecBase4 &c = texcoord.get_data4();
new_texcoord.set_data4(c);
new_texcoord.set_data4(c);
new_texcoord.set_data4(c);
new_texcoord.set_data4(c);
}
++vi;
}
nassertr(vi == orig_verts, false);
nassertr(new_data->get_num_rows() == new_verts, false);
}
// Determine the format we should use to store the indices.
// Don't choose NT_uint8, as Direct3D 9 doesn't support it.
const GeomVertexArrayFormat *new_prim_format = NULL;
if (new_verts < 0xffff) {
new_prim_format = GeomPrimitive::get_index_format(GeomEnums::NT_uint16);
} else {
new_prim_format = GeomPrimitive::get_index_format(GeomEnums::NT_uint32);
}
PT(Geom) new_geom = new Geom(new_data);
// Replace each primitive in the Geom (it's presumably a GeomPoints
// primitive, although it might be some other kind of primitive if
// we got here because RenderModeAttrib::M_point is enabled) with a
// new primitive that replaces each vertex with a quad of the
// appropriate scale and orientation.
// BUG: if we're rendering polygons in M_point mode with a
// CullFaceAttrib in effect, we won't actually apply the
// CullFaceAttrib but will always render all of the vertices of the
// polygons. This is certainly a bug, but a very minor one; and in
// order to fix it we'd have to do the face culling ourselves--not
// sure if it's worth it.
{
PStatTimer t3(_munge_sprites_prims_pcollector, current_thread);
GeomPipelineReader geom_reader(_geom, current_thread);
int num_primitives = geom_reader.get_num_primitives();
for (int pi = 0; pi < num_primitives; ++pi) {
const GeomPrimitive *primitive = geom_reader.get_primitive(pi);
if (primitive->get_num_vertices() != 0) {
// Extract out the list of vertices referenced by the primitive.
int num_vertices = primitive->get_num_vertices();
unsigned int *vertices = (unsigned int *)alloca(num_vertices * sizeof(unsigned int));
unsigned int *vertices_end = vertices + num_vertices;
if (primitive->is_indexed()) {
// Indexed case.
GeomVertexReader index(primitive->get_vertices(), 0, current_thread);
for (unsigned int *vi = vertices; vi != vertices_end; ++vi) {
unsigned int v = index.get_data1i();
nassertr(v < (unsigned int)orig_verts, false);
(*vi) = v;
}
} else {
// Nonindexed case.
unsigned int first_vertex = primitive->get_first_vertex();
for (int i = 0; i < num_vertices; ++i) {
unsigned int v = i + first_vertex;
nassertr(v < (unsigned int)orig_verts, false);
vertices[i] = v;
}
}
// Now sort the points in order from back-to-front so they will
// render properly with transparency, at least with each other.
sort(vertices, vertices_end, SortPoints(points));
// Go through the points, now in sorted order, and generate a pair
// of triangles for each one. We generate indexed triangles
// instead of two-triangle strips, since this seems to be
// generally faster on PC hardware (otherwise, we'd have to nearly
// double the vertices to stitch all the little triangle strips
// together).
PT(GeomPrimitive) new_primitive = new GeomTriangles(Geom::UH_stream);
int new_prim_verts = 6 * num_vertices; // two triangles per point.
PT(GeomVertexArrayData) new_index
= new GeomVertexArrayData(new_prim_format, GeomEnums::UH_stream);
new_index->unclean_set_num_rows(new_prim_verts);
GeomVertexWriter index(new_index, 0);
nassertr(index.has_column(), false);
for (unsigned int *vi = vertices; vi != vertices_end; ++vi) {
int new_vi = (*vi) * 4;
nassertr(index.get_write_row() + 6 <= new_prim_verts, false);
index.set_data1i(new_vi);
index.set_data1i(new_vi + 1);
index.set_data1i(new_vi + 2);
index.set_data1i(new_vi + 2);
index.set_data1i(new_vi + 1);
index.set_data1i(new_vi + 3);
}
new_primitive->set_vertices(new_index, new_prim_verts);
int min_vi = primitive->get_min_vertex();
int max_vi = primitive->get_max_vertex();
new_primitive->set_minmax(min_vi * 4, max_vi * 4 + 3, NULL, NULL);
new_geom->add_primitive(new_primitive);
}
}
}
_geom = new_geom.p();
#ifdef USE_MOVE_SEMANTICS
_munged_data = move(new_data);
#else
_munged_data = new_data;
#endif
return true;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::get_flash_cpu_state
// Access: Private, Static
// Description: Returns a RenderState for flashing the object red, to
// show it is animated by the CPU when
// show-vertex-animation is on.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullableObject::
get_flash_cpu_state() {
static const LColor flash_cpu_color(0.8f, 0.2, 0.2, 1.0f);
// Once someone asks for this pointer, we hold its reference count
// and never free it.
static CPT(RenderState) flash_cpu_state = (const RenderState *)NULL;
if (flash_cpu_state == (const RenderState *)NULL) {
flash_cpu_state = RenderState::make
(LightAttrib::make_all_off(),
TextureAttrib::make_off(),
ColorAttrib::make_flat(flash_cpu_color));
}
return flash_cpu_state;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::get_flash_hardware_state
// Access: Private, Static
// Description: Returns a RenderState for flashing the object blue,
// to show it is animated by the hardware when
// show-vertex-animation is on.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullableObject::
get_flash_hardware_state() {
static const LColor flash_hardware_color(0.2, 0.2, 0.8, 1.0);
// Once someone asks for this pointer, we hold its reference count
// and never free it.
static CPT(RenderState) flash_hardware_state = (const RenderState *)NULL;
if (flash_hardware_state == (const RenderState *)NULL) {
flash_hardware_state = RenderState::make
(LightAttrib::make_all_off(),
TextureAttrib::make_off(),
ColorAttrib::make_flat(flash_hardware_color));
}
return flash_hardware_state;
}
////////////////////////////////////////////////////////////////////
// Function: CullableObject::SourceFormat::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CullableObject::SourceFormat::
SourceFormat(const GeomVertexFormat *format, bool sprite_texcoord) :
_format(format),
_sprite_texcoord(sprite_texcoord)
{
_retransform_sprites = retransform_sprites;
}