274 lines
9.1 KiB
C++
274 lines
9.1 KiB
C++
// Filename: graphicsStateGuardian.h
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// Created by: drose (02Feb99)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef GRAPHICSSTATEGUARDIAN_H
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#define GRAPHICSSTATEGUARDIAN_H
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#include <pandabase.h>
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#include "savedFrameBuffer.h"
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#include "frameBufferStack.h"
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#include "displayRegionStack.h"
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#include <graphicsStateGuardianBase.h>
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#include <nodeTransition.h>
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#include <luse.h>
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#include <coordinateSystem.h>
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#include <factory.h>
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#include <renderTraverser.h>
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#include <pStatCollector.h>
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#include <list>
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class AllAttributesWrapper;
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class AllTransitionsWrapper;
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////////////////////////////////////////////////////////////////////
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// Class : GraphicsStateGuardian
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// Description : Encapsulates all the communication with a particular
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// instance of a given rendering backend. Tries to
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// guarantee that redundant state-change requests are
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// not issued (hence "state guardian").
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//
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// There will be one of these objects for each different
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// graphics context active in the system.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA GraphicsStateGuardian : public GraphicsStateGuardianBase {
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//
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// Interfaces all GSGs should have
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//
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public:
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GraphicsStateGuardian(GraphicsWindow *win);
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virtual ~GraphicsStateGuardian();
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PUBLISHED:
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INLINE void set_render_traverser(RenderTraverser *rt);
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INLINE RenderTraverser *get_render_traverser() const;
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virtual void set_color_clear_value(const Colorf& value);
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virtual void set_depth_clear_value(const float value);
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virtual void set_stencil_clear_value(const bool value);
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virtual void set_accum_clear_value(const Colorf& value);
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INLINE Colorf get_color_clear_value(void) const {
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return _color_clear_value;
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}
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INLINE float get_depth_clear_value(void) const {
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return _depth_clear_value;
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}
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INLINE bool get_stencil_clear_value(void) const {
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return _stencil_clear_value;
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}
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INLINE Colorf get_accum_clear_value(void) const {
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return _accum_clear_value;
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}
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void enable_frame_clear(bool clear_color, bool clear_depth);
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public:
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void release_all_textures();
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virtual void clear(const RenderBuffer &buffer)=0;
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virtual void clear(const RenderBuffer &buffer, const DisplayRegion* region)=0;
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virtual void prepare_display_region()=0;
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virtual void render_frame(const AllAttributesWrapper &initial_state)=0;
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virtual void render_scene(Node *root, ProjectionNode *projnode,
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const AllAttributesWrapper &initial_state)=0;
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virtual void render_subgraph(RenderTraverser *traverser,
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Node *subgraph, ProjectionNode *projnode,
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const AllAttributesWrapper &initial_state,
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const AllTransitionsWrapper &net_trans)=0;
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virtual void render_subgraph(RenderTraverser *traverser,
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Node *subgraph,
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const AllAttributesWrapper &initial_state,
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const AllTransitionsWrapper &net_trans)=0;
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INLINE void enable_normals(bool val) { _normals_enabled = val; }
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// These functions will be queried by the GeomIssuer to determine if
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// it should issue normals, texcoords, and/or colors, based on the
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// GSG's current state.
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virtual bool wants_normals(void) const;
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virtual bool wants_texcoords(void) const;
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virtual bool wants_colors(void) const;
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virtual void begin_decal(GeomNode *base_geom);
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virtual void end_decal(GeomNode *base_geom);
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virtual void reset();
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void set_state(const NodeAttributes &new_state, bool complete);
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INLINE const NodeAttributes &get_state() const;
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RenderBuffer get_render_buffer(int buffer_type);
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INLINE ProjectionNode *get_current_projection_node(void) const ;
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INLINE const Node* get_current_root_node(void) const;
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INLINE CPT(DisplayRegion) get_current_display_region(void) const;
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INLINE DisplayRegionStack push_display_region(CPT(DisplayRegion) dr);
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INLINE void pop_display_region(DisplayRegionStack &node);
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INLINE FrameBufferStack push_frame_buffer(const RenderBuffer &buffer,
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CPT(DisplayRegion) dr);
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INLINE void pop_frame_buffer(FrameBufferStack &node);
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INLINE void set_coordinate_system(CoordinateSystem cs);
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INLINE CoordinateSystem get_coordinate_system() const;
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// This function may only be called during a render traversal; it
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// will compute the distance to the indicated point, assumed to be
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// in modelview coordinates, from the camera plane. This is a
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// virtual function because different GSG's may define the modelview
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// coordinate space differently.
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virtual float compute_distance_to(const LPoint3f &point) const=0;
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protected:
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virtual PT(SavedFrameBuffer) save_frame_buffer(const RenderBuffer &buffer,
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CPT(DisplayRegion) dr)=0;
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virtual void restore_frame_buffer(SavedFrameBuffer *frame_buffer)=0;
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bool mark_prepared_texture(TextureContext *tc);
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bool unmark_prepared_texture(TextureContext *tc);
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#ifdef DO_PSTATS
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// These functions are used to update the active texture memory
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// usage record (and other frame-based measurements) in Pstats.
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void init_frame_pstats();
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void add_to_texture_record(TextureContext *tc);
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void record_state_change(TypeHandle type);
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set<TextureContext *> _current_textures;
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#else
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INLINE void init_frame_pstats() { }
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INLINE void add_to_texture_record(TextureContext *) { }
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INLINE void record_state_change(TypeHandle type) { }
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INLINE void count_node(Node *) { }
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#endif
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protected:
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int _buffer_mask;
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NodeAttributes _state;
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Colorf _color_clear_value;
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float _depth_clear_value;
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bool _stencil_clear_value;
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Colorf _accum_clear_value;
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int _clear_buffer_type;
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int _display_region_stack_level;
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int _frame_buffer_stack_level;
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GraphicsWindow *_win;
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PT(RenderTraverser) _render_traverser;
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// These must be set by render_scene().
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Node *_current_root_node;
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ProjectionNode *_current_projection_node;
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CPT(DisplayRegion) _current_display_region;
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// This is used by wants_normals()
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bool _normals_enabled;
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CoordinateSystem _coordinate_system;
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public:
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// Statistics
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static PStatCollector _total_texusage_pcollector;
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static PStatCollector _active_texusage_pcollector;
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static PStatCollector _total_texmem_pcollector;
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static PStatCollector _used_texmem_pcollector;
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static PStatCollector _texmgrmem_total_pcollector;
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static PStatCollector _texmgrmem_resident_pcollector;
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static PStatCollector _vertices_pcollector;
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static PStatCollector _vertices_tristrip_pcollector;
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static PStatCollector _vertices_trifan_pcollector;
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static PStatCollector _vertices_tri_pcollector;
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static PStatCollector _vertices_other_pcollector;
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static PStatCollector _state_changes_pcollector;
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static PStatCollector _transform_state_pcollector;
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static PStatCollector _texture_state_pcollector;
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static PStatCollector _nodes_pcollector;
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static PStatCollector _geom_nodes_pcollector;
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private:
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typedef set<TextureContext *> Textures;
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Textures _prepared_textures; // NOTE: on win32 another DLL (e.g. libpandadx.dll) cannot access set directly due to exported template issue
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public:
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void traverse_prepared_textures(bool (*pertex_callbackfn)(TextureContext *,void *),void *callback_arg);
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// factory stuff
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public:
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typedef Factory<GraphicsStateGuardian> GsgFactory;
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typedef FactoryParam GsgParam;
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// Make a factory parameter type for the window pointer
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class EXPCL_PANDA GsgWindow : public GsgParam {
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public:
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INLINE GsgWindow(GraphicsWindow* w) : GsgParam(), _w(w) {}
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virtual ~GsgWindow(void);
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INLINE GraphicsWindow* get_window(void) { return _w; }
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public:
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static TypeHandle get_class_type(void);
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static void init_type(void);
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virtual TypeHandle get_type(void) const;
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virtual TypeHandle force_init_type(void);
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private:
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GraphicsWindow* _w;
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static TypeHandle _type_handle;
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INLINE GsgWindow(void) : GsgParam() {}
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};
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static GsgFactory &get_factory();
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private:
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static void read_priorities(void);
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static GsgFactory *_factory;
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public:
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INLINE GraphicsWindow* get_window(void) const { return _win; }
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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public:
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static void init_type() {
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GraphicsStateGuardianBase::init_type();
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register_type(_type_handle, "GraphicsStateGuardian",
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GraphicsStateGuardianBase::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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friend class GraphicsPipe;
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};
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#include "graphicsStateGuardian.I"
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#endif
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