open_toontown_panda3d/panda/src/pgraph/renderAttrib.h

243 lines
8.8 KiB
C++

// Filename: renderAttrib.h
// 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."
//
////////////////////////////////////////////////////////////////////
#ifndef RENDERATTRIB_H
#define RENDERATTRIB_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "renderAttribRegistry.h"
#include "pointerTo.h"
#include "pset.h"
#include "lightReMutex.h"
class AttribSlots;
class GraphicsStateGuardianBase;
class CullTraverser;
class CullTraverserData;
////////////////////////////////////////////////////////////////////
// Class : RenderAttrib
// Description : This is the base class for a number of render
// attributes (other than transform) that may be set on
// scene graph nodes to control the appearance of
// geometry. This includes TextureAttrib, ColorAttrib,
// etc.
//
// RenderAttrib represents render attributes that always
// propagate down to the leaves without regard to the
// particular node they are assigned to. A RenderAttrib
// will have the same effect on a leaf node whether it
// is assigned to the graph at the leaf or several nodes
// above. This is different from RenderEffect, which
// represents a particular render property that is
// applied immediately to the node on which it is
// encountered, like billboarding or decaling.
//
// You should not attempt to create or modify a
// RenderAttrib directly; instead, use the make() method
// of the appropriate kind of attrib you want. This
// will allocate and return a new RenderAttrib of the
// appropriate type, and it may share pointers if
// possible. Do not modify the new RenderAttrib if you
// wish to change its properties; instead, create a new
// one.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_PGRAPH RenderAttrib : public TypedWritableReferenceCount {
protected:
RenderAttrib();
private:
RenderAttrib(const RenderAttrib &copy);
void operator = (const RenderAttrib &copy);
public:
virtual ~RenderAttrib();
PUBLISHED:
INLINE CPT(RenderAttrib) compose(const RenderAttrib *other) const;
INLINE CPT(RenderAttrib) invert_compose(const RenderAttrib *other) const;
virtual bool lower_attrib_can_override() const;
public:
INLINE bool always_reissue() const;
virtual bool has_cull_callback() const;
virtual bool cull_callback(CullTraverser *trav, const CullTraverserData &data) const;
PUBLISHED:
INLINE int compare_to(const RenderAttrib &other) const;
INLINE CPT(RenderAttrib) get_unique() const;
virtual bool unref() const;
virtual void output(ostream &out) const;
virtual void write(ostream &out, int indent_level) const;
static int get_num_attribs();
static void list_attribs(ostream &out);
static bool validate_attribs();
virtual int get_slot() const=0;
enum PandaCompareFunc { // intentionally defined to match D3DCMPFUNC
M_none=0, // alpha-test disabled (always-draw)
M_never, // Never draw.
M_less, // incoming < reference_alpha
M_equal, // incoming == reference_alpha
M_less_equal, // incoming <= reference_alpha
M_greater, // incoming > reference_alpha
M_not_equal, // incoming != reference_alpha
M_greater_equal, // incoming >= reference_alpha
M_always // Always draw.
};
// This is the enumerated type for TexGenAttrib. It is inherited
// into TexGenAttrib. It is defined up at this level only to avoid
// circular dependencies in the header files.
enum TexGenMode {
M_off,
// In the types below, "eye" means the coordinate space of the
// observing camera, and "world" means world coordinates, e.g. the
// coordinate space of the root of the graph.
// Sphere maps are classic static reflection maps. They are
// supported on just about any hardware, and require a precomputed
// 360-degree fisheye image. Sphere maps only make sense in eye
// coordinate space.
M_eye_sphere_map,
// Cube maps are a modern improvement on the sphere map; they
// don't suffer from any polar singularities, but they require six
// texture images. They can also be generated dynamically for
// real-time reflections (see GraphicsOutput::make_cube_map()).
// Typically, a statically-generated cube map will be in eye
// space, while a dynamically-generated map will be in world
// space.
// Cube mapping is not supported on all hardware.
M_world_cube_map,
M_eye_cube_map,
// Normal maps are most useful for applying diffuse lighting
// effects via a pregenerated cube map.
M_world_normal,
M_eye_normal,
// Position maps convert XYZ coordinates directly to texture
// coordinates. This is particularly useful for implementing
// projective texturing (see NodePath::project_texture()).
M_world_position,
M_unused, // formerly M_object_position, now deprecated.
M_eye_position,
// With M_point_sprite, texture coordinates will be generated for
// large points in the range (0,0) - (1,1) from upper-left to
// lower-right across the point's face. Without this, each point
// will have just a single uniform texture coordinate value across
// its face.
// Unfortunately, the generated texture coordinates are inverted
// (upside-down) from Panda's usual convention, but this is what
// the graphics card manufacturers decided to use. You could use
// a texture matrix to re-invert the texture, but that will
// probably force the sprites' vertices to be computed in the CPU.
// You'll have to paint your textures upside-down if you want true
// hardware sprites.
M_point_sprite,
// M_light_vector generates special 3-d texture coordinates that
// represent the vector to a particular Light in the scene graph,
// expressed in each vertex's tangent space. This is used to
// implement bumpmapping. It is always computed on the CPU.
// This requires a Light to be specified to the TexGenAttrib. It
// also requires each vertex to define a normal, as well as a
// tangent and binormal for the particular named texture
// coordinate set.
M_light_vector,
// M_constant generates the same fixed texture coordinates at each
// vertex. Not terribly useful, of course, except for certain
// special effects involving moving a flat color over an object.
M_constant,
};
protected:
static CPT(RenderAttrib) return_new(RenderAttrib *attrib);
static CPT(RenderAttrib) return_unique(RenderAttrib *attrib);
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
void output_comparefunc(ostream &out, PandaCompareFunc fn) const;
public:
INLINE static int register_slot(TypeHandle type_handle, int sort,
RenderAttribRegistry::MakeDefaultFunc *make_default_func);
private:
void release_new();
protected:
bool _always_reissue;
public:
static void init_attribs();
private:
// This mutex protects _attribs.
static LightReMutex *_attribs_lock;
typedef pset<const RenderAttrib *, indirect_compare_to<const RenderAttrib *> > Attribs;
static Attribs *_attribs;
Attribs::iterator _saved_entry;
public:
virtual void write_datagram(BamWriter *manager, Datagram &dg);
static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
virtual void finalize(BamReader *manager);
protected:
static TypedWritable *new_from_bam(RenderAttrib *attrib, BamReader *manager);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedWritableReferenceCount::init_type();
register_type(_type_handle, "RenderAttrib",
TypedWritableReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
INLINE ostream &operator << (ostream &out, const RenderAttrib &attrib) {
attrib.output(out);
return out;
}
#include "renderAttrib.I"
#endif