open_toontown_panda3d/panda/src/pgraph/cullResult.cxx

557 lines
22 KiB
C++

// Filename: cullResult.cxx
// Created by: drose (28Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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 "cullResult.h"
#include "cullBinManager.h"
#include "cullBinAttrib.h"
#include "textureAttrib.h"
#include "lightAttrib.h"
#include "colorAttrib.h"
#include "alphaTestAttrib.h"
#include "depthWriteAttrib.h"
#include "colorScaleAttrib.h"
#include "fogAttrib.h"
#include "transparencyAttrib.h"
#include "renderState.h"
#include "clockObject.h"
#include "config_pgraph.h"
// This value is used instead of 1.0 to represent the alpha level of a
// pixel that is to be considered "opaque" for the purposes of M_dual.
// Ideally, 1.0 is the only correct value for this. Realistically, we
// have to fudge it lower for two reasons:
// (1) The modelers tend to paint textures with very slight
// transparency levels in places that are not intended to be
// transparent, without realizing it. These very faint transparency
// regions are normally (almost) invisible, but when rendered with
// M_dual they may be revealed as regions of poor alpha sorting.
// (2) There seems to be some problem in DX where, in certain
// circumstances apparently related to automatic texture management,
// it spontaneously drops out the bottom two bits of an eight-bit
// alpha channel, causing a value of 255 to become a value of 252
// instead.
// We use 256 as the denominator here (instead of, say, 255) because a
// fractional power of two will have a terminating representation in
// base 2, and thus will be more likely to have a precise value in
// whatever internal representation the graphics API will use.
static const float dual_opaque_level = 252.0f / 256.0f;
static const double bin_color_flash_rate = 1.0; // 1 state change per second
////////////////////////////////////////////////////////////////////
// Function: CullResult::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
CullResult::
CullResult(GraphicsStateGuardianBase *gsg,
const PStatCollector &draw_region_pcollector) :
_gsg(gsg),
_draw_region_pcollector(draw_region_pcollector)
{
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::make_next
// Access: Public
// Description: Returns a newly-allocated CullResult object that
// contains a copy of just the subset of the data from
// this CullResult object that is worth keeping around
// for next frame.
////////////////////////////////////////////////////////////////////
PT(CullResult) CullResult::
make_next() const {
PT(CullResult) new_result = new CullResult(_gsg, _draw_region_pcollector);
new_result->_bins.reserve(_bins.size());
CullBinManager *bin_manager = CullBinManager::get_global_ptr();
for (size_t i = 0; i < _bins.size(); ++i) {
CullBin *old_bin = _bins[i];
if (old_bin == (CullBin *)NULL ||
old_bin->get_bin_type() != bin_manager->get_bin_type(i)) {
new_result->_bins.push_back((CullBin *)NULL);
} else {
new_result->_bins.push_back(old_bin->make_next());
}
}
return new_result;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::add_object
// Access: Public
// Description: Adds the indicated CullableObject to the appropriate
// bin. The bin becomes the owner of the object
// pointer, and will eventually delete it.
////////////////////////////////////////////////////////////////////
void CullResult::
add_object(CullableObject *object, const CullTraverser *traverser) {
static const Colorf flash_alpha_color(0.92, 0.96, 0.10, 1.0f);
static const Colorf flash_binary_color(0.21f, 0.67f, 0.24f, 1.0f);
static const Colorf flash_multisample_color(0.78f, 0.05f, 0.81f, 1.0f);
static const Colorf flash_dual_color(0.92f, 0.01f, 0.01f, 1.0f);
bool force = !_gsg->get_incomplete_render();
Thread *current_thread = traverser->get_current_thread();
// Check to see if there's a special transparency setting.
const RenderState *state = object->_state;
nassertv(state != (const RenderState *)NULL);
const TransparencyAttrib *trans = DCAST(TransparencyAttrib, state->get_attrib(TransparencyAttrib::get_class_slot()));
if (trans != (const TransparencyAttrib *)NULL) {
switch (trans->get_mode()) {
case TransparencyAttrib::M_alpha:
// M_alpha implies an alpha-write test, so we don't waste time
// writing 0-valued pixels.
object->_state = state->compose(get_alpha_state());
#ifndef NDEBUG
check_flash_transparency(object->_state, flash_alpha_color);
#endif
break;
case TransparencyAttrib::M_binary:
// M_binary is implemented by explicitly setting the alpha test.
object->_state = state->compose(get_binary_state());
#ifndef NDEBUG
check_flash_transparency(object->_state, flash_binary_color);
#endif
break;
case TransparencyAttrib::M_multisample:
case TransparencyAttrib::M_multisample_mask:
// The multisample modes are implemented using M_binary if the
// GSG in use doesn't support multisample.
if (!_gsg->get_supports_multisample()) {
object->_state = state->compose(get_binary_state());
}
#ifndef NDEBUG
check_flash_transparency(object->_state, flash_multisample_color);
#endif
break;
case TransparencyAttrib::M_dual:
#ifndef NDEBUG
check_flash_transparency(object->_state, flash_dual_color);
state = object->_state;
#endif
if (!m_dual) {
// If m_dual is configured off, it becomes M_alpha.
break;
}
// M_dual is implemented by drawing the opaque parts first,
// without transparency, then drawing the transparent parts
// later. This means we must copy the object and add it to
// both bins. We can only do this if we do not have an
// explicit bin already applied; otherwise, M_dual falls back
// to M_alpha.
{
const CullBinAttrib *bin_attrib = DCAST(CullBinAttrib, state->get_attrib(CullBinAttrib::get_class_slot()));
if (bin_attrib == (CullBinAttrib *)NULL ||
bin_attrib->get_bin_name().empty()) {
// We make a copy of the object to draw the transparent part
// without decals; this gets placed in the transparent bin.
#ifndef NDEBUG
if (m_dual_transparent)
#endif
{
CullableObject *transparent_part = new CullableObject(*object);
CPT(RenderState) transparent_state = object->has_decals() ?
get_dual_transparent_state_decals() :
get_dual_transparent_state();
transparent_part->_state = state->compose(transparent_state);
if (transparent_part->munge_geom
(_gsg, _gsg->get_geom_munger(transparent_part->_state, current_thread),
traverser, force)) {
CullBin *bin = get_bin(transparent_part->_state->get_bin_index());
nassertv(bin != (CullBin *)NULL);
#ifndef NDEBUG
check_flash_bin(transparent_part->_state, bin);
#endif
bin->add_object(transparent_part, current_thread);
}
}
// Now we can draw the opaque part, with decals. This will
// end up in the opaque bin.
object->_state = state->compose(get_dual_opaque_state());
#ifndef NDEBUG
if (!m_dual_opaque) {
delete object;
return;
}
#endif
}
// The object is assigned to a specific bin; M_dual becomes
// M_alpha.
}
break;
default:
// Other kinds of transparency need no special handling.
break;
}
}
CullBin *bin = get_bin(object->_state->get_bin_index());
nassertv(bin != (CullBin *)NULL);
#ifndef NDEBUG
check_flash_bin(object->_state, bin);
#endif
// Munge vertices as needed for the GSG's requirements, and the
// object's current state.
if (object->munge_geom(_gsg, _gsg->get_geom_munger(object->_state, current_thread), traverser, force)) {
// The object may or may not now be fully resident, but this may
// not matter, since the GSG may have the necessary buffers
// already loaded. We'll let the GSG ultimately decide whether to
// render it.
bin->add_object(object, current_thread);
}
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::finish_cull
// Access: Public
// Description: Called after all the geoms have been added, this
// indicates that the cull process is finished for this
// frame and gives the bins a chance to do any
// post-processing (like sorting) before moving on to
// draw.
////////////////////////////////////////////////////////////////////
void CullResult::
finish_cull(SceneSetup *scene_setup, Thread *current_thread) {
CullBinManager *bin_manager = CullBinManager::get_global_ptr();
for (size_t i = 0; i < _bins.size(); ++i) {
if (!bin_manager->get_bin_active(i)) {
// If the bin isn't active, don't sort it, and don't draw it.
// In fact, clear it.
_bins[i] = NULL;
} else {
CullBin *bin = _bins[i];
if (bin != (CullBin *)NULL) {
bin->finish_cull(scene_setup, current_thread);
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::draw
// Access: Public
// Description: Asks all the bins to draw themselves in the correct
// order.
////////////////////////////////////////////////////////////////////
void CullResult::
draw(Thread *current_thread) {
bool force = !_gsg->get_incomplete_render();
// Ask the bin manager for the correct order to draw all the bins.
CullBinManager *bin_manager = CullBinManager::get_global_ptr();
int num_bins = bin_manager->get_num_bins();
for (int i = 0; i < num_bins; i++) {
int bin_index = bin_manager->get_bin(i);
nassertv(bin_index >= 0);
if (bin_index < (int)_bins.size() && _bins[bin_index] != (CullBin *)NULL) {
_bins[bin_index]->draw(force, current_thread);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::make_result_graph
// Access: Public
// Description: Returns a special scene graph constructed to
// represent the results of the cull. This will be a
// hierarchy of nodes, one node for each bin, each of
// which will in term be a parent of a number of
// GeomNodes, representing the geometry drawn in each
// bin.
//
// This is useful mainly for high-level debugging and
// abstraction tools; it should not be mistaken for the
// low-level cull result itself. For the low-level cull
// result, use draw() to efficiently draw the culled
// scene.
////////////////////////////////////////////////////////////////////
PT(PandaNode) CullResult::
make_result_graph() {
PT(PandaNode) root_node = new PandaNode("cull_result");
// Ask the bin manager for the correct order to draw all the bins.
CullBinManager *bin_manager = CullBinManager::get_global_ptr();
int num_bins = bin_manager->get_num_bins();
for (int i = 0; i < num_bins; i++) {
int bin_index = bin_manager->get_bin(i);
nassertr(bin_index >= 0, NULL);
if (bin_index < (int)_bins.size() && _bins[bin_index] != (CullBin *)NULL) {
root_node->add_child(_bins[bin_index]->make_result_graph());
}
}
return root_node;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::bin_removed
// Access: Public, Static
// Description: Intended to be called by
// CullBinManager::remove_bin(), this informs all the
// CullResults in the world to remove the indicated
// bin_index from their cache if it has been cached.
////////////////////////////////////////////////////////////////////
void CullResult::
bin_removed(int bin_index) {
// Do something here.
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::make_new_bin
// Access: Private
// Description: Allocates a new CullBin for the given bin_index and
// stores it for next time.
////////////////////////////////////////////////////////////////////
CullBin *CullResult::
make_new_bin(int bin_index) {
CullBinManager *bin_manager = CullBinManager::get_global_ptr();
PT(CullBin) bin = bin_manager->make_new_bin(bin_index, _gsg,
_draw_region_pcollector);
if (bin != (CullBin *)NULL) {
// Now store it in the vector.
while (bin_index >= (int)_bins.size()) {
_bins.push_back((CullBin *)NULL);
}
nassertr(bin_index >= 0 && bin_index < (int)_bins.size(), NULL);
_bins[bin_index] = bin;
}
return bin;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::get_alpha_state
// Access: Private
// Description: Returns a RenderState that changes the alpha test to
// > 0, for implementing M_alpha.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullResult::
get_alpha_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
// We don't monkey with the priority, since we want to allow the
// user to override this if he desires.
state = RenderState::make(AlphaTestAttrib::make(AlphaTestAttrib::M_greater, 0.0f));
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::get_binary_state
// Access: Private
// Description: Returns a RenderState that applies the effects of
// M_binary.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullResult::
get_binary_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make(AlphaTestAttrib::make(AlphaTestAttrib::M_greater_equal, 0.5f),
TransparencyAttrib::make(TransparencyAttrib::M_none),
RenderState::get_max_priority());
}
return state;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::check_flash_bin
// Access: Private
// Description: If the user configured flash-bin-binname, then update
// the object's state to flash all the geometry in the
// bin.
////////////////////////////////////////////////////////////////////
void CullResult::
check_flash_bin(CPT(RenderState) &state, CullBin *bin) {
if (bin->has_flash_color()) {
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * bin_color_flash_rate);
if ((cycle & 1) == 0) {
state = state->remove_attrib(TextureAttrib::get_class_slot());
state = state->remove_attrib(LightAttrib::get_class_slot());
state = state->remove_attrib(ColorScaleAttrib::get_class_slot());
state = state->remove_attrib(FogAttrib::get_class_slot());
state = state->add_attrib(ColorAttrib::make_flat(bin->get_flash_color()),
RenderState::get_max_priority());
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::check_flash_transparency
// Access: Private
// Description: If the user configured show-transparency, then
// update the object's state to flash the current
// geometry with the specified color.
////////////////////////////////////////////////////////////////////
void CullResult::
check_flash_transparency(CPT(RenderState) &state, const Colorf &transparency) {
if (show_transparency) {
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * bin_color_flash_rate);
if ((cycle & 1) == 0) {
state = state->remove_attrib(TextureAttrib::get_class_slot());
state = state->remove_attrib(LightAttrib::get_class_slot());
state = state->remove_attrib(ColorScaleAttrib::get_class_slot());
state = state->remove_attrib(FogAttrib::get_class_slot());
state = state->add_attrib(ColorAttrib::make_flat(transparency),
RenderState::get_max_priority());
}
}
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::get_dual_transparent_state
// Access: Private
// Description: Returns a RenderState that renders only the
// transparent parts of an object, in support of M_dual.
// This state is suitable only for objects that do not
// contain decals.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullResult::
get_dual_transparent_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
// The alpha test for > 0 prevents us from drawing empty pixels,
// and hence filling up the depth buffer with large empty spaces
// that may obscure other things. However, this does mean we draw
// pixels twice where the alpha == 1.0 (since they were already
// drawn in the opaque pass). This is not normally a problem,
// except when we are using decals; in the case of decals, we
// don't want to draw the 1.0 pixels again, since these are the
// ones that may have been decaled onto.
state = RenderState::make(AlphaTestAttrib::make(AlphaTestAttrib::M_greater, 0.0f),
TransparencyAttrib::make(TransparencyAttrib::M_alpha),
DepthWriteAttrib::make(DepthWriteAttrib::M_off),
RenderState::get_max_priority());
}
#ifndef NDEBUG
if (m_dual_flash) {
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * bin_color_flash_rate);
if ((cycle & 1) == 0) {
static CPT(RenderState) flash_state = NULL;
if (flash_state == (const RenderState *)NULL) {
flash_state = state->add_attrib(ColorAttrib::make_flat(Colorf(0.8f, 0.2f, 0.2f, 1.0f)),
RenderState::get_max_priority());
flash_state = flash_state->add_attrib(ColorScaleAttrib::make(LVecBase4f(1.0f, 1.0f, 1.0f, 1.0f)),
RenderState::get_max_priority());
flash_state = flash_state->add_attrib(AlphaTestAttrib::make(AlphaTestAttrib::M_less, 1.0f),
RenderState::get_max_priority());
}
return flash_state;
}
}
#endif // NDEBUG
return state;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::get_dual_transparent_state_decals
// Access: Private
// Description: Returns a RenderState that renders only the
// transparent parts of an object, but suitable for
// objects that contain decals.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullResult::
get_dual_transparent_state_decals() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
// This is exactly the same as above except here we make the alpha
// test of < 1.0 instead of > 0.0. This makes us draw big empty
// pixels where the alpha values are 0.0, but we don't overwrite
// the decals where the pixels are 1.0.
state = RenderState::make(AlphaTestAttrib::make(AlphaTestAttrib::M_less, dual_opaque_level),
TransparencyAttrib::make(TransparencyAttrib::M_alpha),
DepthWriteAttrib::make(DepthWriteAttrib::M_off),
RenderState::get_max_priority());
}
#ifndef NDEBUG
if (m_dual_flash) {
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * bin_color_flash_rate);
if ((cycle & 1) == 0) {
static CPT(RenderState) flash_state = NULL;
if (flash_state == (const RenderState *)NULL) {
flash_state = state->add_attrib(ColorAttrib::make_flat(Colorf(0.8f, 0.2f, 0.2f, 1.0f)),
RenderState::get_max_priority());
flash_state = flash_state->add_attrib(ColorScaleAttrib::make(LVecBase4f(1.0f, 1.0f, 1.0f, 1.0f)),
RenderState::get_max_priority());
}
return flash_state;
}
}
#endif // NDEBUG
return state;
}
////////////////////////////////////////////////////////////////////
// Function: CullResult::get_dual_opaque_state
// Access: Private
// Description: Returns a RenderState that renders only the
// opaque parts of an object, in support of M_dual.
////////////////////////////////////////////////////////////////////
CPT(RenderState) CullResult::
get_dual_opaque_state() {
static CPT(RenderState) state = NULL;
if (state == (const RenderState *)NULL) {
state = RenderState::make(AlphaTestAttrib::make(AlphaTestAttrib::M_greater_equal, dual_opaque_level),
TransparencyAttrib::make(TransparencyAttrib::M_none),
RenderState::get_max_priority());
}
#ifndef NDEBUG
if (m_dual_flash) {
int cycle = (int)(ClockObject::get_global_clock()->get_frame_time() * bin_color_flash_rate);
if ((cycle & 1) == 0) {
static CPT(RenderState) flash_state = NULL;
if (flash_state == (const RenderState *)NULL) {
flash_state = state->add_attrib(ColorAttrib::make_flat(Colorf(0.2f, 0.2f, 0.8f, 1.0f)),
RenderState::get_max_priority());
flash_state = flash_state->add_attrib(ColorScaleAttrib::make(LVecBase4f(1.0f, 1.0f, 1.0f, 1.0f)),
RenderState::get_max_priority());
}
return flash_state;
}
}
#endif // NDEBUG
return state;
}