open_toontown_panda3d/panda/src/gsgbase/graphicsStateGuardianBase.h

220 lines
8.1 KiB
C++

// Filename: graphicsStateGuardianBase.h
// Created by: drose (06Oct99)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef GRAPHICSSTATEGUARDIANBASE_H
#define GRAPHICSSTATEGUARDIANBASE_H
#include "pandabase.h"
#include "typedReferenceCount.h"
#include "luse.h"
// A handful of forward references.
class RenderBuffer;
class GraphicsWindow;
class GeomContext;
class GeomNodeContext;
class GeomNode;
class Geom;
class GeomPoint;
class GeomLine;
class GeomLinestrip;
class GeomSprite;
class GeomPolygon;
class GeomQuad;
class GeomTri;
class GeomTristrip;
class GeomTrifan;
class GeomSphere;
class TextureContext;
class Texture;
class PixelBuffer;
class RenderState;
class TransformState;
class Material;
class ColorScaleAttrib;
class TexMatrixAttrib;
class ColorAttrib;
class TextureAttrib;
class LightAttrib;
class MaterialAttrib;
class RenderModeAttrib;
class ColorBlendAttrib;
class TextureApplyAttrib;
class ColorWriteAttrib;
class AlphaTestAttrib;
class DepthTestAttrib;
class DepthWriteAttrib;
class TexGenAttrib;
class CullFaceAttrib;
class StencilAttrib;
class ClipPlaneAttrib;
class TransparencyAttrib;
class FogAttrib;
class LinesmoothAttrib;
class PointShapeAttrib;
class DepthOffsetAttrib;
class PointLight;
class DirectionalLight;
class Spotlight;
class AmbientLight;
class DisplayRegion;
class Lens;
////////////////////////////////////////////////////////////////////
// Class : GraphicsStateGuardianBase
// Description : This is a base class for the GraphicsStateGuardian
// class, which is itself a base class for the various
// GSG's for different platforms. This class contains
// all the function prototypes to support the
// double-dispatch of GSG to geoms, transitions, etc. It
// lives in a separate class in its own package so we
// can avoid circular build dependency problems.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA GraphicsStateGuardianBase : public TypedReferenceCount {
public:
// These functions will be queried by the GeomIssuer to determine if
// it should issue normals, texcoords, and/or colors, based on the
// GSG's current state.
virtual bool wants_normals(void) const=0;
virtual bool wants_texcoords(void) const=0;
virtual bool wants_colors(void) const=0;
// These are some general interface functions; they're defined here
// mainly to make it easy to call these from code in some directory
// that display depends on.
virtual TextureContext *prepare_texture(Texture *tex)=0;
virtual void apply_texture(TextureContext *tc)=0;
virtual void release_texture(TextureContext *tc)=0;
virtual GeomNodeContext *prepare_geom_node(GeomNode *node)=0;
virtual void draw_geom_node(GeomNode *node, const RenderState *state,
GeomNodeContext *gnc)=0;
virtual void release_geom_node(GeomNodeContext *gnc)=0;
virtual GeomContext *prepare_geom(Geom *geom)=0;
virtual void release_geom(GeomContext *gc)=0;
virtual void set_state_and_transform(const RenderState *state,
const TransformState *transform)=0;
// This function may only be called during a render traversal; it
// will compute the distance to the indicated point, assumed to be
// in modelview coordinates, from the camera plane. This is a
// virtual function because different GSG's may define the modelview
// coordinate space differently.
virtual float compute_distance_to(const LPoint3f &point) const=0;
// These are used to implement decals. If depth_offset_decals()
// returns true, none of the remaining functions will be called,
// since depth offsets can be used to implement decals fully (and
// usually faster).
virtual bool depth_offset_decals()=0;
virtual CPT(RenderState) begin_decal_base_first()=0;
virtual CPT(RenderState) begin_decal_nested()=0;
virtual CPT(RenderState) begin_decal_base_second()=0;
virtual void finish_decal()=0;
// Defined here are some internal interface functions for the
// GraphicsStateGuardian. These are here to support
// double-dispatching from Geoms and NodeTransitions, and are
// intended to be invoked only directly by the appropriate Geom and
// NodeTransition types. They're public only because it would be too
// inconvenient to declare each of those types to be friends of this
// class.
virtual void draw_point(GeomPoint *geom, GeomContext *gc)=0;
virtual void draw_line(GeomLine *geom, GeomContext *gc)=0;
virtual void draw_linestrip(GeomLinestrip *geom, GeomContext *gc)=0;
virtual void draw_sprite(GeomSprite *geom, GeomContext *gc)=0;
virtual void draw_polygon(GeomPolygon *geom, GeomContext *gc)=0;
virtual void draw_quad(GeomQuad *geom, GeomContext *gc)=0;
virtual void draw_tri(GeomTri *geom, GeomContext *gc)=0;
virtual void draw_tristrip(GeomTristrip *geom, GeomContext *gc)=0;
virtual void draw_trifan(GeomTrifan *geom, GeomContext *gc)=0;
virtual void draw_sphere(GeomSphere *geom, GeomContext *gc)=0;
virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr)=0;
virtual void copy_texture(TextureContext *tc, const DisplayRegion *dr,
const RenderBuffer &rb)=0;
virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb)=0;
virtual void texture_to_pixel_buffer(TextureContext *tc, PixelBuffer *pb,
const DisplayRegion *dr)=0;
virtual void copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr)=0;
virtual void copy_pixel_buffer(PixelBuffer *pb, const DisplayRegion *dr,
const RenderBuffer &rb)=0;
virtual void apply_material(const Material *material)=0;
virtual void issue_transform(const TransformState *) { }
virtual void issue_alpha_test(const AlphaTestAttrib *) { }
virtual void issue_color_scale(const ColorScaleAttrib *) { }
virtual void issue_color(const ColorAttrib *) { }
virtual void issue_tex_matrix(const TexMatrixAttrib *) { }
virtual void issue_texture(const TextureAttrib *) { }
virtual void issue_light(const LightAttrib *) { }
virtual void issue_material(const MaterialAttrib *) { }
virtual void issue_render_mode(const RenderModeAttrib *) { }
virtual void issue_texture_apply(const TextureApplyAttrib *) { }
virtual void issue_color_write(const ColorWriteAttrib *) { }
virtual void issue_depth_test(const DepthTestAttrib *) { }
virtual void issue_depth_write(const DepthWriteAttrib *) { }
virtual void issue_cull_face(const CullFaceAttrib *) { }
virtual void issue_transparency(const TransparencyAttrib *) { }
virtual void issue_fog(const FogAttrib *) { }
virtual void issue_depth_offset(const DepthOffsetAttrib *) { }
virtual void issue_color_blend(const ColorBlendAttrib *) { }
virtual void issue_tex_gen(const TexGenAttrib *) { }
virtual void issue_stencil(const StencilAttrib *) { }
virtual void issue_clip_plane(const ClipPlaneAttrib *) { }
virtual void bind_light(PointLight *light, int light_id) { }
virtual void bind_light(DirectionalLight *light, int light_id) { }
virtual void bind_light(Spotlight *light, int light_id) { }
PUBLISHED:
static TypeHandle get_class_type() {
return _type_handle;
}
public:
static void init_type() {
TypedReferenceCount::init_type();
register_type(_type_handle, "GraphicsStateGuardianBase",
TypedReferenceCount::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;
};
#endif