216 lines
6.8 KiB
C++
216 lines
6.8 KiB
C++
// Filename: renderEffects.h
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// Created by: drose (14Mar02)
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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 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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#ifndef RENDEREFFECTS_H
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#define RENDEREFFECTS_H
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#include "pandabase.h"
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#include "transformState.h"
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#include "renderState.h"
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#include "renderEffect.h"
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#include "typedWritableReferenceCount.h"
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#include "pointerTo.h"
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#include "ordered_vector.h"
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#include "reMutex.h"
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#include "pmutex.h"
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class CullTraverser;
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class CullTraverserData;
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class FactoryParams;
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////////////////////////////////////////////////////////////////////
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// Class : RenderEffects
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// Description : This represents a unique collection of RenderEffect
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// objects that correspond to a particular renderable
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// state.
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//
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// You should not attempt to create or modify a
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// RenderEffects object directly. Instead, call one of
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// the make() functions to create one for you. And
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// instead of modifying a RenderEffects object, create a
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// new one.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_PGRAPH RenderEffects : public TypedWritableReferenceCount {
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protected:
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RenderEffects();
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private:
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RenderEffects(const RenderEffects ©);
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void operator = (const RenderEffects ©);
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public:
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virtual ~RenderEffects();
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bool safe_to_transform() const;
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virtual CPT(TransformState) prepare_flatten_transform(const TransformState *net_transform) const;
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bool safe_to_combine() const;
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CPT(RenderEffects) xform(const LMatrix4f &mat) const;
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PUBLISHED:
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bool operator < (const RenderEffects &other) const;
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INLINE bool is_empty() const;
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INLINE int get_num_effects() const;
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INLINE const RenderEffect *get_effect(int n) const;
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int find_effect(TypeHandle type) const;
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static CPT(RenderEffects) make_empty();
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static CPT(RenderEffects) make(const RenderEffect *effect);
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static CPT(RenderEffects) make(const RenderEffect *effect1,
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const RenderEffect *effect2);
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static CPT(RenderEffects) make(const RenderEffect *effect1,
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const RenderEffect *effect2,
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const RenderEffect *effect3);
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static CPT(RenderEffects) make(const RenderEffect *effect1,
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const RenderEffect *effect2,
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const RenderEffect *effect3,
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const RenderEffect *effect4);
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CPT(RenderEffects) add_effect(const RenderEffect *effect) const;
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CPT(RenderEffects) remove_effect(TypeHandle type) const;
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const RenderEffect *get_effect(TypeHandle type) const;
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bool unref() const;
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void output(ostream &out) const;
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void write(ostream &out, int indent_level) const;
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static int get_num_states();
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static void list_states(ostream &out);
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static bool validate_states();
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public:
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INLINE bool has_decal() const;
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INLINE bool has_show_bounds() const;
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INLINE bool has_show_tight_bounds() const;
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INLINE bool has_cull_callback() const;
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void cull_callback(CullTraverser *trav, CullTraverserData &data,
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CPT(TransformState) &node_transform,
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CPT(RenderState) &node_state) const;
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INLINE bool has_adjust_transform() const;
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void adjust_transform(CPT(TransformState) &net_transform,
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CPT(TransformState) &node_transform,
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PandaNode *node) const;
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static void init_states();
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private:
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static CPT(RenderEffects) return_new(RenderEffects *state);
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void release_new();
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void determine_decal();
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void determine_show_bounds();
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void determine_cull_callback();
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void determine_adjust_transform();
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private:
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// This mutex protects _states. It also protects any modification
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// to the cache, which is encoded in _composition_cache and
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// _invert_composition_cache.
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static ReMutex *_states_lock;
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typedef pset<const RenderEffects *, indirect_less<const RenderEffects *> > States;
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static States *_states;
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static CPT(RenderEffects) _empty_state;
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// This iterator records the entry corresponding to this RenderEffects
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// object in the above global set. We keep the iterator around so
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// we can remove it when the RenderEffects destructs.
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States::iterator _saved_entry;
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private:
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// This is the actual data within the RenderEffects: a set of
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// RenderEffects.
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class Effect {
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public:
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INLINE Effect(const RenderEffect *effect);
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INLINE Effect();
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INLINE Effect(TypeHandle type);
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INLINE Effect(const Effect ©);
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INLINE void operator = (const Effect ©);
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INLINE bool operator < (const Effect &other) const;
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INLINE int compare_to(const Effect &other) const;
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TypeHandle _type;
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CPT(RenderEffect) _effect;
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};
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typedef ov_set<Effect> Effects;
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Effects _effects;
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enum Flags {
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F_checked_decal = 0x0001,
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F_has_decal = 0x0002,
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F_checked_show_bounds = 0x0004,
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F_has_show_bounds = 0x0008,
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F_has_show_tight_bounds = 0x0010,
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F_checked_cull_callback = 0x0020,
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F_has_cull_callback = 0x0040,
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F_checked_adjust_transform = 0x0080,
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F_has_adjust_transform = 0x0100,
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};
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int _flags;
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// This mutex protects _flags, and all of the above computed values.
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Mutex _lock;
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public:
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static void register_with_read_factory();
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
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virtual bool require_fully_complete() const;
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static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
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virtual void finalize(BamReader *manager);
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protected:
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static TypedWritable *make_from_bam(const FactoryParams ¶ms);
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void fillin(DatagramIterator &scan, BamReader *manager);
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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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static void init_type() {
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TypedWritableReferenceCount::init_type();
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register_type(_type_handle, "RenderEffects",
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TypedWritableReferenceCount::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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};
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INLINE ostream &operator << (ostream &out, const RenderEffects &state) {
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state.output(out);
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return out;
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}
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#include "renderEffects.I"
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#endif
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