historical/toontown-classic.git/panda/include/renderAttrib.h
2024-01-16 11:20:27 -06:00

236 lines
8.3 KiB
C++

/**
* 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."
*
* @file renderAttrib.h
* @author drose
* @date 2002-02-21
*/
#ifndef RENDERATTRIB_H
#define RENDERATTRIB_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "renderAttribRegistry.h"
#include "pointerTo.h"
#include "simpleHashMap.h"
#include "lightReMutex.h"
#include "pStatCollector.h"
class AttribSlots;
class GraphicsStateGuardianBase;
class CullTraverser;
class CullTraverserData;
class RenderState;
/**
* 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();
public:
RenderAttrib(const RenderAttrib &copy) = delete;
virtual ~RenderAttrib();
RenderAttrib &operator = (const RenderAttrib &copy) = delete;
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:
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 size_t get_hash() const;
INLINE CPT(RenderAttrib) get_unique() const;
virtual bool unref() const final;
virtual void output(std::ostream &out) const;
virtual void write(std::ostream &out, int indent_level) const;
static int get_num_attribs();
static void list_attribs(std::ostream &out);
static int garbage_collect();
static bool validate_attribs();
virtual int get_slot() const=0;
MAKE_PROPERTY(slot, get_slot);
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 generated special 3-d texture coordinates that
// represented the vector to a particular Light in the scene graph,
// expressed in each vertex's tangent space. This has now been removed.
// We need to reserve the slot in the enum, though, to make sure the
// following enum value still has the same value.
M_unused2,
// 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:
INLINE void calc_hash();
static CPT(RenderAttrib) return_new(RenderAttrib *attrib);
static CPT(RenderAttrib) return_unique(RenderAttrib *attrib);
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual size_t get_hash_impl() const;
virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
void output_comparefunc(std::ostream &out, PandaCompareFunc fn) const;
public:
INLINE static int register_slot(TypeHandle type_handle, int sort,
RenderAttrib *default_attrib);
private:
void release_new();
public:
static void init_attribs();
private:
// This mutex protects _attribs.
static LightReMutex *_attribs_lock;
typedef SimpleHashMap<const RenderAttrib *, std::nullptr_t, indirect_compare_to_hash<const RenderAttrib *> > Attribs;
static Attribs _attribs;
int _saved_entry;
size_t _hash;
// This keeps track of our current position through the garbage collection
// cycle.
static size_t _garbage_index;
static PStatCollector _garbage_collect_pcollector;
friend class RenderAttribRegistry;
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 std::ostream &operator << (std::ostream &out, const RenderAttrib &attrib) {
attrib.output(out);
return out;
}
#include "renderAttrib.I"
#endif