286 lines
9.7 KiB
C++
286 lines
9.7 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file graphicsStateGuardianBase.h
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* @author drose
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* @date 1999-10-06
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*/
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#ifndef GRAPHICSSTATEGUARDIANBASE_H
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#define GRAPHICSSTATEGUARDIANBASE_H
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#include "pandabase.h"
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#include "typedWritableReferenceCount.h"
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#include "nodeCachedReferenceCount.h"
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#include "luse.h"
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#include "lightMutex.h"
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// A handful of forward references.
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class Thread;
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class RenderBuffer;
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class GraphicsWindow;
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class NodePath;
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class GraphicsOutputBase;
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class VertexBufferContext;
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class IndexBufferContext;
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class BufferContext;
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class GeomContext;
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class GeomNode;
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class Geom;
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class GeomPipelineReader;
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class GeomVertexData;
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class GeomVertexDataPipelineReader;
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class GeomVertexArrayData;
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class GeomPrimitive;
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class GeomPrimitivePipelineReader;
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class GeomTriangles;
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class GeomTristrips;
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class GeomTrifans;
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class GeomLines;
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class GeomLinestrips;
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class GeomPoints;
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class GeomMunger;
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class SceneSetup;
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class PreparedGraphicsObjects;
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class GraphicsOutput;
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class Texture;
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class TextureContext;
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class SamplerContext;
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class SamplerState;
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class Shader;
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class ShaderContext;
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class ShaderBuffer;
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class RenderState;
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class TransformState;
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class Material;
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class ColorScaleAttrib;
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class TexMatrixAttrib;
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class ColorAttrib;
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class TextureAttrib;
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class LightAttrib;
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class MaterialAttrib;
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class RenderModeAttrib;
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class AntialiasAttrib;
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class RescaleNormalAttrib;
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class ColorBlendAttrib;
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class ColorWriteAttrib;
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class AlphaTestAttrib;
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class DepthTestAttrib;
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class DepthWriteAttrib;
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class TexGenAttrib;
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class ShaderAttrib;
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class CullFaceAttrib;
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class ClipPlaneAttrib;
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class ShadeModelAttrib;
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class TransparencyAttrib;
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class FogAttrib;
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class DepthOffsetAttrib;
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class PointLight;
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class DirectionalLight;
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class Spotlight;
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class AmbientLight;
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class LightLensNode;
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class DisplayRegion;
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class Lens;
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/**
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* This is a base class for the GraphicsStateGuardian class, which is itself a
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* base class for the various GSG's for different platforms. This class
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* contains all the function prototypes to support the double-dispatch of GSG
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* to geoms, transitions, etc. It lives in a separate class in its own
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* package so we can avoid circular build dependency problems.
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*
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* GraphicsStateGuardians are not actually writable to bam files, of course,
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* but they may be passed as event parameters, so they inherit from
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* TypedWritableReferenceCount instead of TypedReferenceCount for that
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* convenience.
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*/
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class EXPCL_PANDA_GSGBASE GraphicsStateGuardianBase : public TypedWritableReferenceCount {
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PUBLISHED:
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virtual bool get_incomplete_render() const=0;
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virtual bool get_effective_incomplete_render() const=0;
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virtual bool prefers_triangle_strips() const=0;
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virtual int get_max_vertices_per_array() const=0;
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virtual int get_max_vertices_per_primitive() const=0;
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virtual int get_max_texture_dimension() const=0;
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virtual bool get_supports_compressed_texture_format(int compression_mode) const=0;
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virtual bool get_supports_multisample() const=0;
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virtual int get_supported_geom_rendering() const=0;
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virtual bool get_supports_shadow_filter() const=0;
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virtual bool get_supports_texture_srgb() const=0;
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virtual bool get_supports_hlsl() const=0;
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public:
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// These are some general interface functions; they're defined here mainly
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// to make it easy to call these from code in some directory that display
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// depends on.
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virtual SceneSetup *get_scene() const=0;
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virtual void clear_before_callback()=0;
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virtual void clear_state_and_transform()=0;
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virtual void remove_window(GraphicsOutputBase *window)=0;
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#ifndef CPPPARSER
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// We hide this from interrogate, so that it will be properly exported from
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// the GraphicsStateGuardian class, later.
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virtual PreparedGraphicsObjects *get_prepared_objects()=0;
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#endif
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virtual TextureContext *prepare_texture(Texture *tex, int view)=0;
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virtual bool update_texture(TextureContext *tc, bool force)=0;
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virtual void release_texture(TextureContext *tc)=0;
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virtual bool extract_texture_data(Texture *tex)=0;
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virtual SamplerContext *prepare_sampler(const SamplerState &sampler)=0;
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virtual void release_sampler(SamplerContext *sc)=0;
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virtual GeomContext *prepare_geom(Geom *geom)=0;
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virtual void release_geom(GeomContext *gc)=0;
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virtual ShaderContext *prepare_shader(Shader *shader)=0;
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virtual void release_shader(ShaderContext *sc)=0;
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virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data)=0;
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virtual void release_vertex_buffer(VertexBufferContext *vbc)=0;
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virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data)=0;
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virtual void release_index_buffer(IndexBufferContext *ibc)=0;
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virtual BufferContext *prepare_shader_buffer(ShaderBuffer *data)=0;
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virtual void release_shader_buffer(BufferContext *ibc)=0;
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virtual void dispatch_compute(int size_x, int size_y, int size_z)=0;
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virtual PT(GeomMunger) get_geom_munger(const RenderState *state,
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Thread *current_thread)=0;
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virtual void set_state_and_transform(const RenderState *state,
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const TransformState *transform)=0;
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// This function may only be called during a render traversal; it will
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// compute the distance to the indicated point, assumed to be in eye
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// coordinates, from the camera plane. This is a virtual function because
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// different GSG's may define the eye coordinate space differently.
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virtual PN_stdfloat compute_distance_to(const LPoint3 &point) const=0;
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// These are used to implement decals. If depth_offset_decals() returns
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// true, none of the remaining functions will be called, since depth offsets
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// can be used to implement decals fully (and usually faster).
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virtual bool depth_offset_decals()=0;
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virtual CPT(RenderState) begin_decal_base_first()=0;
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virtual CPT(RenderState) begin_decal_nested()=0;
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virtual CPT(RenderState) begin_decal_base_second()=0;
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virtual void finish_decal()=0;
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// Defined here are some internal interface functions for the
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// GraphicsStateGuardian. These are here to support double-dispatching from
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// Geoms and NodeTransitions, and are intended to be invoked only directly
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// by the appropriate Geom and NodeTransition types. They're public only
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// because it would be too inconvenient to declare each of those types to be
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// friends of this class.
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virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
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const GeomVertexDataPipelineReader *data_reader,
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bool force)=0;
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virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_triangles_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_tristrips_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_patches(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_lines(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_lines_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_linestrips_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual bool draw_points(const GeomPrimitivePipelineReader *reader, bool force)=0;
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virtual void end_draw_primitives()=0;
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virtual bool framebuffer_copy_to_texture
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(Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb)=0;
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virtual bool framebuffer_copy_to_ram
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(Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb)=0;
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virtual CoordinateSystem get_internal_coordinate_system() const=0;
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virtual void bind_light(PointLight *light_obj, const NodePath &light,
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int light_id) { }
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virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
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int light_id) { }
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virtual void bind_light(Spotlight *light_obj, const NodePath &light,
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int light_id) { }
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virtual void ensure_generated_shader(const RenderState *state)=0;
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static void mark_rehash_generated_shaders() {
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#ifdef HAVE_CG
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++_generated_shader_seq;
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#endif
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}
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virtual void push_group_marker(const std::string &marker) {}
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virtual void pop_group_marker() {}
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PUBLISHED:
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static GraphicsStateGuardianBase *get_default_gsg();
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static void set_default_gsg(GraphicsStateGuardianBase *default_gsg);
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static size_t get_num_gsgs();
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static GraphicsStateGuardianBase *get_gsg(size_t n);
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MAKE_SEQ(get_gsgs, get_num_gsgs, get_gsg);
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public:
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static void add_gsg(GraphicsStateGuardianBase *gsg);
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static void remove_gsg(GraphicsStateGuardianBase *gsg);
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size_t _id;
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private:
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struct GSGList {
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LightMutex _lock;
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typedef pvector<GraphicsStateGuardianBase *> GSGs;
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GSGs _gsgs;
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GraphicsStateGuardianBase *_default_gsg;
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};
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static AtomicAdjust::Pointer _gsg_list;
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protected:
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static UpdateSeq _generated_shader_seq;
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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, "GraphicsStateGuardianBase",
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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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#endif
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