14 #ifndef GRAPHICSSTATEGUARDIANBASE_H
15 #define GRAPHICSSTATEGUARDIANBASE_H
112 virtual bool get_incomplete_render()
const=0;
113 virtual bool get_effective_incomplete_render()
const=0;
115 virtual bool prefers_triangle_strips()
const=0;
116 virtual int get_max_vertices_per_array()
const=0;
117 virtual int get_max_vertices_per_primitive()
const=0;
119 virtual int get_max_texture_dimension()
const=0;
120 virtual bool get_supports_compressed_texture_format(
int compression_mode)
const=0;
122 virtual bool get_supports_multisample()
const=0;
123 virtual int get_supported_geom_rendering()
const=0;
124 virtual bool get_supports_shadow_filter()
const=0;
126 virtual bool get_supports_texture_srgb()
const=0;
128 virtual bool get_supports_hlsl()
const=0;
136 virtual void clear_before_callback()=0;
137 virtual void clear_state_and_transform()=0;
150 virtual bool extract_texture_data(
Texture *tex)=0;
170 virtual void dispatch_compute(
int size_x,
int size_y,
int size_z)=0;
173 Thread *current_thread)=0;
175 virtual void set_state_and_transform(
const RenderState *state,
182 virtual PN_stdfloat compute_distance_to(
const LPoint3 &point)
const=0;
187 virtual bool depth_offset_decals()=0;
188 virtual CPT(
RenderState) begin_decal_base_first()=0;
190 virtual CPT(
RenderState) begin_decal_base_second()=0;
191 virtual void finish_decal()=0;
214 virtual void end_draw_primitives()=0;
216 virtual bool framebuffer_copy_to_texture
218 virtual bool framebuffer_copy_to_ram
221 virtual CoordinateSystem get_internal_coordinate_system()
const=0;
230 virtual void ensure_generated_shader(
const RenderState *state)=0;
232 static void mark_rehash_generated_shaders() {
234 ++_generated_shader_seq;
238 virtual void push_group_marker(
const std::string &marker) {}
239 virtual void pop_group_marker() {}
245 static size_t get_num_gsgs();
247 MAKE_SEQ(get_gsgs, get_num_gsgs, get_gsg);
263 static AtomicAdjust::Pointer _gsg_list;
272 static void init_type() {
273 TypedWritableReferenceCount::init_type();
275 TypedWritableReferenceCount::get_class_type());
278 return get_class_type();
280 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
Enables or disables writing of pixel to framebuffer based on its alpha value relative to a reference ...
A light source that seems to illuminate all points in space at once.
Specifies whether or how to enable antialiasing, if supported by the backend renderer.
This is a base class for those kinds of SavedContexts that occupy an easily-measured (and substantial...
This functions similarly to a LightAttrib.
Indicates what color should be applied to renderable geometry.
This specifies how colors are blended into the frame buffer, for special effects.
Applies a scale to colors in the scene graph and on vertices.
Enables or disables writing to the color buffer.
Indicates which faces should be culled based on their vertex ordering.
This is a special kind of attribute that instructs the graphics driver to apply an offset or bias to ...
Enables or disables writing to the depth buffer.
Enables or disables writing to the depth buffer.
A light shining from infinitely far away in a particular direction, like sunlight.
A rectangular subregion within a window for rendering into.
Applies a Fog to the geometry at and below this node.
This is a special class object that holds all the information returned by a particular GSG to indicat...
Defines a series of disconnected line segments.
Defines a series of line strips.
Objects of this class are used to convert vertex data from a Geom into a format suitable for passing ...
A node that holds Geom objects, renderable pieces of geometry.
Encapsulates the data from a Geom, pre-fetched for one stage of the pipeline.
Defines a series of disconnected points.
Encapsulates the data from a GeomPrimitive, pre-fetched for one stage of the pipeline.
This is an abstract base class for a family of classes that represent the fundamental geometry primit...
Defines a series of disconnected triangles.
Defines a series of triangle fans.
Defines a series of triangle strips.
This is the data for one array of a GeomVertexData structure.
Encapsulates the data from a GeomVertexData, pre-fetched for one stage of the pipeline.
This defines the actual numeric vertex data stored in a Geom, in the structure defined by a particula...
A container for geometry primitives.
An abstract base class for GraphicsOutput, for all the usual reasons.
This is a base class for the various different classes that represent the result of a frame of render...
This is a base class for the GraphicsStateGuardian class, which is itself a base class for the variou...
A window, fullscreen or on a desktop, into which a graphics device sends its output for interactive d...
This is a special class object that holds all the information returned by a particular GSG to indicat...
A base class for any number of different kinds of lenses, linear and otherwise.
Indicates which set of lights should be considered "on" to illuminate geometry at this level and belo...
A derivative of Light and of Camera.
This is a standard, non-reentrant mutex, similar to the Mutex class.
Indicates which, if any, material should be applied to geometry.
Defines the way an object appears in the presence of lighting.
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
A light originating from a single point in space, and shining in all directions.
A table of objects that are saved within the graphics context for reference by handle later.
A RenderBuffer is an arbitrary subset of the various layers (depth buffer, color buffer,...
Specifies how polygons are to be drawn.
This represents a unique collection of RenderAttrib objects that correspond to a particular renderabl...
Specifies how polygons are to be drawn.
This is a special class object that holds a handle to the sampler state object given by the graphics ...
Represents a set of settings that indicate how a texture is sampled.
This object holds the camera position, etc., and other general setup information for rendering a part...
Specifies whether flat shading (per-polygon) or smooth shading (per-vertex) is in effect.
This is a generic buffer object that lives in graphics memory.
The ShaderContext is meant to contain the compiled version of a shader string.
A light originating from a single point in space, and shining in a particular direction,...
Computes texture coordinates for geometry automatically based on vertex position and/or normal.
Applies a transform matrix to UV's before they are rendered.
Indicates the set of TextureStages and their associated Textures that should be applied to (or remove...
This is a special class object that holds all the information returned by a particular GSG to indicat...
Represents a texture object, which is typically a single 2-d image but may also represent a 1-d or 3-...
A thread; that is, a lightweight process.
This controls the enabling of transparency.
TypeHandle is the identifier used to differentiate C++ class types.
A base class for things which need to inherit from both TypedWritable and from ReferenceCount.
This is a sequence number that increments monotonically.
This is a special class object that holds all the information returned by a particular GSG to indicat...
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.