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graphicsStateGuardianBase.h
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1/**
2 * PANDA 3D SOFTWARE
3 * Copyright (c) Carnegie Mellon University. All rights reserved.
4 *
5 * All use of this software is subject to the terms of the revised BSD
6 * license. You should have received a copy of this license along
7 * with this source code in a file named "LICENSE."
8 *
9 * @file graphicsStateGuardianBase.h
10 * @author drose
11 * @date 1999-10-06
12 */
13
14#ifndef GRAPHICSSTATEGUARDIANBASE_H
15#define GRAPHICSSTATEGUARDIANBASE_H
16
17#include "pandabase.h"
18
21#include "luse.h"
22#include "lightMutex.h"
23
24// A handful of forward references.
25
26class Thread;
27class RenderBuffer;
28class GraphicsWindow;
29class NodePath;
31
34class BufferContext;
35class GeomContext;
36class GeomNode;
37class Geom;
39class GeomVertexData;
42class GeomPrimitive;
44class GeomTriangles;
45class GeomTristrips;
46class GeomTrifans;
47class GeomLines;
48class GeomLinestrips;
49class GeomPoints;
50class GeomMunger;
51
52class SceneSetup;
54class GraphicsOutput;
55class Texture;
56class TextureContext;
57class SamplerContext;
58class SamplerState;
59class Shader;
60class ShaderContext;
61class ShaderBuffer;
62class RenderState;
63class TransformState;
64class Material;
65
67class TexMatrixAttrib;
68class ColorAttrib;
69class TextureAttrib;
70class LightAttrib;
71class MaterialAttrib;
73class AntialiasAttrib;
77class AlphaTestAttrib;
78class DepthTestAttrib;
80class TexGenAttrib;
81class ShaderAttrib;
82class CullFaceAttrib;
83class ClipPlaneAttrib;
86class FogAttrib;
88
89class PointLight;
91class Spotlight;
92class AmbientLight;
93class LightLensNode;
94
95class DisplayRegion;
96class Lens;
97
98/**
99 * This is a base class for the GraphicsStateGuardian class, which is itself a
100 * base class for the various GSG's for different platforms. This class
101 * contains all the function prototypes to support the double-dispatch of GSG
102 * to geoms, transitions, etc. It lives in a separate class in its own
103 * package so we can avoid circular build dependency problems.
104 *
105 * GraphicsStateGuardians are not actually writable to bam files, of course,
106 * but they may be passed as event parameters, so they inherit from
107 * TypedWritableReferenceCount instead of TypedReferenceCount for that
108 * convenience.
109 */
110class EXPCL_PANDA_GSGBASE GraphicsStateGuardianBase : public TypedWritableReferenceCount {
111PUBLISHED:
112 virtual bool get_incomplete_render() const=0;
113 virtual bool get_effective_incomplete_render() const=0;
114
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;
118
119 virtual int get_max_texture_dimension() const=0;
120 virtual bool get_supports_compressed_texture_format(int compression_mode) const=0;
121
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;
125
126 virtual bool get_supports_texture_srgb() const=0;
127
128 virtual bool get_supports_hlsl() const=0;
129
130public:
131 // These are some general interface functions; they're defined here mainly
132 // to make it easy to call these from code in some directory that display
133 // depends on.
134 virtual SceneSetup *get_scene() const=0;
135
136 virtual void clear_before_callback()=0;
137 virtual void clear_state_and_transform()=0;
138
139 virtual void remove_window(GraphicsOutputBase *window)=0;
140
141#ifndef CPPPARSER
142 // We hide this from interrogate, so that it will be properly exported from
143 // the GraphicsStateGuardian class, later.
144 virtual PreparedGraphicsObjects *get_prepared_objects()=0;
145#endif
146
147 virtual TextureContext *prepare_texture(Texture *tex, int view)=0;
148 virtual bool update_texture(TextureContext *tc, bool force)=0;
149 virtual void release_texture(TextureContext *tc)=0;
150 virtual bool extract_texture_data(Texture *tex)=0;
151
152 virtual SamplerContext *prepare_sampler(const SamplerState &sampler)=0;
153 virtual void release_sampler(SamplerContext *sc)=0;
154
155 virtual GeomContext *prepare_geom(Geom *geom)=0;
156 virtual void release_geom(GeomContext *gc)=0;
157
158 virtual ShaderContext *prepare_shader(Shader *shader)=0;
159 virtual void release_shader(ShaderContext *sc)=0;
160
161 virtual VertexBufferContext *prepare_vertex_buffer(GeomVertexArrayData *data)=0;
162 virtual void release_vertex_buffer(VertexBufferContext *vbc)=0;
163
164 virtual IndexBufferContext *prepare_index_buffer(GeomPrimitive *data)=0;
165 virtual void release_index_buffer(IndexBufferContext *ibc)=0;
166
167 virtual BufferContext *prepare_shader_buffer(ShaderBuffer *data)=0;
168 virtual void release_shader_buffer(BufferContext *ibc)=0;
169
170 virtual void dispatch_compute(int size_x, int size_y, int size_z)=0;
171
172 virtual PT(GeomMunger) get_geom_munger(const RenderState *state,
173 Thread *current_thread)=0;
174
175 virtual void set_state_and_transform(const RenderState *state,
176 const TransformState *transform)=0;
177
178 // This function may only be called during a render traversal; it will
179 // compute the distance to the indicated point, assumed to be in eye
180 // coordinates, from the camera plane. This is a virtual function because
181 // different GSG's may define the eye coordinate space differently.
182 virtual PN_stdfloat compute_distance_to(const LPoint3 &point) const=0;
183
184 // These are used to implement decals. If depth_offset_decals() returns
185 // true, none of the remaining functions will be called, since depth offsets
186 // can be used to implement decals fully (and usually faster).
187 virtual bool depth_offset_decals()=0;
188 virtual CPT(RenderState) begin_decal_base_first()=0;
189 virtual CPT(RenderState) begin_decal_nested()=0;
190 virtual CPT(RenderState) begin_decal_base_second()=0;
191 virtual void finish_decal()=0;
192
193 // Defined here are some internal interface functions for the
194 // GraphicsStateGuardian. These are here to support double-dispatching from
195 // Geoms and NodeTransitions, and are intended to be invoked only directly
196 // by the appropriate Geom and NodeTransition types. They're public only
197 // because it would be too inconvenient to declare each of those types to be
198 // friends of this class.
199
200 virtual bool begin_draw_primitives(const GeomPipelineReader *geom_reader,
201 const GeomVertexDataPipelineReader *data_reader,
202 bool force)=0;
203 virtual bool draw_triangles(const GeomPrimitivePipelineReader *reader, bool force)=0;
204 virtual bool draw_triangles_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
205 virtual bool draw_tristrips(const GeomPrimitivePipelineReader *reader, bool force)=0;
206 virtual bool draw_tristrips_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
207 virtual bool draw_trifans(const GeomPrimitivePipelineReader *reader, bool force)=0;
208 virtual bool draw_patches(const GeomPrimitivePipelineReader *reader, bool force)=0;
209 virtual bool draw_lines(const GeomPrimitivePipelineReader *reader, bool force)=0;
210 virtual bool draw_lines_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
211 virtual bool draw_linestrips(const GeomPrimitivePipelineReader *reader, bool force)=0;
212 virtual bool draw_linestrips_adj(const GeomPrimitivePipelineReader *reader, bool force)=0;
213 virtual bool draw_points(const GeomPrimitivePipelineReader *reader, bool force)=0;
214 virtual void end_draw_primitives()=0;
215
216 virtual bool framebuffer_copy_to_texture
217 (Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb)=0;
218 virtual bool framebuffer_copy_to_ram
219 (Texture *tex, int view, int z, const DisplayRegion *dr, const RenderBuffer &rb)=0;
220
221 virtual CoordinateSystem get_internal_coordinate_system() const=0;
222
223 virtual void bind_light(PointLight *light_obj, const NodePath &light,
224 int light_id) { }
225 virtual void bind_light(DirectionalLight *light_obj, const NodePath &light,
226 int light_id) { }
227 virtual void bind_light(Spotlight *light_obj, const NodePath &light,
228 int light_id) { }
229
230 virtual void ensure_generated_shader(const RenderState *state)=0;
231
232 static void mark_rehash_generated_shaders() {
233#ifdef HAVE_CG
234 ++_generated_shader_seq;
235#endif
236 }
237
238 virtual void push_group_marker(const std::string &marker) {}
239 virtual void pop_group_marker() {}
240
241PUBLISHED:
242 static GraphicsStateGuardianBase *get_default_gsg();
243 static void set_default_gsg(GraphicsStateGuardianBase *default_gsg);
244
245 static size_t get_num_gsgs();
246 static GraphicsStateGuardianBase *get_gsg(size_t n);
247 MAKE_SEQ(get_gsgs, get_num_gsgs, get_gsg);
248
249public:
250 static void add_gsg(GraphicsStateGuardianBase *gsg);
251 static void remove_gsg(GraphicsStateGuardianBase *gsg);
252
253 size_t _id;
254
255private:
256 struct GSGList {
257 LightMutex _lock;
258
260 GSGs _gsgs;
261 GraphicsStateGuardianBase *_default_gsg;
262 };
263 static AtomicAdjust::Pointer _gsg_list;
264
265protected:
266 static UpdateSeq _generated_shader_seq;
267
268public:
269 static TypeHandle get_class_type() {
270 return _type_handle;
271 }
272 static void init_type() {
273 TypedWritableReferenceCount::init_type();
274 register_type(_type_handle, "GraphicsStateGuardianBase",
275 TypedWritableReferenceCount::get_class_type());
276 }
277 virtual TypeHandle get_type() const {
278 return get_class_type();
279 }
280 virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
281
282private:
283 static TypeHandle _type_handle;
284};
285
286#endif
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.
Definition colorAttrib.h:27
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.
Definition fogAttrib.h:25
This is a special class object that holds all the information returned by a particular GSG to indicat...
Definition geomContext.h:34
Defines a series of disconnected line segments.
Definition geomLines.h:23
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 ...
Definition geomMunger.h:50
A node that holds Geom objects, renderable pieces of geometry.
Definition geomNode.h:34
Encapsulates the data from a Geom, pre-fetched for one stage of the pipeline.
Definition geom.h:405
Defines a series of disconnected points.
Definition geomPoints.h:23
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.
Definition geomTrifans.h:23
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.
Definition geom.h:54
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.
Definition lens.h:41
Indicates which set of lights should be considered "on" to illuminate geometry at this level and belo...
Definition lightAttrib.h:30
A derivative of Light and of Camera.
This is a standard, non-reentrant mutex, similar to the Mutex class.
Definition lightMutex.h:41
Indicates which, if any, material should be applied to geometry.
Defines the way an object appears in the presence of lighting.
Definition material.h:43
NodePath is the fundamental system for disambiguating instances, and also provides a higher-level int...
Definition nodePath.h:159
A light originating from a single point in space, and shining in all directions.
Definition pointLight.h:25
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...
Definition renderState.h:47
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...
Definition sceneSetup.h:32
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,...
Definition spotlight.h:32
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-...
Definition texture.h:72
A thread; that is, a lightweight process.
Definition thread.h:46
Indicates a coordinate-system transform on vertices.
This controls the enabling of transparency.
TypeHandle is the identifier used to differentiate C++ class types.
Definition typeHandle.h:81
A base class for things which need to inherit from both TypedWritable and from ReferenceCount.
This is a sequence number that increments monotonically.
Definition updateSeq.h:37
This is a special class object that holds all the information returned by a particular GSG to indicat...
This is our own Panda specialization on the default STL vector.
Definition pvector.h:42
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.