/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2005 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include #include #include #include using namespace std; using namespace osg; State::State() { _contextID = 0; _identity = new osg::RefMatrix(); // default RefMatrix constructs to identity. _initialViewMatrix = _identity; _projection = _identity; _modelView = _identity; _abortRenderingPtr = false; _checkGLErrors = ONCE_PER_FRAME; _currentActiveTextureUnit=0; _currentClientActiveTextureUnit=0; _isSecondaryColorSupportResolved = false; _isSecondaryColorSupported = false; _isFogCoordSupportResolved = false; _isFogCoordSupported = false; _isVertexBufferObjectSupportResolved = false; _isVertexBufferObjectSupported = false; _lastAppliedProgramObject = 0; } State::~State() { } void State::reset() { /* for(ModeMap::iterator mitr=_modeMap.begin(); mitr!=_modeMap.end(); ++mitr) { ModeStack& ms = mitr->second; ms.valueVec.clear(); ms.last_applied_value = !ms.global_default_value; ms.changed = true; } */ _modeMap.clear(); _modeMap[GL_DEPTH_TEST].global_default_value = true; _modeMap[GL_DEPTH_TEST].changed = true; // go through all active StateAttribute's, setting to change to force update, // the idea is to leave only the global defaults left. for(AttributeMap::iterator aitr=_attributeMap.begin(); aitr!=_attributeMap.end(); ++aitr) { AttributeStack& as = aitr->second; as.attributeVec.clear(); as.last_applied_attribute = NULL; as.changed = true; } // we can do a straight clear, we arn't intrested in GL_DEPTH_TEST defaults in texture modes. for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin(); tmmItr!=_textureModeMapList.end(); ++tmmItr) { tmmItr->clear(); } // empty all the texture attributes as per normal attributes, leaving only the global defaults left. for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin(); tamItr!=_textureAttributeMapList.end(); ++tamItr) { AttributeMap& attributeMap = *tamItr; // go through all active StateAttribute's, setting to change to force update. for(AttributeMap::iterator aitr=attributeMap.begin(); aitr!=attributeMap.end(); ++aitr) { AttributeStack& as = aitr->second; as.attributeVec.clear(); as.last_applied_attribute = NULL; as.changed = true; } } _stateStateStack.clear(); _modelView = _identity; _projection = _identity; dirtyAllVertexArrays(); setActiveTextureUnit(0); _lastAppliedProgramObject = 0; for(AppliedProgramObjectSet::iterator apitr=_appliedProgramObjectSet.begin(); apitr!=_appliedProgramObjectSet.end(); ++apitr) { (*apitr)->resetAppliedUnifroms(); } _appliedProgramObjectSet.clear(); // what about uniforms??? need to clear them too... // go through all active Unfirom's, setting to change to force update, // the idea is to leave only the global defaults left. for(UniformMap::iterator uitr=_uniformMap.begin(); uitr!=_uniformMap.end(); ++uitr) { UniformStack& us = uitr->second; us.uniformVec.clear(); us.changed = true; } } void State::setInitialViewMatrix(const osg::RefMatrix* matrix) { if (matrix) _initialViewMatrix = matrix; else _initialViewMatrix = _identity; _initialInverseViewMatrix.invert(*_initialViewMatrix); } void State::pushStateSet(const StateSet* dstate) { _stateStateStack.push_back(dstate); if (dstate) { pushModeList(_modeMap,dstate->getModeList()); // iterator through texture modes. unsigned int unit; const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList(); for(unit=0;unitgetAttributeList()); // iterator through texture attributes. const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList(); for(unit=0;unitgetModeList()); // iterator through texture modes. unsigned int unit; const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList(); for(unit=0;unitgetAttributeList()); // iterator through texture attributes. const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList(); for(unit=0;unitfirst const ModeStack& ms = mitr->second; if (!ms.valueVec.empty()) { stateset.setMode(mitr->first,ms.valueVec.back()); } } for(AttributeMap::const_iterator aitr=_attributeMap.begin(); aitr!=_attributeMap.end(); ++aitr) { const AttributeStack& as = aitr->second; if (!as.attributeVec.empty()) { stateset.setAttribute(const_cast(as.attributeVec.back().first)); } } } // revert to using maximum for consistency, maximum should be defined by STLport on VS. // // visual studio 6.0 doesn't appear to define maximum?!? So do our own here.. // template // T mymax(const T& a,const T& b) // { // return (((a) > (b)) ? (a) : (b)); // } void State::apply(const StateSet* dstate) { if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply(StateSet*)"); // equivilant to: //pushStateSet(dstate); //apply(); //popStateSet(); //return; if (dstate) { applyModeList(_modeMap,dstate->getModeList()); applyAttributeList(_attributeMap,dstate->getAttributeList()); const StateSet::TextureModeList& ds_textureModeList = dstate->getTextureModeList(); const StateSet::TextureAttributeList& ds_textureAttributeList = dstate->getTextureAttributeList(); unsigned int unit; unsigned int unitMax = maximum(static_cast(ds_textureModeList.size()),static_cast(ds_textureAttributeList.size())); unitMax = maximum(static_cast(unitMax),static_cast(_textureModeMapList.size())); unitMax = maximum(static_cast(unitMax),static_cast(_textureAttributeMapList.size())); for(unit=0;unitgetUniformList(); for(StateSet::UniformList::const_iterator itr=uniformList.begin(); itr!=uniformList.end(); ++itr) { _lastAppliedProgramObject->apply(*(itr->second.first)); } } const StateSet::UniformList& uniformList = dstate->getUniformList(); for(StateSet::UniformList::const_iterator itr=uniformList.begin(); itr!=uniformList.end(); ++itr) { _lastAppliedProgramObject->apply(*(itr->second.first)); } } } else { // no incomming stateset, so simply apply state. apply(); } if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply(StateSet*)"); } void State::apply() { if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("start of State::apply()"); // go through all active OpenGL modes, enabling/disable where // appropriate. applyModeMap(_modeMap); // go through all active StateAttribute's, applying where appropriate. applyAttributeMap(_attributeMap); unsigned int unit; unsigned int unitMax = maximum(_textureModeMapList.size(),_textureAttributeMapList.size()); for(unit=0;unitgetUniformList(); for(StateSet::UniformList::const_iterator itr=uniformList.begin(); itr!=uniformList.end(); ++itr) { _lastAppliedProgramObject->apply(*(itr->second.first)); } } } if (_checkGLErrors==ONCE_PER_ATTRIBUTE) checkGLErrors("end of State::apply()"); } void State::haveAppliedMode(StateAttribute::GLMode mode,StateAttribute::GLModeValue value) { haveAppliedMode(_modeMap,mode,value); } void State::haveAppliedMode(StateAttribute::GLMode mode) { haveAppliedMode(_modeMap,mode); } void State::haveAppliedAttribute(const StateAttribute* attribute) { haveAppliedAttribute(_attributeMap,attribute); } void State::haveAppliedAttribute(StateAttribute::Type type, unsigned int member) { haveAppliedAttribute(_attributeMap,type,member); } bool State::getLastAppliedMode(StateAttribute::GLMode mode) const { return getLastAppliedMode(_modeMap,mode); } const StateAttribute* State::getLastAppliedAttribute(StateAttribute::Type type, unsigned int member) const { return getLastAppliedAttribute(_attributeMap,type,member); } void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode,StateAttribute::GLModeValue value) { haveAppliedMode(getOrCreateTextureModeMap(unit),mode,value); } void State::haveAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode) { haveAppliedMode(getOrCreateTextureModeMap(unit),mode); } void State::haveAppliedTextureAttribute(unsigned int unit,const StateAttribute* attribute) { haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),attribute); } void State::haveAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type, unsigned int member) { haveAppliedAttribute(getOrCreateTextureAttributeMap(unit),type,member); } bool State::getLastAppliedTextureMode(unsigned int unit,StateAttribute::GLMode mode) const { if (unit>=_textureModeMapList.size()) return false; return getLastAppliedMode(_textureModeMapList[unit],mode); } const StateAttribute* State::getLastAppliedTextureAttribute(unsigned int unit,StateAttribute::Type type, unsigned int member) const { if (unit>=_textureAttributeMapList.size()) return false; return getLastAppliedAttribute(_textureAttributeMapList[unit],type,member); } void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode,StateAttribute::GLModeValue value) { ModeStack& ms = modeMap[mode]; ms.last_applied_value = value & StateAttribute::ON; // will need to disable this mode on next apply so set it to changed. ms.changed = true; } /** mode has been set externally, update state to reflect this setting.*/ void State::haveAppliedMode(ModeMap& modeMap,StateAttribute::GLMode mode) { ModeStack& ms = modeMap[mode]; // don't know what last applied value is can't apply it. // assume that it has changed by toggle the value of last_applied_value. ms.last_applied_value = !ms.last_applied_value; // will need to disable this mode on next apply so set it to changed. ms.changed = true; } /** attribute has been applied externally, update state to reflect this setting.*/ void State::haveAppliedAttribute(AttributeMap& attributeMap,const StateAttribute* attribute) { if (attribute) { AttributeStack& as = attributeMap[attribute->getTypeMemberPair()]; as.last_applied_attribute = attribute; // will need to update this attribute on next apply so set it to changed. as.changed = true; } } void State::haveAppliedAttribute(AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member) { AttributeMap::iterator itr = attributeMap.find(StateAttribute::TypeMemberPair(type,member)); if (itr!=attributeMap.end()) { AttributeStack& as = itr->second; as.last_applied_attribute = 0L; // will need to update this attribute on next apply so set it to changed. as.changed = true; } } bool State::getLastAppliedMode(const ModeMap& modeMap,StateAttribute::GLMode mode) const { ModeMap::const_iterator itr = modeMap.find(mode); if (itr!=modeMap.end()) { const ModeStack& ms = itr->second; return ms.last_applied_value; } else { return false; } } const StateAttribute* State::getLastAppliedAttribute(const AttributeMap& attributeMap,StateAttribute::Type type, unsigned int member) const { AttributeMap::const_iterator itr = attributeMap.find(StateAttribute::TypeMemberPair(type,member)); if (itr!=attributeMap.end()) { const AttributeStack& as = itr->second; return as.last_applied_attribute; } else { return NULL; } } void State::dirtyAllModes() { for(ModeMap::iterator mitr=_modeMap.begin(); mitr!=_modeMap.end(); ++mitr) { ModeStack& ms = mitr->second; ms.last_applied_value = !ms.last_applied_value; ms.changed = true; } for(TextureModeMapList::iterator tmmItr=_textureModeMapList.begin(); tmmItr!=_textureModeMapList.end(); ++tmmItr) { for(ModeMap::iterator mitr=tmmItr->begin(); mitr!=tmmItr->end(); ++mitr) { ModeStack& ms = mitr->second; ms.last_applied_value = !ms.last_applied_value; ms.changed = true; } } } void State::dirtyAllAttributes() { for(AttributeMap::iterator aitr=_attributeMap.begin(); aitr!=_attributeMap.end(); ++aitr) { AttributeStack& as = aitr->second; as.last_applied_attribute = 0; as.changed = true; } for(TextureAttributeMapList::iterator tamItr=_textureAttributeMapList.begin(); tamItr!=_textureAttributeMapList.end(); ++tamItr) { AttributeMap& attributeMap = *tamItr; for(AttributeMap::iterator aitr=attributeMap.begin(); aitr!=attributeMap.end(); ++aitr) { AttributeStack& as = aitr->second; as.last_applied_attribute = 0; as.changed = true; } } } Polytope State::getViewFrustum() const { Polytope cv; cv.setToUnitFrustum(); cv.transformProvidingInverse((*_modelView)*(*_projection)); return cv; } void State::disableAllVertexArrays() { disableVertexPointer(); disableTexCoordPointersAboveAndIncluding(0); disableVertexAttribPointersAboveAndIncluding(0); disableColorPointer(); disableFogCoordPointer(); disableIndexPointer(); disableNormalPointer(); disableSecondaryColorPointer(); } void State::dirtyAllVertexArrays() { dirtyVertexPointer(); dirtyTexCoordPointersAboveAndIncluding(0); dirtyVertexAttribPointersAboveAndIncluding(0); dirtyColorPointer(); dirtyFogCoordPointer(); dirtyIndexPointer(); dirtyNormalPointer(); dirtySecondaryColorPointer(); } void State::setInterleavedArrays( GLenum format, GLsizei stride, const GLvoid* pointer) { disableAllVertexArrays(); glInterleavedArrays( format, stride, pointer); // the crude way, assume that all arrays have been effected so dirty them and // disable them... dirtyAllVertexArrays(); } typedef void (APIENTRY * ActiveTextureProc) (GLenum texture); bool State::setClientActiveTextureUnit( unsigned int unit ) { if (unit!=_currentClientActiveTextureUnit) { static ActiveTextureProc s_glClientActiveTexture = (ActiveTextureProc) osg::getGLExtensionFuncPtr("glClientActiveTexture","glClientActiveTextureARB"); if (s_glClientActiveTexture) { s_glClientActiveTexture(GL_TEXTURE0+unit); _currentClientActiveTextureUnit = unit; } else { return unit==0; } } return true; } /** set the current texture unit, return true if selected, false if selection failed such as when multitexturing is not supported. * note, only updates values that change.*/ bool State::setActiveTextureUnit( unsigned int unit ) { if (unit!=_currentActiveTextureUnit) { static ActiveTextureProc s_glActiveTexture = (ActiveTextureProc) osg::getGLExtensionFuncPtr("glActiveTexture","glActiveTextureARB"); if (s_glActiveTexture) { s_glActiveTexture(GL_TEXTURE0+unit); _currentActiveTextureUnit = unit; } else { return unit==0; } } return true; } typedef void (APIENTRY * FogCoordPointerProc) (GLenum type, GLsizei stride, const GLvoid *pointer); void State::setFogCoordPointer(GLenum type, GLsizei stride, const GLvoid *ptr) { static FogCoordPointerProc s_glFogCoordPointer = (FogCoordPointerProc) osg::getGLExtensionFuncPtr("glFogCoordPointer","glFogCoordPointerEXT"); if (s_glFogCoordPointer) { if (!_fogArray._enabled || _fogArray._dirty) { _fogArray._enabled = true; glEnableClientState(GL_FOG_COORDINATE_ARRAY); } //if (_fogArray._pointer!=ptr || _fogArray._dirty) { _fogArray._pointer=ptr; s_glFogCoordPointer( type, stride, ptr ); } _fogArray._dirty = false; } } typedef void (APIENTRY * SecondaryColorPointerProc) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer); void State::setSecondaryColorPointer( GLint size, GLenum type, GLsizei stride, const GLvoid *ptr ) { static SecondaryColorPointerProc s_glSecondaryColorPointer = (SecondaryColorPointerProc) osg::getGLExtensionFuncPtr("glSecondaryColorPointer","glSecondaryColorPointerEXT"); if (s_glSecondaryColorPointer) { if (!_secondaryColorArray._enabled || _secondaryColorArray._dirty) { _secondaryColorArray._enabled = true; glEnableClientState(GL_SECONDARY_COLOR_ARRAY); } //if (_secondaryColorArray._pointer!=ptr || _secondaryColorArray._dirty) { _secondaryColorArray._pointer=ptr; s_glSecondaryColorPointer( size, type, stride, ptr ); } _secondaryColorArray._dirty = false; } } typedef void (APIENTRY * VertexAttribPointerProc) (unsigned int, GLint, GLenum, GLboolean normalized, GLsizei stride, const GLvoid *pointer); typedef void (APIENTRY * EnableVertexAttribProc) (unsigned int); typedef void (APIENTRY * DisableVertexAttribProc) (unsigned int); /** wrapper around glEnableVertexAttribArrayARB(index);glVertexAttribPointerARB(..); * note, only updates values that change.*/ void State::setVertexAttribPointer( unsigned int index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid *ptr ) { static VertexAttribPointerProc s_glVertexAttribPointer = (VertexAttribPointerProc) osg::getGLExtensionFuncPtr("glVertexAttribPointer","glVertexAttribPointerARB"); static EnableVertexAttribProc s_glEnableVertexAttribArray = (EnableVertexAttribProc) osg::getGLExtensionFuncPtr("glEnableVertexAttribArray","glEnableVertexAttribArrayARB"); if( s_glVertexAttribPointer ) { if ( index >= _vertexAttribArrayList.size()) _vertexAttribArrayList.resize(index+1); EnabledArrayPair& eap = _vertexAttribArrayList[index]; if (!eap._enabled || eap._dirty) { eap._enabled = true; s_glEnableVertexAttribArray( index ); } //if (eap._pointer != ptr || eap._normalized!=normalized || eap._dirty) { s_glVertexAttribPointer( index, size, type, normalized, stride, ptr ); eap._pointer = ptr; eap._normalized = normalized; } eap._dirty = false; } } /** wrapper around DisableVertexAttribArrayARB(index); * note, only updates values that change.*/ void State::disableVertexAttribPointer( unsigned int index ) { static DisableVertexAttribProc s_glDisableVertexAttribArray = (DisableVertexAttribProc) osg::getGLExtensionFuncPtr("glDisableVertexAttribArray","glDisableVertexAttribArrayARB"); if (s_glDisableVertexAttribArray) { if ( index >= _vertexAttribArrayList.size()) _vertexAttribArrayList.resize(index+1); EnabledArrayPair& eap = _vertexAttribArrayList[index]; if (eap._enabled || eap._dirty) { eap._enabled = false; eap._dirty = false; s_glDisableVertexAttribArray( index ); } } } void State::disableVertexAttribPointersAboveAndIncluding( unsigned int index ) { static DisableVertexAttribProc s_glDisableVertexAttribArray = (DisableVertexAttribProc) osg::getGLExtensionFuncPtr("glDisableVertexAttribArray","glDisableVertexAttribArrayARB"); if (s_glDisableVertexAttribArray) { while (index<_vertexAttribArrayList.size()) { EnabledArrayPair& eap = _vertexAttribArrayList[index]; if (eap._enabled || eap._dirty) { eap._enabled = false; eap._dirty = false; s_glDisableVertexAttribArray( index ); } ++index; } } } bool State::computeSecondaryColorSupported() const { _isSecondaryColorSupportResolved = true; _isSecondaryColorSupported = osg::isGLExtensionSupported(_contextID,"GL_EXT_secondary_color"); return _isSecondaryColorSupported; } bool State::computeFogCoordSupported() const { _isFogCoordSupportResolved = true; _isFogCoordSupported = osg::isGLExtensionSupported(_contextID,"GL_EXT_fog_coord"); return _isFogCoordSupported; } bool State::computeVertexBufferObjectSupported() const { _isVertexBufferObjectSupportResolved = true; _isVertexBufferObjectSupported = osg::isGLExtensionSupported(_contextID,"GL_ARB_vertex_buffer_object"); return _isVertexBufferObjectSupported; } bool State::checkGLErrors(const char* str) const { GLenum errorNo = glGetError(); if (errorNo!=GL_NO_ERROR) { osg::notify(WARN)<<"Warning: detected OpenGL error '"<className()<<" "<apply(*this); return true; } return false; }