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();}
A light shining from infinitely far away in a particular direction, like sunlight.
This is a special class object that holds all the information returned by a particular GSG to indicat...
Enables or disables writing to the depth buffer.
This is a generic buffer object that lives in graphics memory.
A base class for any number of different kinds of lenses, linear and otherwise.
Enables or disables writing to the color buffer.
Defines a series of disconnected points.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
Indicates which, if any, material should be applied to geometry.
Enables or disables writing to the depth buffer.
Specifies whether or how to enable antialiasing, if supported by the backend renderer.
This controls the enabling of transparency.
Objects of this class are used to convert vertex data from a Geom into a format suitable for passing ...
This is a special class object that holds all the information returned by a particular GSG to indicat...
Defines a series of triangle fans.
This is a base class for those kinds of SavedContexts that occupy an easily-measured (and substantial...
Represents a texture object, which is typically a single 2-d image but may also represent a 1-d or 3-...
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.
This is an abstract base class for a family of classes that represent the fundamental geometry primit...
Specifies whether flat shading (per-polygon) or smooth shading (per-vertex) is in effect.
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.
Defines a series of triangle strips.
A light source that seems to illuminate all points in space at once.
This functions similarly to a LightAttrib.
Encapsulates the data from a Geom, pre-fetched for one stage of the pipeline.
A table of objects that are saved within the graphics context for reference by handle later.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
A window, fullscreen or on a desktop, into which a graphics device sends its output for interactive d...
The ShaderContext is meant to contain the compiled version of a shader string.
Indicates the set of TextureStages and their associated Textures that should be applied to (or remove...
Indicates which faces should be culled based on their vertex ordering.
Applies a Fog to the geometry at and below this node.
This defines the actual numeric vertex data stored in a Geom, in the structure defined by a particula...
A container for geometry primitives.
A light originating from a single point in space, and shining in a particular direction,...
A base class for things which need to inherit from both TypedWritable and from ReferenceCount.
Enables or disables writing of pixel to framebuffer based on its alpha value relative to a reference ...
This is a base class for the various different classes that represent the result of a frame of render...
Defines the way an object appears in the presence of lighting.
Applies a scale to colors in the scene graph and on vertices.
This represents a unique collection of RenderAttrib objects that correspond to a particular renderabl...
Defines a series of disconnected line segments.
Represents a set of settings that indicate how a texture is sampled.
This is a special class object that holds a handle to the sampler state object given by the graphics ...
Applies a transform matrix to UV's before they are rendered.
This is a base class for the GraphicsStateGuardian class, which is itself a base class for the variou...
This specifies how colors are blended into the frame buffer, for special effects.
A thread; that is, a lightweight process.
A derivative of Light and of Camera.
Defines a series of line strips.
This is a special kind of attribute that instructs the graphics driver to apply an offset or bias to ...
This is a special class object that holds all the information returned by a particular GSG to indicat...
Specifies how polygons are to be drawn.
Defines a series of disconnected triangles.
Specifies how polygons are to be drawn.
A rectangular subregion within a window for rendering into.
Indicates what color should be applied to renderable geometry.
Encapsulates the data from a GeomVertexData, pre-fetched for one stage of the pipeline.
An abstract base class for GraphicsOutput, for all the usual reasons.
TypeHandle is the identifier used to differentiate C++ class types.
This is a sequence number that increments monotonically.
This object holds the camera position, etc., and other general setup information for rendering a part...
This is a standard, non-reentrant mutex, similar to the Mutex class.
Encapsulates the data from a GeomPrimitive, pre-fetched for one stage of the pipeline.
Computes texture coordinates for geometry automatically based on vertex position and/or normal.
A RenderBuffer is an arbitrary subset of the various layers (depth buffer, color buffer,...
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 node that holds Geom objects, renderable pieces of geometry.
This is the data for one array of a GeomVertexData structure.
Indicates which set of lights should be considered "on" to illuminate geometry at this level and belo...