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/*
*
* Copyright (C) 2000 Silicon Graphics, Inc. All Rights Reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* 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 GNU
* Lesser General Public License for more details.
*
* Further, this software is distributed without any warranty that it is
* free of the rightful claim of any third person regarding infringement
* or the like. Any license provided herein, whether implied or
* otherwise, applies only to this software file. Patent licenses, if
* any, provided herein do not apply to combinations of this program with
* other software, or any other product whatsoever.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Contact information: Silicon Graphics, Inc., 1600 Amphitheatre Pkwy,
* Mountain View, CA 94043, or:
*
* http://www.sgi.com
*
* For further information regarding this notice, see:
*
* http://oss.sgi.com/projects/GenInfo/NoticeExplan/
*
*/
// -*- C++ -*-
/*
* Copyright (C) 1990,91 Silicon Graphics, Inc.
*
_______________________________________________________________________
______________ S I L I C O N G R A P H I C S I N C . ____________
|
| $Revision: 1.1.1.1 $
|
| Description:
| This file defines the SoGLCacheContextElement class.
|
| Author(s) : Gavin Bell
|
______________ S I L I C O N G R A P H I C S I N C . ____________
_______________________________________________________________________
*/
#ifndef _SO_CACHE_CONTEXT_ELEMENT
#define _SO_CACHE_CONTEXT_ELEMENT
#include <GL/gl.h>
#include <Inventor/elements/SoSubElement.h>
//////////////////////////////////////////////////////////////////////////////
//
// Class: SoCacheContextElement
//
// Element that stores the cache context. There is a method on the
// render action to set this; if you are not rendering onto multiple
// displays, you will not need to set this (assuming that caches are
// shareable between different windows on the same display, which is
// true of GLX).
//
// This element should be set before traversal starts, and must not
// be changed during traversal (you'll get a debug error if a node
// tries to set the cache context during traversal).
//
// This method also has API for quickly finding out whether or not
// OpenGL extensions are supported. Code that uses extension "foo"
// should look something like:
// #ifdef GL_EXT_foo
// static int fooExtInt = -1;
// if (fooExtInt == -1)
// fooExtInt = SoGLCacheContextElement::getExtID("GL_EXT_foo");
// if (SoGLCacheContextElement::extSupported(state, fooExtInt)) {
// glFoo(... make extension foo calls...);
// } else {
// #endif
// Extension not supported, make regular GL calls
// #ifdef GL_EXT_foo
// }
// #endif
//
// Arranging the code that way ensures that it both compiles on
// systems that don't support the extension AND will run on any
// OpenGL-capable machine, even if the application displays on
// multiple displays (only some of which may support the extension).
//
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////
//
// Class SoGLDisplayList:
//
// A helper class used to store OpenGL display-list-like objects.
// Currently, it can store either texture objects (which must be
// treated like display lists; texture objects bound inside a display
// list must be reference counted, etc) and display lists.
//
////////////////////////////////////////////////////////////////////////
SoEXTENDER class SoGLDisplayList {
public:
//
// Constructor. Takes state, type, and number of lists to
// allocate. Calls either glGenLists() or glGenTexturesEXT() to
// create empty objects/display lists. If texture objects are not
// supported, the type will revert to DISPLAY_LIST.
//
enum Type {
DISPLAY_LIST,
TEXTURE_OBJECT
};
SoGLDisplayList(SoState *state, Type type, int numToAllocate=1);
//
// Because display lists may contain textures objects or other
// display lists, they must be reference counted.
// You can pass a NULL state to unref(); deletion of the display
// list or texture object will then be delayed until a render
// action is applied in the correct context.
void ref();
void unref(SoState *state = NULL);
//
// Open/close a display list. Display lists are done in
// COMPILE_AND_EXECUTE mode, so you don't need to call() the
// display list after close().
// Opening a texture object binds it; closing it does nothing.
void open(SoState *state, int index = 0);
void close(SoState *state);
//
// Call a display list, or bind a texture object. This
// automatically sets up a dependency if there is another display
// list open in the state.
// You can also use the get() methods below and make the OpenGL
// calls yourself, in which case you should call the
// addDependency() method to do the correct reference counting...
void call(SoState *state, int index = 0);
void addDependency(SoState *state);
//
// Get methods
//
Type getType() { return type; }
int getNumAllocated() { return num; }
GLuint getFirstIndex() { return startIndex; }
int getContext() { return context; }
private:
~SoGLDisplayList();
Type type;
GLuint startIndex;
int num;
int refCount;
int context;
static int texture_object_extensionID;
friend class SoGLCacheContextElement;
};
class SbIntList;
SoEXTENDER class SoGLCacheContextElement : public SoElement {
SO_ELEMENT_HEADER(SoGLCacheContextElement);
public:
// Initializes element
virtual void init(SoState *state);
// Sets the current context. This is done by the renderAction;
// theoretically, a node that redirected the GL rendering context
// to another X server would also set this. This also frees up
// any display lists that are waiting for the context to become
// valid. The third argument indicates whether 2-pass
// transparency is in effect (as for DELAYED or SORTED blending),
// which means that caches containing transparent objects may not
// be valid. The fourth argument should be TRUE if remote
// rendering is being done; the SoSeparator auto-caching algorithm
// uses this information to help decide whether or not to build
// caches.
static void set(SoState *state, int context,
SbBool is2PassTransparency,
SbBool isRemoteRendering);
// Gets the current context
static int get(SoState *state);
// Methods to quickly figure out if an OpenGL extension is
// available at run-time.
// This is the slow routine-- convert from a string to an integer.
// The integer should be saved to do quick lookups:
static int getExtID(const char *str);
// This routine is pretty quick:
static SbBool extSupported(SoState *state, int ext);
// TRUE if mip-mapped textures are known to be fast:
static SbBool areMipMapsFast(SoState *state);
// Methods used to improve auto-caching algorithm:
// Two bits are stored. Nodes that should be cached will set the
// DO_AUTO_CACHE bit, nodes that should NOT be cached will set the
// DONT_AUTO_CACHE bit. By default, DO_AUTO_CACHE is FALSE unless
// remote rendering is being done. DONT_AUTO_CACHE is FALSE by
// default. Separators will auto cache if DO_AUTO_CACHE is TRUE
// and DONT_AUTO_CACHE is FALSE, otherwise they won't auto-cache.
enum {
DO_AUTO_CACHE = 1, // Hack warning: I rely on TRUE==DO_AUTO_CACHE
DONT_AUTO_CACHE = 2
};
// Called by nodes to say that they should/shouldn't be
// auto-cached (pass TRUE if should, FALSE if shouldn't, don't
// call this method at all if the node doesn't care):
static void shouldAutoCache(SoState *state, int bits)
{
SoGLCacheContextElement *elt = (SoGLCacheContextElement *)
state->getElementNoPush(classStackIndex);
elt->autoCacheBits |= bits;
}
// Used by Separators to set/reset the auto-caching bits:
static void setAutoCacheBits(SoState *state, int bits)
{ ((SoGLCacheContextElement *)state->getElementNoPush(
classStackIndex))->autoCacheBits = bits;
}
static int resetAutoCacheBits(SoState *state)
{
SoGLCacheContextElement *elt = (SoGLCacheContextElement *)
state->getElementNoPush(classStackIndex);
int result = elt->autoCacheBits;
// Hack warning: I rely on TRUE==DO_AUTO_CACHE
elt->autoCacheBits = elt->isRemoteRendering;
return result;
}
static SbBool getIsRemoteRendering(SoState *state)
{
const SoGLCacheContextElement *elt =
(const SoGLCacheContextElement *)
state->getConstElement(classStackIndex);
return elt->isRemoteRendering;
}
// Standard element stuff:
// Returns TRUE if the widths match in both elements
virtual SbBool matches(const SoElement *elt) const;
// Create and return a copy of this element
virtual SoElement *copyMatchInfo() const;
// Prints element (for debugging)
virtual void print(FILE *fp) const;
SoINTERNAL public:
static void initClass();
protected:
int context;
SbBool is2PassTransp;
SbBool isRemoteRendering;
int autoCacheBits;
virtual ~SoGLCacheContextElement();
private:
// Frees up the given display lists right away, if possible. If
// not possible (because the state passed in is NULL or has a
// different cache context than the display lists' state), this
// adds the given display list/count to the list of display lists
// that need to be freed the next time the given context is valid.
// This method is necessary because nodes with caches can be
// deleted at any time, but we can't necessarily send GL commands
// to free up a display list at any time.
static void freeList(SoState *state,
SoGLDisplayList *list);
static SbPList * waitingToBeFreed; // Allocated in ::init
static SbPList * extensionList; // Allocated in ::init
static SbIntList * mipmapSupportList; // Allocated in ::init
friend class SoGLDisplayList;
};
#endif /* _SO_CACHE_CONTEXT_ELEMENT */
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