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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef LUA_CONTEXT_DATA_H
#define LUA_CONTEXT_DATA_H
#include "LuaShaders.h"
#include "LuaTextures.h"
#include "LuaFBOs.h"
#include "LuaRBOs.h"
#include "LuaDisplayLists.h"
#include "System/EventClient.h"
#include "System/Log/ILog.h"
#include "System/Threading/SpringMutex.h"
class CLuaHandle;
//FIXME move to diff file
struct GLMatrixStateTracker {
public:
SMatrixStateData matrixData; // [>0] = stack depth for mode, [0] = matrix mode
bool listMode; // if creating display list
public:
GLMatrixStateTracker() : listMode(false) {}
SMatrixStateData PushMatrixState() {
SMatrixStateData md;
std::swap(matrixData, md);
return md;
}
SMatrixStateData PushMatrixState(bool lm) {
listMode = lm;
return PushMatrixState();
}
void PopMatrixState(SMatrixStateData& md) {
std::swap(matrixData, md);
}
void PopMatrixState(SMatrixStateData& md, bool lm) {
listMode = lm;
PopMatrixState(md);
}
unsigned int GetMode() const {
return matrixData.mode;
}
int &GetDepth(unsigned int mode) {
switch (mode) {
case GL_MODELVIEW: return matrixData.modelView;
case GL_PROJECTION: return matrixData.projection;
case GL_TEXTURE: return matrixData.texture;
default:
LOG_L(L_ERROR, "unknown matrix mode = %u", mode);
abort();
break;
}
}
bool PushMatrix() {
unsigned int mode = GetMode();
int &depth = GetDepth(mode);
if (!listMode && depth >= 255)
return false;
depth += 1;
return true;
}
bool PopMatrix() {
unsigned int mode = GetMode();
int &depth = GetDepth(mode);
if (listMode) {
depth -= 1;
return true;
}
if (depth == 0)
return false;
depth -= 1;
return true;
}
bool SetMatrixMode(int mode) {
if (mode == GL_MODELVIEW || mode == GL_PROJECTION || mode == GL_TEXTURE) {
matrixData.mode = mode;
return true;
}
return false;
}
int ApplyMatrixState(SMatrixStateData& m) {
// validate
#define VALIDATE(modeName) \
{ \
int newDepth = m.modeName + matrixData.modeName; \
if (newDepth < 0) \
return -1; \
if (newDepth >= 255) \
return 1; \
}
VALIDATE(modelView)
VALIDATE(projection)
VALIDATE(texture)
#undef VALIDATE
// apply
matrixData.mode = m.mode;
matrixData.modelView += m.modelView;
matrixData.projection += m.projection;
matrixData.texture += m.texture;
return 0;
}
const SMatrixStateData& GetMatrixState() const {
return matrixData;
}
bool HasMatrixStateError() const {
return matrixData.mode != GL_MODELVIEW ||
matrixData.modelView != 0 ||
matrixData.projection != 0 ||
matrixData.texture != 0;
}
void HandleMatrixStateError(int error, const char* errsrc) {
unsigned int mode = GetMode();
// dont complain about stack/mode issues if some other error occurred
// check if the lua code did not restore the matrix mode
if (error == 0 && mode != GL_MODELVIEW)
LOG_L(L_ERROR, "%s: OpenGL state check error, matrix mode = %d, please restore mode to GL.MODELVIEW before end", errsrc, mode);
#define CHECK_MODE(modeName, glMode) \
assert(matrixData.modeName >= 0); \
if (matrixData.modeName != 0) {\
if (error == 0){ \
LOG_L(L_ERROR, "%s: OpenGL stack check error, matrix mode = %s, depth = %d, please make sure to pop all matrices before end", errsrc, #glMode, matrixData.modeName); \
} \
glMatrixMode(glMode); \
for (int p = 0; p < matrixData.modeName; ++p) { \
glPopMatrix(); \
} \
matrixData.modeName = 0;\
}
CHECK_MODE(modelView, GL_MODELVIEW)
CHECK_MODE(projection, GL_PROJECTION)
CHECK_MODE(texture, GL_TEXTURE)
#undef CHECK_MODE
glMatrixMode(GL_MODELVIEW);
}
};
struct luaContextData {
luaContextData()
: owner(NULL)
, luamutex(NULL)
, synced(false)
, allowChanges(false)
, drawingEnabled(false)
, running(0)
, curAllocedBytes(0)
, maxAllocedBytes(0)
, fullCtrl(false)
, fullRead(false)
, ctrlTeam(CEventClient::NoAccessTeam)
, readTeam(0)
, readAllyTeam(0)
, selectTeam(CEventClient::NoAccessTeam) {}
CLuaHandle* owner;
spring::recursive_mutex* luamutex;
bool synced;
bool allowChanges;
bool drawingEnabled;
int running; //< is currently running? (0: not running; >0: is running)
unsigned int curAllocedBytes;
unsigned int maxAllocedBytes;
// permission rights
bool fullCtrl;
bool fullRead;
int ctrlTeam;
int readTeam;
int readAllyTeam;
int selectTeam;
LuaShaders shaders;
LuaTextures textures;
LuaFBOs fbos;
LuaRBOs rbos;
CLuaDisplayLists displayLists;
GLMatrixStateTracker glMatrixTracker;
};
#endif // LUA_CONTEXT_DATA_H
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