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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 <map>
#include <boost/thread/recursive_mutex.hpp>
#include "LuaShaders.h"
#include "LuaTextures.h"
#include "LuaFBOs.h"
#include "LuaRBOs.h"
#include "LuaDisplayLists.h"
#include "System/EventClient.h"
#include "System/Log/ILog.h"
class CLuaHandle;
//FIXME move to diff file
struct GLMatrixStateTracker {
public:
MatrixStateData matrixData; // [>0] = stack depth for mode, [0] = matrix mode
bool listMode; // if creating display list
public:
GLMatrixStateTracker() : listMode(false) {}
MatrixStateData PushMatrixState() {
MatrixStateData md;
matrixData.swap(md);
return md;
}
MatrixStateData PushMatrixState(bool lm) {
listMode = lm;
return PushMatrixState();
}
void PopMatrixState(MatrixStateData& md) {
matrixData.swap(md);
}
void PopMatrixState(MatrixStateData& md, bool lm) {
listMode = lm;
PopMatrixState(md);
}
unsigned int GetMode() const {
MatrixStateData::const_iterator i = matrixData.find(0);
return (i == matrixData.end()) ? GL_MODELVIEW : i->second;
}
int GetDepth(unsigned int mode) const {
MatrixStateData::const_iterator i = matrixData.find(mode);
return (i == matrixData.end()) ? 0 : i->second;
}
bool PushMatrix() {
unsigned int mode = GetMode();
int depth = GetDepth(mode);
if (!listMode && depth >= 255)
return false;
matrixData[mode] = depth + 1;
return true;
}
bool PopMatrix() {
unsigned int mode = GetMode();
int depth = GetDepth(mode);
if (listMode) {
matrixData[mode] = depth - 1;
return true;
}
if (depth == 0)
return false;
if (depth == 1)
matrixData.erase(mode);
else
matrixData[mode] = depth - 1;
return true;
}
bool SetMatrixMode(int mode) {
if (mode <= 0)
return false;
if (!listMode && mode == GL_MODELVIEW)
matrixData.erase(0);
else
matrixData[0] = mode;
return true;
}
int ApplyMatrixState(MatrixStateData& m) {
// validate
for (MatrixStateData::iterator i = m.begin(); i != m.end(); ++i) {
if (i->first == 0)
continue;
int newdepth = GetDepth(i->first) + i->second;
if (newdepth < 0)
return -1;
if (newdepth >= 255)
return 1;
}
// apply
for (MatrixStateData::iterator i = m.begin(); i != m.end(); ++i) {
if (i->first == 0) {
if (i->second == GL_MODELVIEW)
matrixData.erase(0);
else
matrixData[0] = i->second;
continue;
}
int newdepth = GetDepth(i->first) + i->second;
if (newdepth == 0)
matrixData.erase(i->first);
else
matrixData[i->first] = newdepth;
}
return 0;
}
const MatrixStateData& GetMatrixState() const {
return matrixData;
}
bool HasMatrixStateError() const {
return !matrixData.empty();
}
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);
for (MatrixStateData::iterator i = matrixData.begin(); i != matrixData.end(); ++i) {
if (i->first == 0)
continue;
// check if the lua code fucked up the stack for matrix mode X
if (error == 0)
LOG_L(L_ERROR, "%s: OpenGL stack check error, matrix mode = %d, depth = %d, please make sure to pop all matrices before end", errsrc, i->first, i->second);
glMatrixMode(i->first);
for (int p = 0; p < i->second; ++p) {
glPopMatrix();
}
}
glMatrixMode(GL_MODELVIEW);
matrixData.clear();
}
};
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;
boost::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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