// Filename: cullBinStateSorted.I // Created by: drose (22Mar05) // //////////////////////////////////////////////////////////////////// // // PANDA 3D SOFTWARE // Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved // // All use of this software is subject to the terms of the Panda 3d // Software license. You should have received a copy of this license // along with this source code; you will also find a current copy of // the license at http://etc.cmu.edu/panda3d/docs/license/ . // // To contact the maintainers of this program write to // panda3d-general@lists.sourceforge.net . // //////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////// // Function: CullBinStateSorted::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CullBinStateSorted:: CullBinStateSorted(const string &name, GraphicsStateGuardianBase *gsg, const PStatCollector &draw_region_pcollector) : CullBin(name, BT_state_sorted, gsg, draw_region_pcollector) { } //////////////////////////////////////////////////////////////////// // Function: CullBinStateSorted::ObjectData::Constructor // Access: Public // Description: //////////////////////////////////////////////////////////////////// INLINE CullBinStateSorted::ObjectData:: ObjectData(CullableObject *object) : _object(object) { } //////////////////////////////////////////////////////////////////// // Function: CullBinStateSorted::ObjectData::operator < // Access: Public // Description: Specifies the correct sort ordering for these // objects. //////////////////////////////////////////////////////////////////// INLINE bool CullBinStateSorted::ObjectData:: operator < (const ObjectData &other) const { const RenderState *sa = _object->_state; const RenderState *sb = other._object->_state; if (sa != sb) { // First, group objects by texture, since conventional wisdom is // that texture changes are the most expensive state changes in a // graphics context. const TextureAttrib *ta = sa->get_texture(); const TextureAttrib *tb = sb->get_texture(); if (ta != tb) { return ta < tb; } } // Then group objects by transform, since these are supposed to be // expensive too. if (_object->_modelview_transform != other._object->_modelview_transform) { return _object->_modelview_transform < other._object->_modelview_transform; } // Then, sort by all the other states, in no particular order, // just as long as objects with identical state are all grouped // together. return sa < sb; }