// Filename: materialAttrib.h // Created by: drose (04Mar02) // //////////////////////////////////////////////////////////////////// // // 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 . // //////////////////////////////////////////////////////////////////// #ifndef MATERIALATTRIB_H #define MATERIALATTRIB_H #include "pandabase.h" #include "renderAttrib.h" #include "material.h" //////////////////////////////////////////////////////////////////// // Class : MaterialAttrib // Description : Indicates which, if any, material should be applied // to geometry. The material is used primarily to // control lighting effects, and isn't necessarily (or // useful) in the absence of lighting. //////////////////////////////////////////////////////////////////// class EXPCL_PANDA MaterialAttrib : public RenderAttrib { private: INLINE MaterialAttrib(); PUBLISHED: static CPT(RenderAttrib) make(const Material *material); static CPT(RenderAttrib) make_off(); INLINE bool is_off() const; INLINE const Material *get_material() const; public: virtual void output(ostream &out) const; virtual void store_into_slot(AttribSlots *slots) const; protected: virtual int compare_to_impl(const RenderAttrib *other) const; virtual RenderAttrib *make_default_impl() const; private: CPT(Material) _material; public: static void register_with_read_factory(); virtual void write_datagram(BamWriter *manager, Datagram &dg); virtual int complete_pointers(TypedWritable **plist, BamReader *manager); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { RenderAttrib::init_type(); register_type(_type_handle, "MaterialAttrib", RenderAttrib::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "materialAttrib.I" #endif