open_toontown_panda3d/panda/src/pgraph/renderState.I

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// Filename: renderState.I
// Created by: drose (21Feb02)
//
////////////////////////////////////////////////////////////////////
//
// 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: RenderState::is_empty
// Access: Published
// Description: Returns true if the state is empty, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool RenderState::
is_empty() const {
return _attributes.empty();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_num_attribs
// Access: Published
// Description: Returns the number of separate attributes indicated
// in the state.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
get_num_attribs() const {
return _attributes.size();
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_attrib
// Access: Published
// Description: Returns the nth attribute in the state.
////////////////////////////////////////////////////////////////////
INLINE const RenderAttrib *RenderState::
get_attrib(int n) const {
nassertr(n >= 0 && n < (int)_attributes.size(), NULL);
return _attributes[n]._attrib;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_override
// Access: Published
// Description: Returns the override associated with the nth
// attribute in the state.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
get_override(int n) const {
nassertr(n >= 0 && n < (int)_attributes.size(), 0);
return _attributes[n]._override;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::cache_ref
// Access: Published
// Description: Overrides this method to update PStats appropriately.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
cache_ref() const {
#ifdef DO_PSTATS
int old_referenced_bits = get_referenced_bits();
int result = NodeCachedReferenceCount::cache_ref();
consider_update_pstats(old_referenced_bits);
return result;
#else // DO_PSTATS
return NodeCachedReferenceCount::cache_ref();
#endif // DO_PSTATS
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::cache_unref
// Access: Published
// Description: Overrides this method to update PStats appropriately.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
cache_unref() const {
#ifdef DO_PSTATS
int old_referenced_bits = get_referenced_bits();
int result = NodeCachedReferenceCount::cache_unref();
consider_update_pstats(old_referenced_bits);
return result;
#else // DO_PSTATS
return NodeCachedReferenceCount::cache_unref();
#endif // DO_PSTATS
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::node_ref
// Access: Published
// Description: Overrides this method to update PStats appropriately.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
node_ref() const {
#ifdef DO_PSTATS
int old_referenced_bits = get_referenced_bits();
int result = NodeCachedReferenceCount::node_ref();
consider_update_pstats(old_referenced_bits);
return result;
#else // DO_PSTATS
return NodeCachedReferenceCount::node_ref();
#endif // DO_PSTATS
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::node_unref
// Access: Published
// Description: Overrides this method to update PStats appropriately.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
node_unref() const {
#ifdef DO_PSTATS
int old_referenced_bits = get_referenced_bits();
int result = NodeCachedReferenceCount::node_unref();
consider_update_pstats(old_referenced_bits);
return result;
#else // DO_PSTATS
return NodeCachedReferenceCount::node_unref();
#endif // DO_PSTATS
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_draw_order
// Access: Published
// Description: Returns the draw order indicated by the
// CullBinAttrib, if any, associated by this state (or 0
// if there is no CullBinAttrib). See get_bin_index().
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
get_draw_order() const {
if ((_flags & F_checked_bin_index) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal draw_order cache.
((RenderState *)this)->determine_bin_index();
}
return _draw_order;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_fog
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a FogAttrib on this state. It returns a
// pointer to the FogAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const FogAttrib *RenderState::
get_fog() const {
if ((_flags & F_checked_fog) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal fog cache.
((RenderState *)this)->determine_fog();
}
return _fog;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_bin
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a BinAttrib on this state. It returns a
// pointer to the BinAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const CullBinAttrib *RenderState::
get_bin() const {
if ((_flags & F_checked_bin) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal bin cache.
((RenderState *)this)->determine_bin();
}
return _bin;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_transparency
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a TransparencyAttrib on this state. It returns a
// pointer to the TransparencyAttrib, if there is one,
// or NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const TransparencyAttrib *RenderState::
get_transparency() const {
if ((_flags & F_checked_transparency) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal transparency cache.
((RenderState *)this)->determine_transparency();
}
return _transparency;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_bin_index
// Access: Published
// Description: Returns the bin index indicated by the CullBinAttrib,
// if any, associated by this state (or the default bin
// index if there is no CullBinAttrib). This function
// is provided as an optimization for determining this
// at render time.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::
get_bin_index() const {
if ((_flags & F_checked_bin_index) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal bin_index cache.
((RenderState *)this)->determine_bin_index();
}
return _bin_index;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_color
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a ColorAttrib on this state. It returns a
// pointer to the ColorAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const ColorAttrib *RenderState::
get_color() const {
if ((_flags & F_checked_color) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal color cache.
((RenderState *)this)->determine_color();
}
return _color;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_color_scale
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a ColorScaleAttrib on this state. It returns a
// pointer to the ColorScaleAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const ColorScaleAttrib *RenderState::
get_color_scale() const {
if ((_flags & F_checked_color_scale) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal color_scale cache.
((RenderState *)this)->determine_color_scale();
}
return _color_scale;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_texture
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a TextureAttrib on this state. It returns a
// pointer to the TextureAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const TextureAttrib *RenderState::
get_texture() const {
if ((_flags & F_checked_texture) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal texture cache.
((RenderState *)this)->determine_texture();
}
return _texture;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_tex_gen
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a TexGenAttrib on this state. It returns a
// pointer to the TexGenAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const TexGenAttrib *RenderState::
get_tex_gen() const {
if ((_flags & F_checked_tex_gen) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal tex_gen cache.
((RenderState *)this)->determine_tex_gen();
}
return _tex_gen;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_tex_matrix
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a TexMatrixAttrib on this state. It returns a
// pointer to the TexMatrixAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const TexMatrixAttrib *RenderState::
get_tex_matrix() const {
if ((_flags & F_checked_tex_matrix) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal tex_matrix cache.
((RenderState *)this)->determine_tex_matrix();
}
return _tex_matrix;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_render_mode
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a RenderModeAttrib on this state. It returns a
// pointer to the RenderModeAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const RenderModeAttrib *RenderState::
get_render_mode() const {
if ((_flags & F_checked_render_mode) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal render_mode cache.
((RenderState *)this)->determine_render_mode();
}
return _render_mode;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_clip_plane
// Access: Published
// Description: This function is provided as an optimization, to
// speed up the render-time checking for the existance
// of a ClipPlaneAttrib on this state. It returns a
// pointer to the ClipPlaneAttrib, if there is one, or
// NULL if there is not.
////////////////////////////////////////////////////////////////////
INLINE const ClipPlaneAttrib *RenderState::
get_clip_plane() const {
if ((_flags & F_checked_clip_plane) == 0) {
// We pretend this function is const, even though it transparently
// modifies the internal clip_plane cache.
((RenderState *)this)->determine_clip_plane();
}
return _clip_plane;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::set_destructing
// Access: Private
// Description: This function should only be called from the
// destructor; it indicates that this RenderState
// object is beginning destruction. It is only used as
// a sanity check, and is only meaningful when NDEBUG is
// not defined.
////////////////////////////////////////////////////////////////////
INLINE void RenderState::
set_destructing() {
#ifndef NDEBUG
_flags |= F_is_destructing;
#endif
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::is_destructing
// Access: Private
// Description: Returns true if the RenderState object is
// currently within its destructor
// (i.e. set_destructing() has been called). This is
// only used as a sanity check, and is only meaningful
// when NDEBUG is not defined.
////////////////////////////////////////////////////////////////////
INLINE bool RenderState::
is_destructing() const {
#ifndef NDEBUG
return (_flags & F_is_destructing) != 0;
#else
return false;
#endif
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::consider_update_pstats
// Access: Private
// Description: Calls update_pstats() if the state of the referenced
// bits has changed from the indicated value.
////////////////////////////////////////////////////////////////////
INLINE void RenderState::
consider_update_pstats(int old_referenced_bits) const {
int new_referenced_bits = get_referenced_bits();
if (old_referenced_bits != new_referenced_bits) {
update_pstats(old_referenced_bits, new_referenced_bits);
}
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Composition::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE RenderState::Composition::
Composition() {
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Composition::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE RenderState::Composition::
Composition(const RenderState::Composition &copy) :
_result(copy._result)
{
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE RenderState::Attribute::
Attribute(const RenderAttrib *attrib, int override) :
_type(attrib->get_type()),
_attrib(attrib),
_override(override)
{
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::Constructor
// Access: Public
// Description: This constructor is only used when reading the
// RenderState from a bam file. At this point, the
// attribute pointer is unknown.
////////////////////////////////////////////////////////////////////
INLINE RenderState::Attribute::
Attribute(int override) :
_override(override)
{
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::Constructor
// Access: Public
// Description: This constructor makes an invalid Attribute with no
// RenderAttrib pointer; its purpose is just to make an
// object we can use to look up a particular type in the
// Attribute set.
////////////////////////////////////////////////////////////////////
INLINE RenderState::Attribute::
Attribute(TypeHandle type) :
_type(type),
_attrib(NULL),
_override(0)
{
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE RenderState::Attribute::
Attribute(const Attribute &copy) :
_type(copy._type),
_attrib(copy._attrib),
_override(copy._override)
{
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::Copy Assignment Operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE void RenderState::Attribute::
operator = (const Attribute &copy) {
_type = copy._type;
_attrib = copy._attrib;
_override = copy._override;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::operator <
// Access: Public
// Description: This is used by the Attributes set to uniquify
// RenderAttributes by type. Only one RenderAttrib of a
// given type is allowed in the set. This ordering must
// also match the ordering reported by compare_to().
////////////////////////////////////////////////////////////////////
INLINE bool RenderState::Attribute::
operator < (const Attribute &other) const {
return _type < other._type;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::Attribute::compare_to
// Access: Public
// Description: Provides an indication of whether a particular
// attribute is equivalent to another one, for purposes
// of generating unique RenderStates. This should
// compare all properties of the Attribute, but it is
// important that the type is compared first, to be
// consistent with the ordering defined by operator <.
////////////////////////////////////////////////////////////////////
INLINE int RenderState::Attribute::
compare_to(const Attribute &other) const {
if (_type != other._type) {
return _type.get_index() - other._type.get_index();
}
if (_attrib != other._attrib) {
return _attrib < other._attrib ? -1 : 1;
}
return _override - other._override;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::CompositionCycleDescEntry::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE RenderState::CompositionCycleDescEntry::
CompositionCycleDescEntry(const RenderState *obj,
const RenderState *result,
bool inverted) :
_obj(obj),
_result(result),
_inverted(inverted)
{
}