open_toontown_panda3d/panda/src/pgraph/renderAttrib.I

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// Filename: renderAttrib.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: RenderAttrib::compose
// Access: Public
// Description: Returns a new RenderAttrib object that represents the
// composition of this attrib with the other attrib. In
// most cases, this is the same as the other attrib; a
// compose b produces b. Some kinds of attributes, like
// a TextureTransform, for instance, might produce a new
// result: a compose b produces c.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) RenderAttrib::
compose(const RenderAttrib *other) const {
return compose_impl(other);
}
////////////////////////////////////////////////////////////////////
// Function: RenderAttrib::invert_compose
// Access: Public
// Description: Returns a new RenderAttrib object that represents the
// composition of the inverse of this attrib with the
// other attrib. In most cases, this is the same as the
// other attrib; !a compose b produces b. Some kinds of
// attributes, like a TextureTransform, for instance,
// might produce a new result: !a compose b produces c.
//
// This is similar to compose() except that the source
// attrib is inverted first. This is used to compute
// the relative attribute for one node as viewed from
// some other node, which is especially useful for
// transform-type attributes.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) RenderAttrib::
invert_compose(const RenderAttrib *other) const {
return invert_compose_impl(other);
}
////////////////////////////////////////////////////////////////////
// Function: RenderAttrib::make_default
// Access: Public
// Description: Returns a different (or possibly the same)
// RenderAttrib pointer of the same type as this one
// that corresponds to whatever the standard default
// properties for render attributes of this type ought
// to be.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) RenderAttrib::
make_default() const {
return return_new(make_default_impl());
}
////////////////////////////////////////////////////////////////////
// Function: RenderAttrib::always_reissue
// Access: Public
// Description: Returns true if the RenderAttrib should be reissued
// to the GSG with every state change, even if it is the
// same pointer as it was before; or false for the
// normal case, to reissue only when the RenderAttrib
// pointer changes.
////////////////////////////////////////////////////////////////////
INLINE bool RenderAttrib::
always_reissue() const {
return _always_reissue;
}
////////////////////////////////////////////////////////////////////
// Function: RenderAttrib::compare_to
// Access: Published
// Description: Provides an arbitrary ordering among all unique
// RenderAttribs, so we can store the essentially
// different ones in a big set and throw away the rest.
//
// This method is not needed outside of the RenderAttrib
// class because all equivalent RenderAttrib objects are
// guaranteed to share the same pointer; thus, a pointer
// comparison is always sufficient.
////////////////////////////////////////////////////////////////////
INLINE int RenderAttrib::
compare_to(const RenderAttrib &other) const {
// First, we compare the types; if they are of different types then
// they sort differently.
TypeHandle type = get_type();
TypeHandle other_type = other.get_type();
if (type != other_type) {
return type.get_index() - other_type.get_index();
}
// We only call compare_to_impl() if they have the same type.
return compare_to_impl(&other);
}