open_toontown_panda3d/panda/src/display/displayRegionDrawCallbackDa...

89 lines
3.1 KiB
C++

// Filename: displayRegionDrawCallbackData.cxx
// Created by: drose (13Mar09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "displayRegionDrawCallbackData.h"
#include "cullResult.h"
#include "sceneSetup.h"
TypeHandle DisplayRegionDrawCallbackData::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionDrawCallbackData::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
DisplayRegionDrawCallbackData::
DisplayRegionDrawCallbackData(CullResult *cull_result, SceneSetup *scene_setup) :
_cull_result(cull_result),
_scene_setup(scene_setup)
{
}
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionDrawCallbackData::output
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void DisplayRegionDrawCallbackData::
output(ostream &out) const {
out << get_type() << "(" << (void *)_cull_result << ", "
<< (void *)_scene_setup << ")";
}
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionDrawCallbackData::upcall
// Access: Published, Virtual
// Description: You should make this call during the callback if you
// want to continue the normal rendering function that
// would have been done in the absence of a callback.
//
// Specifically, this method will draw all of the
// objects in the CullResult list that have been built
// up for the DisplayRegion during the cull traversal.
////////////////////////////////////////////////////////////////////
void DisplayRegionDrawCallbackData::
upcall() {
Thread *current_thread = Thread::get_current_thread();
DisplayRegion *dr = _scene_setup->get_display_region();
GraphicsStateGuardian *gsg = dr->get_window()->get_gsg();
if (_cull_result == NULL || _scene_setup == NULL) {
// Nothing to see here.
} else if (dr->is_stereo()) {
// We don't actually draw the stereo DisplayRegions. These are
// just placeholders; we draw the individual left and right eyes
// instead. (We might still clear the stereo DisplayRegions,
// though, since it's probably faster to clear right and left
// channels in one pass, than to clear them in two separate
// passes.)
} else if (!gsg->set_scene(_scene_setup)) {
// The scene or lens is inappropriate somehow.
display_cat.error()
<< gsg->get_type() << " cannot render scene with specified lens.\n";
} else {
// Tell the GSG to forget its state.
gsg->clear_state_and_transform();
if (gsg->begin_scene()) {
_cull_result->draw(current_thread);
gsg->end_scene();
}
}
}