110 lines
4.3 KiB
Plaintext
110 lines
4.3 KiB
Plaintext
// Filename: multitexReducer.I
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// Created by: drose (30Nov04)
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//
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////////////////////////////////////////////////////////////////////
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//
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// PANDA 3D SOFTWARE
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// Copyright (c) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: MultitexReducer::scan
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// Access: Published
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// Description: Starts scanning the hierarchy beginning at the
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// indicated node. Any GeomNodes discovered in the
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// hierarchy with multitexture will be added to internal
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// structures in the MultitexReducer so that a future
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// call to flatten() will operate on all of these at
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// once.
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//
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// This version of this method does not accumulate state
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// from the parents of the indicated node; thus, only
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// multitexture effects that have been applied at node
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// and below will be considered.
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////////////////////////////////////////////////////////////////////
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INLINE void MultitexReducer::
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scan(const NodePath &node) {
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scan(node.node(), RenderState::make_empty(), TransformState::make_identity());
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}
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////////////////////////////////////////////////////////////////////
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// Function: MultitexReducer::scan
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// Access: Published
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// Description: Starts scanning the hierarchy beginning at the
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// indicated node. Any GeomNodes discovered in the
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// hierarchy with multitexture will be added to internal
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// structures in the MultitexReducer so that a future
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// call to flatten() will operate on all of these at
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// once.
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//
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// The second parameter represents the NodePath from
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// which to accumulate the state that is considered for
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// the multitexture. Pass an empty NodePath to
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// accumulate all the state from the root of the graph,
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// or you may specify some other node here in order to
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// not consider nodes above that as contributing to the
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// state to be flattened. This is particularly useful
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// if you have some texture stage which is applied
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// globally to a scene (for instance, a caustics
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// effect), which you don't want to be considered for
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// flattening by the MultitexReducer.
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////////////////////////////////////////////////////////////////////
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INLINE void MultitexReducer::
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scan(const NodePath &node, const NodePath &state_from) {
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scan(node.node(), node.get_parent().get_state(state_from),
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node.get_parent().get_transform(state_from));
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}
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////////////////////////////////////////////////////////////////////
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// Function: MultitexReducer::StageInfo::operator <
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool MultitexReducer::StageInfo::
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operator < (const MultitexReducer::StageInfo &other) const {
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if (_stage != other._stage) {
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return _stage < other._stage;
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}
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if (_tex != other._tex) {
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return _tex < other._tex;
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}
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if (_tex_mat != other._tex_mat) {
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return _tex_mat->compare_to(*other._tex_mat, true) < 0;
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}
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return false;
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}
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////////////////////////////////////////////////////////////////////
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// Function: MultitexReducer::GeomInfo::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE MultitexReducer::GeomInfo::
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GeomInfo(const RenderState *state, const RenderState *geom_net_state,
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GeomNode *geom_node, int index) :
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_state(state),
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_geom_net_state(geom_net_state),
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_geom_node(geom_node),
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_index(index)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: MultitexReducer::GeomNodeInfo::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE MultitexReducer::GeomNodeInfo::
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GeomNodeInfo(const RenderState *state, GeomNode *geom_node) :
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_state(state),
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_geom_node(geom_node)
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{
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}
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