open_toontown_panda3d/panda/src/egg/eggRenderMode.I

290 lines
11 KiB
Plaintext

// Filename: eggRenderMode.I
// Created by: drose (20Jan99)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::Copy Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE EggRenderMode::
EggRenderMode(const EggRenderMode &copy) {
(*this) = copy;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_depth_write_mode
// Access: Public
// Description: Specifies whether writes should be made to the depth
// buffer (assuming the rendering backend provides a
// depth buffer) when rendering this geometry.
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_depth_write_mode(DepthWriteMode mode) {
_depth_write_mode = mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_depth_write_mode
// Access: Public
// Description: Returns the depth_write mode that was set, or
// DWM_unspecified if nothing was set. See
// set_depth_write_mode().
////////////////////////////////////////////////////////////////////
INLINE EggRenderMode::DepthWriteMode EggRenderMode::
get_depth_write_mode() const {
return _depth_write_mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_depth_test_mode
// Access: Public
// Description: Specifies whether this geometry should be tested
// against the depth buffer when it is drawn (assuming
// the rendering backend provides a depth buffer). Note
// that this is different, and independent from, the
// depth_write mode.
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_depth_test_mode(DepthTestMode mode) {
_depth_test_mode = mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_depth_test_mode
// Access: Public
// Description: Returns the depth_test mode that was set, or
// DTM_unspecified if nothing was set. See
// set_depth_test_mode().
////////////////////////////////////////////////////////////////////
INLINE EggRenderMode::DepthTestMode EggRenderMode::
get_depth_test_mode() const {
return _depth_test_mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_visibility_mode
// Access: Public
// Description: Specifies whether this geometry is to be considered
// normally visible, or hidden. If it is hidden, it is
// either not loaded into the scene graph at all, or
// loaded as a "stashed" node, according to the setting
// of egg-suppress-hidden.
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_visibility_mode(VisibilityMode mode) {
_visibility_mode = mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_visibility_mode
// Access: Public
// Description: Returns the visibility mode that was set, or
// VM_unspecified if nothing was set. See
// set_visibility_mode().
////////////////////////////////////////////////////////////////////
INLINE EggRenderMode::VisibilityMode EggRenderMode::
get_visibility_mode() const {
return _visibility_mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_alpha_mode
// Access: Public
// Description: Specifies precisely how the transparency for this
// geometry should be achieved, or if it should be used.
// The default, AM_unspecified, is to use transparency
// if the geometry has a color whose alpha value is
// non-1, or if it has a four-channel texture applied;
// otherwise, AM_on forces transparency on, and AM_off
// forces it off. The other flavors of transparency are
// specific ways to turn on transparency, which may or
// may not be supported by a particular rendering
// backend.
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_alpha_mode(AlphaMode mode) {
_alpha_mode = mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_alpha_mode
// Access: Public
// Description: Returns the alpha mode that was set, or
// AM_unspecified if nothing was set. See
// set_alpha_mode().
////////////////////////////////////////////////////////////////////
INLINE EggRenderMode::AlphaMode EggRenderMode::
get_alpha_mode() const {
return _alpha_mode;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_depth_offset
// Access: Public
// Description: Sets the "depth-offset" flag associated with this
// object. This adds or subtracts an offset bias
// into the depth buffer. See also DepthOffsetAttrib
// and NodePath::set_depth_offset().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_depth_offset(int order) {
_depth_offset = order;
_has_depth_offset = true;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_depth_offset
// Access: Public
// Description: Returns the "depth-offset" flag as set for this
// particular object. See set_depth_offset().
////////////////////////////////////////////////////////////////////
INLINE int EggRenderMode::
get_depth_offset() const {
return _depth_offset;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::has_depth_offset
// Access: Public
// Description: Returns true if the depth-offset flag has been set for
// this particular object. See set_depth_offset().
////////////////////////////////////////////////////////////////////
INLINE bool EggRenderMode::
has_depth_offset() const {
return _has_depth_offset;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::clear_depth_offset
// Access: Public
// Description: Removes the depth-offset flag from this particular
// object. See set_depth_offset().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
clear_depth_offset() {
_has_depth_offset = false;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_draw_order
// Access: Public
// Description: Sets the "draw-order" flag associated with this
// object. This specifies a particular order in which
// objects of this type should be drawn, within the
// specified bin. If a bin is not explicitly specified,
// "fixed" is used. See also set_bin().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_draw_order(int order) {
_draw_order = order;
_has_draw_order = true;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_draw_order
// Access: Public
// Description: Returns the "draw-order" flag as set for this
// particular object. See set_draw_order().
////////////////////////////////////////////////////////////////////
INLINE int EggRenderMode::
get_draw_order() const {
return _draw_order;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::has_draw_order
// Access: Public
// Description: Returns true if the draw-order flag has been set for
// this particular object. See set_draw_order().
////////////////////////////////////////////////////////////////////
INLINE bool EggRenderMode::
has_draw_order() const {
return _has_draw_order;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::clear_draw_order
// Access: Public
// Description: Removes the draw-order flag from this particular
// object. See set_draw_order().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
clear_draw_order() {
_has_draw_order = false;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::set_bin
// Access: Public
// Description: Sets the "bin" string for this particular object.
// This names a particular bin in which the object
// should be rendered. The exact meaning of a bin is
// implementation defined, but generally a GeomBin
// matching each bin name must also be specifically
// added to the rendering engine (e.g. the
// CullTraverser) in use for this to work. See also
// set_draw_order().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
set_bin(const string &bin) {
_bin = bin;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::get_bin
// Access: Public
// Description: Returns the bin name that has been set for this
// particular object, if any. See set_bin().
////////////////////////////////////////////////////////////////////
INLINE string EggRenderMode::
get_bin() const {
return _bin;
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::has_bin
// Access: Public
// Description: Returns true if a bin name has been set for this
// particular object. See set_bin().
////////////////////////////////////////////////////////////////////
INLINE bool EggRenderMode::
has_bin() const {
return !_bin.empty();
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::clear_bin
// Access: Public
// Description: Removes the bin name that was set for this particular
// object. See set_bin().
////////////////////////////////////////////////////////////////////
INLINE void EggRenderMode::
clear_bin() {
_bin = string();
}
////////////////////////////////////////////////////////////////////
// Function: EggRenderMode::Inequality Operator
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool EggRenderMode::
operator != (const EggRenderMode &other) const {
return !(*this == other);
}