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

85 lines
2.4 KiB
C++

/**
* 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."
*
* @file displayRegionDrawCallbackData.cxx
* @author drose
* @date 2009-03-13
*/
#include "displayRegionDrawCallbackData.h"
#include "config_display.h"
#include "cullResult.h"
#include "displayRegion.h"
#include "graphicsOutput.h"
#include "graphicsStateGuardian.h"
#include "sceneSetup.h"
TypeHandle DisplayRegionDrawCallbackData::_type_handle;
/**
*
*/
DisplayRegionDrawCallbackData::
DisplayRegionDrawCallbackData(CullResult *cull_result, SceneSetup *scene_setup) :
_cull_result(cull_result),
_scene_setup(scene_setup)
{
}
/**
*
*/
void DisplayRegionDrawCallbackData::
output(std::ostream &out) const {
out << get_type() << "(" << (void *)_cull_result << ", "
<< (void *)_scene_setup << ")";
}
/**
* 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 == nullptr || _scene_setup == nullptr) {
// 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();
}
}
}