78 lines
2.7 KiB
Plaintext
78 lines
2.7 KiB
Plaintext
// Filename: cullBinStateSorted.I
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// Created by: drose (22Mar05)
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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) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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//
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// All use of this software is subject to the terms of the Panda 3d
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// Software license. You should have received a copy of this license
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// along with this source code; you will also find a current copy of
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// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: CullBinStateSorted::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CullBinStateSorted::
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CullBinStateSorted(const string &name, GraphicsStateGuardianBase *gsg,
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const PStatCollector &draw_region_pcollector) :
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CullBin(name, BT_state_sorted, gsg, draw_region_pcollector),
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_objects(get_class_type())
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: CullBinStateSorted::ObjectData::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE CullBinStateSorted::ObjectData::
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ObjectData(CullableObject *object) :
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_object(object)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: CullBinStateSorted::ObjectData::operator <
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// Access: Public
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// Description: Specifies the correct sort ordering for these
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// objects.
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////////////////////////////////////////////////////////////////////
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INLINE bool CullBinStateSorted::ObjectData::
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operator < (const ObjectData &other) const {
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const RenderState *sa = _object->_state;
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const RenderState *sb = other._object->_state;
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if (sa != sb) {
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// First, group objects by texture, since conventional wisdom is
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// that texture changes are the most expensive state changes in a
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// graphics context.
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const TextureAttrib *ta = sa->get_texture();
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const TextureAttrib *tb = sb->get_texture();
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if (ta != tb) {
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return ta < tb;
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}
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}
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// Then group objects by transform, since these are supposed to be
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// expensive too.
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if (_object->_modelview_transform != other._object->_modelview_transform) {
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return _object->_modelview_transform < other._object->_modelview_transform;
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}
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// Then, sort by all the other states, in no particular order,
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// just as long as objects with identical state are all grouped
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// together.
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return sa < sb;
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}
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