open_toontown_panda3d/panda/src/cull/cullBinStateSorted.I

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