311 lines
12 KiB
Plaintext
311 lines
12 KiB
Plaintext
// Filename: renderState.I
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// Created by: drose (21Feb02)
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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, 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://www.panda3d.org/license.txt .
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//
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// To contact the maintainers of this program write to
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// panda3d@yahoogroups.com .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Composition::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Composition::
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Composition() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Composition::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Composition::
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Composition(const RenderState::Composition ©) :
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_result(copy._result)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Attribute::
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Attribute(const RenderAttrib *attrib, int override) :
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_type(attrib->get_type()),
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_attrib(attrib),
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_override(override)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::Constructor
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// Access: Public
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// Description: This constructor is only used when reading the
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// RenderState from a bam file. At this point, the
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// attribute pointer is unknown.
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Attribute::
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Attribute(int override) :
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_override(override)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::Constructor
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// Access: Public
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// Description: This constructor makes an invalid Attribute with no
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// RenderAttrib pointer; its purpose is just to make an
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// object we can use to look up a particular type in the
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// Attribute set.
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Attribute::
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Attribute(TypeHandle type) :
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_type(type),
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_attrib(NULL),
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_override(0)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::Copy Constructor
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE RenderState::Attribute::
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Attribute(const Attribute ©) :
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_type(copy._type),
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_attrib(copy._attrib),
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_override(copy._override)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::Copy Assignment Operator
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// Access: Public
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE void RenderState::Attribute::
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operator = (const Attribute ©) {
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_type = copy._type;
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_attrib = copy._attrib;
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_override = copy._override;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::operator <
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// Access: Public
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// Description: This is used by the Attributes set to uniquify
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// RenderAttributes by type. Only one RenderAttrib of a
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// given type is allowed in the set. This ordering must
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// also match the ordering reported by compare_to().
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////////////////////////////////////////////////////////////////////
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INLINE bool RenderState::Attribute::
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operator < (const Attribute &other) const {
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return _type < other._type;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::Attribute::compare_to
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// Access: Public
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// Description: Provides an indication of whether a particular
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// attribute is equivalent to another one, for purposes
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// of generating unique RenderStates. This should
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// compare all properties of the Attribute, but it is
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// important that the type is compared first, to be
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// consistent with the ordering defined by operator <.
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////////////////////////////////////////////////////////////////////
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INLINE int RenderState::Attribute::
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compare_to(const Attribute &other) const {
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if (_type != other._type) {
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return _type.get_index() - other._type.get_index();
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}
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if (_attrib != other._attrib) {
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return _attrib < other._attrib ? -1 : 1;
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}
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return _override - other._override;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::is_empty
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// Access: Published
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// Description: Returns true if the state is empty, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool RenderState::
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is_empty() const {
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return _attributes.empty();
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_num_attribs
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// Access: Published
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// Description: Returns the number of separate attributes indicated
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// in the state.
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////////////////////////////////////////////////////////////////////
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INLINE int RenderState::
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get_num_attribs() const {
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return _attributes.size();
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_attrib
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// Access: Published
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// Description: Returns the nth attribute in the state.
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////////////////////////////////////////////////////////////////////
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INLINE const RenderAttrib *RenderState::
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get_attrib(int n) const {
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nassertr(n >= 0 && n < (int)_attributes.size(), NULL);
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return _attributes[n]._attrib;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_override
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// Access: Published
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// Description: Returns the override associated with the nth
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// attribute in the state.
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////////////////////////////////////////////////////////////////////
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INLINE int RenderState::
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get_override(int n) const {
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nassertr(n >= 0 && n < (int)_attributes.size(), 0);
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return _attributes[n]._override;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_bin_index
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// Access: Public
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// Description: Returns the bin index indicated by the CullBinAttrib,
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// if any, associated by this state (or the default bin
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// index if there is no CullBinAttrib). This function
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// is provided as an optimization for determining this
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// at render time.
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////////////////////////////////////////////////////////////////////
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INLINE int RenderState::
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get_bin_index() const {
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if ((_flags & F_checked_bin_index) == 0) {
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// We pretend this function is const, even though it transparently
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// modifies the internal bin_index cache.
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((RenderState *)this)->determine_bin_index();
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}
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return _bin_index;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_draw_order
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// Access: Public
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// Description: Returns the draw order indicated by the
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// CullBinAttrib, if any, associated by this state (or 0
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// if there is no CullBinAttrib). See get_bin_index().
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////////////////////////////////////////////////////////////////////
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INLINE int RenderState::
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get_draw_order() const {
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if ((_flags & F_checked_bin_index) == 0) {
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// We pretend this function is const, even though it transparently
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// modifies the internal draw_order cache.
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((RenderState *)this)->determine_bin_index();
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}
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return _draw_order;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_fog
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// Access: Public
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// Description: This function is provided as an optimization, to
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// speed up the render-time checking for the existance
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// of a FogAttrib on this state. It returns a
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// pointer to the FogAttrib, if there is one, or
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// NULL if there is not.
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////////////////////////////////////////////////////////////////////
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INLINE const FogAttrib *RenderState::
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get_fog() const {
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if ((_flags & F_checked_fog) == 0) {
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// We pretend this function is const, even though it transparently
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// modifies the internal fog cache.
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((RenderState *)this)->determine_fog();
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}
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return _fog;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_bin
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// Access: Public
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// Description: This function is provided as an optimization, to
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// speed up the render-time checking for the existance
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// of a BinAttrib on this state. It returns a
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// pointer to the BinAttrib, if there is one, or
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// NULL if there is not.
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////////////////////////////////////////////////////////////////////
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INLINE const CullBinAttrib *RenderState::
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get_bin() const {
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if ((_flags & F_checked_bin) == 0) {
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// We pretend this function is const, even though it transparently
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// modifies the internal bin cache.
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((RenderState *)this)->determine_bin();
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}
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return _bin;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::get_transparency
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// Access: Public
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// Description: This function is provided as an optimization, to
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// speed up the render-time checking for the existance
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// of a TransparencyAttrib on this state. It returns a
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// pointer to the TransparencyAttrib, if there is one,
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// or NULL if there is not.
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////////////////////////////////////////////////////////////////////
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INLINE const TransparencyAttrib *RenderState::
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get_transparency() const {
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if ((_flags & F_checked_transparency) == 0) {
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// We pretend this function is const, even though it transparently
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// modifies the internal transparency cache.
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((RenderState *)this)->determine_transparency();
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}
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return _transparency;
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::set_destructing
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// Access: Private
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// Description: This function should only be called from the
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// destructor; it indicates that this RenderState
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// object is beginning destruction. It is only used as
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// a sanity check, and is only meaningful when NDEBUG is
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// not defined.
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////////////////////////////////////////////////////////////////////
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INLINE void RenderState::
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set_destructing() {
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#ifndef NDEBUG
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_flags |= F_is_destructing;
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#endif
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}
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////////////////////////////////////////////////////////////////////
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// Function: RenderState::is_destructing
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// Access: Private
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// Description: Returns true if the RenderState object is
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// currently within its destructor
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// (i.e. set_destructing() has been called). This is
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// only used as a sanity check, and is only meaningful
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// when NDEBUG is not defined.
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////////////////////////////////////////////////////////////////////
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INLINE bool RenderState::
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is_destructing() const {
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#ifndef NDEBUG
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return (_flags & F_is_destructing) != 0;
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#else
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return false;
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#endif
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}
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