243 lines
8.8 KiB
C++
243 lines
8.8 KiB
C++
// Filename: renderAttrib.h
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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) Carnegie Mellon University. All rights reserved.
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//
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// All use of this software is subject to the terms of the revised BSD
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// license. You should have received a copy of this license along
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// with this source code in a file named "LICENSE."
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//
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////////////////////////////////////////////////////////////////////
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#ifndef RENDERATTRIB_H
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#define RENDERATTRIB_H
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#include "pandabase.h"
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#include "typedWritableReferenceCount.h"
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#include "renderAttribRegistry.h"
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#include "pointerTo.h"
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#include "pset.h"
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#include "lightReMutex.h"
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class AttribSlots;
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class GraphicsStateGuardianBase;
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class CullTraverser;
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class CullTraverserData;
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////////////////////////////////////////////////////////////////////
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// Class : RenderAttrib
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// Description : This is the base class for a number of render
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// attributes (other than transform) that may be set on
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// scene graph nodes to control the appearance of
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// geometry. This includes TextureAttrib, ColorAttrib,
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// etc.
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//
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// RenderAttrib represents render attributes that always
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// propagate down to the leaves without regard to the
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// particular node they are assigned to. A RenderAttrib
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// will have the same effect on a leaf node whether it
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// is assigned to the graph at the leaf or several nodes
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// above. This is different from RenderEffect, which
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// represents a particular render property that is
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// applied immediately to the node on which it is
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// encountered, like billboarding or decaling.
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//
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// You should not attempt to create or modify a
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// RenderAttrib directly; instead, use the make() method
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// of the appropriate kind of attrib you want. This
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// will allocate and return a new RenderAttrib of the
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// appropriate type, and it may share pointers if
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// possible. Do not modify the new RenderAttrib if you
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// wish to change its properties; instead, create a new
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// one.
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////////////////////////////////////////////////////////////////////
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class EXPCL_PANDA_PGRAPH RenderAttrib : public TypedWritableReferenceCount {
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protected:
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RenderAttrib();
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private:
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RenderAttrib(const RenderAttrib ©);
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void operator = (const RenderAttrib ©);
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public:
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virtual ~RenderAttrib();
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PUBLISHED:
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INLINE CPT(RenderAttrib) compose(const RenderAttrib *other) const;
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INLINE CPT(RenderAttrib) invert_compose(const RenderAttrib *other) const;
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virtual bool lower_attrib_can_override() const;
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public:
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INLINE bool always_reissue() const;
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virtual bool has_cull_callback() const;
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virtual bool cull_callback(CullTraverser *trav, const CullTraverserData &data) const;
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PUBLISHED:
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INLINE int compare_to(const RenderAttrib &other) const;
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INLINE CPT(RenderAttrib) get_unique() const;
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virtual bool unref() const;
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virtual void output(ostream &out) const;
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virtual void write(ostream &out, int indent_level) const;
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static int get_num_attribs();
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static void list_attribs(ostream &out);
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static bool validate_attribs();
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virtual int get_slot() const=0;
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enum PandaCompareFunc { // intentionally defined to match D3DCMPFUNC
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M_none=0, // alpha-test disabled (always-draw)
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M_never, // Never draw.
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M_less, // incoming < reference_alpha
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M_equal, // incoming == reference_alpha
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M_less_equal, // incoming <= reference_alpha
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M_greater, // incoming > reference_alpha
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M_not_equal, // incoming != reference_alpha
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M_greater_equal, // incoming >= reference_alpha
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M_always // Always draw.
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};
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// This is the enumerated type for TexGenAttrib. It is inherited
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// into TexGenAttrib. It is defined up at this level only to avoid
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// circular dependencies in the header files.
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enum TexGenMode {
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M_off,
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// In the types below, "eye" means the coordinate space of the
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// observing camera, and "world" means world coordinates, e.g. the
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// coordinate space of the root of the graph.
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// Sphere maps are classic static reflection maps. They are
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// supported on just about any hardware, and require a precomputed
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// 360-degree fisheye image. Sphere maps only make sense in eye
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// coordinate space.
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M_eye_sphere_map,
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// Cube maps are a modern improvement on the sphere map; they
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// don't suffer from any polar singularities, but they require six
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// texture images. They can also be generated dynamically for
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// real-time reflections (see GraphicsOutput::make_cube_map()).
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// Typically, a statically-generated cube map will be in eye
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// space, while a dynamically-generated map will be in world
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// space.
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// Cube mapping is not supported on all hardware.
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M_world_cube_map,
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M_eye_cube_map,
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// Normal maps are most useful for applying diffuse lighting
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// effects via a pregenerated cube map.
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M_world_normal,
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M_eye_normal,
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// Position maps convert XYZ coordinates directly to texture
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// coordinates. This is particularly useful for implementing
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// projective texturing (see NodePath::project_texture()).
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M_world_position,
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M_unused, // formerly M_object_position, now deprecated.
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M_eye_position,
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// With M_point_sprite, texture coordinates will be generated for
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// large points in the range (0,0) - (1,1) from upper-left to
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// lower-right across the point's face. Without this, each point
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// will have just a single uniform texture coordinate value across
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// its face.
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// Unfortunately, the generated texture coordinates are inverted
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// (upside-down) from Panda's usual convention, but this is what
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// the graphics card manufacturers decided to use. You could use
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// a texture matrix to re-invert the texture, but that will
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// probably force the sprites' vertices to be computed in the CPU.
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// You'll have to paint your textures upside-down if you want true
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// hardware sprites.
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M_point_sprite,
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// M_light_vector generates special 3-d texture coordinates that
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// represent the vector to a particular Light in the scene graph,
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// expressed in each vertex's tangent space. This is used to
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// implement bumpmapping. It is always computed on the CPU.
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// This requires a Light to be specified to the TexGenAttrib. It
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// also requires each vertex to define a normal, as well as a
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// tangent and binormal for the particular named texture
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// coordinate set.
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M_light_vector,
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// M_constant generates the same fixed texture coordinates at each
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// vertex. Not terribly useful, of course, except for certain
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// special effects involving moving a flat color over an object.
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M_constant,
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};
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protected:
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static CPT(RenderAttrib) return_new(RenderAttrib *attrib);
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static CPT(RenderAttrib) return_unique(RenderAttrib *attrib);
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virtual int compare_to_impl(const RenderAttrib *other) const;
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virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
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virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
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void output_comparefunc(ostream &out, PandaCompareFunc fn) const;
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public:
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INLINE static int register_slot(TypeHandle type_handle, int sort,
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RenderAttribRegistry::MakeDefaultFunc *make_default_func);
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private:
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void release_new();
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protected:
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bool _always_reissue;
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public:
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static void init_attribs();
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private:
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// This mutex protects _attribs.
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static LightReMutex *_attribs_lock;
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typedef pset<const RenderAttrib *, indirect_compare_to<const RenderAttrib *> > Attribs;
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static Attribs *_attribs;
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Attribs::iterator _saved_entry;
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public:
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
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virtual void finalize(BamReader *manager);
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protected:
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static TypedWritable *new_from_bam(RenderAttrib *attrib, BamReader *manager);
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void fillin(DatagramIterator &scan, BamReader *manager);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedWritableReferenceCount::init_type();
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register_type(_type_handle, "RenderAttrib",
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TypedWritableReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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INLINE ostream &operator << (ostream &out, const RenderAttrib &attrib) {
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attrib.output(out);
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return out;
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}
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#include "renderAttrib.I"
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#endif
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