open_toontown_panda3d/panda/src/pgraph/materialAttrib.h

87 lines
2.5 KiB
C++

// Filename: materialAttrib.h
// Created by: drose (04Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 .
//
////////////////////////////////////////////////////////////////////
#ifndef MATERIALATTRIB_H
#define MATERIALATTRIB_H
#include "pandabase.h"
#include "renderAttrib.h"
#include "material.h"
////////////////////////////////////////////////////////////////////
// Class : MaterialAttrib
// Description : Indicates which, if any, material should be applied
// to geometry. The material is used primarily to
// control lighting effects, and isn't necessarily (or
// useful) in the absence of lighting.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA MaterialAttrib : public RenderAttrib {
private:
INLINE MaterialAttrib();
PUBLISHED:
static CPT(RenderAttrib) make(const Material *material);
static CPT(RenderAttrib) make_off();
INLINE bool is_off() const;
INLINE const Material *get_material() const;
public:
virtual void output(ostream &out) const;
virtual void store_into_slot(AttribSlots *slots) const;
protected:
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual RenderAttrib *make_default_impl() const;
private:
CPT(Material) _material;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
RenderAttrib::init_type();
register_type(_type_handle, "MaterialAttrib",
RenderAttrib::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
#include "materialAttrib.I"
#endif