open_toontown_panda3d/panda/src/display/displayRegionCullCallbackDa...

67 lines
2.4 KiB
C++

// Filename: displayRegionCullCallbackData.cxx
// Created by: drose (14Mar09)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) Carnegie Mellon University. All rights reserved.
//
// All use of this software is subject to the terms of the revised BSD
// license. You should have received a copy of this license along
// with this source code in a file named "LICENSE."
//
////////////////////////////////////////////////////////////////////
#include "displayRegionCullCallbackData.h"
#include "cullHandler.h"
#include "sceneSetup.h"
#include "graphicsEngine.h"
TypeHandle DisplayRegionCullCallbackData::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionCullCallbackData::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
DisplayRegionCullCallbackData::
DisplayRegionCullCallbackData(CullHandler *cull_handler, SceneSetup *scene_setup) :
_cull_handler(cull_handler),
_scene_setup(scene_setup)
{
}
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionCullCallbackData::output
// Access: Published, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void DisplayRegionCullCallbackData::
output(ostream &out) const {
out << get_type() << "(" << (void *)_cull_handler << ", "
<< (void *)_scene_setup << ")";
}
////////////////////////////////////////////////////////////////////
// Function: DisplayRegionCullCallbackData::upcall
// Access: Published, Virtual
// Description: You should make this call during the callback if you
// want to continue the normal rendering function that
// would have been done in the absence of a callback.
//
// Specifically, this method will perform the cull
// traversal for the DisplayRegion's scene graph, and
// add all renderable objects to its CullResult.
////////////////////////////////////////////////////////////////////
void DisplayRegionCullCallbackData::
upcall() {
Thread *current_thread = Thread::get_current_thread();
DisplayRegion *dr = _scene_setup->get_display_region();
GraphicsStateGuardian *gsg = dr->get_window()->get_gsg();
GraphicsEngine::do_cull(_cull_handler, _scene_setup,
gsg, current_thread);
}