open_toontown_panda3d/panda/src/pgraph/shadeModelAttrib.cxx

190 lines
7.3 KiB
C++

// Filename: shadeModelAttrib.cxx
// Created by: drose (14Mar05)
//
////////////////////////////////////////////////////////////////////
//
// 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 "shadeModelAttrib.h"
#include "graphicsStateGuardianBase.h"
#include "dcast.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "datagram.h"
#include "datagramIterator.h"
TypeHandle ShadeModelAttrib::_type_handle;
int ShadeModelAttrib::_attrib_slot;
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::make
// Access: Published, Static
// Description: Constructs a new ShadeModelAttrib object that specifies
// whether to draw polygons with flat shading or with
// per-vertex (smooth) shading.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShadeModelAttrib::
make(ShadeModelAttrib::Mode mode) {
ShadeModelAttrib *attrib = new ShadeModelAttrib(mode);
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::make_default
// Access: Published, Static
// Description: Returns a RenderAttrib that corresponds to whatever
// the standard default properties for render attributes
// of this type ought to be.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShadeModelAttrib::
make_default() {
return return_new(new ShadeModelAttrib(M_smooth));
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::output
// Access: Public, Virtual
// Description:
////////////////////////////////////////////////////////////////////
void ShadeModelAttrib::
output(ostream &out) const {
out << get_type() << ":";
switch (get_mode()) {
case M_flat:
out << "flat";
break;
case M_smooth:
out << "smooth";
break;
}
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::compare_to_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived ShadeModelAttrib
// types to return a unique number indicating whether
// this ShadeModelAttrib is equivalent to the other one.
//
// This should return 0 if the two ShadeModelAttrib objects
// are equivalent, a number less than zero if this one
// should be sorted before the other one, and a number
// greater than zero otherwise.
//
// This will only be called with two ShadeModelAttrib
// objects whose get_type() functions return the same.
////////////////////////////////////////////////////////////////////
int ShadeModelAttrib::
compare_to_impl(const RenderAttrib *other) const {
const ShadeModelAttrib *ta = (const ShadeModelAttrib *)other;
return (int)_mode - (int)ta->_mode;
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::get_hash_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to return a unique hash for these particular
// properties. RenderAttribs that compare the same with
// compare_to_impl(), above, should return the same
// hash; RenderAttribs that compare differently should
// return a different hash.
////////////////////////////////////////////////////////////////////
size_t ShadeModelAttrib::
get_hash_impl() const {
size_t hash = 0;
hash = int_hash::add_hash(hash, (int)_mode);
return hash;
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::compose_impl
// Access: Protected, Virtual
// Description: Intended to be overridden by derived RenderAttrib
// types to specify how two consecutive RenderAttrib
// objects of the same type interact.
//
// This should return the result of applying the other
// RenderAttrib to a node in the scene graph below this
// RenderAttrib, which was already applied. In most
// cases, the result is the same as the other
// RenderAttrib (that is, a subsequent RenderAttrib
// completely replaces the preceding one). On the other
// hand, some kinds of RenderAttrib (for instance,
// ColorTransformAttrib) might combine in meaningful
// ways.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) ShadeModelAttrib::
compose_impl(const RenderAttrib *other) const {
const ShadeModelAttrib *ta = (const ShadeModelAttrib *)other;
Mode mode = ta->get_mode();
return make(mode);
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::register_with_read_factory
// Access: Public, Static
// Description: Tells the BamReader how to create objects of type
// ShadeModelAttrib.
////////////////////////////////////////////////////////////////////
void ShadeModelAttrib::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::write_datagram
// Access: Public, Virtual
// Description: Writes the contents of this object to the datagram
// for shipping out to a Bam file.
////////////////////////////////////////////////////////////////////
void ShadeModelAttrib::
write_datagram(BamWriter *manager, Datagram &dg) {
RenderAttrib::write_datagram(manager, dg);
dg.add_int8(_mode);
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::make_from_bam
// Access: Protected, Static
// Description: This function is called by the BamReader's factory
// when a new object of type ShadeModelAttrib is encountered
// in the Bam file. It should create the ShadeModelAttrib
// and extract its information from the file.
////////////////////////////////////////////////////////////////////
TypedWritable *ShadeModelAttrib::
make_from_bam(const FactoryParams &params) {
ShadeModelAttrib *attrib = new ShadeModelAttrib(M_smooth);
DatagramIterator scan;
BamReader *manager;
parse_params(params, scan, manager);
attrib->fillin(scan, manager);
return attrib;
}
////////////////////////////////////////////////////////////////////
// Function: ShadeModelAttrib::fillin
// Access: Protected
// Description: This internal function is called by make_from_bam to
// read in all of the relevant data from the BamFile for
// the new ShadeModelAttrib.
////////////////////////////////////////////////////////////////////
void ShadeModelAttrib::
fillin(DatagramIterator &scan, BamReader *manager) {
RenderAttrib::fillin(scan, manager);
_mode = (Mode)scan.get_int8();
}