open_toontown_panda3d/panda/src/grutil/multitexReducer.I

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// Filename: multitexReducer.I
// Created by: drose (30Nov04)
//
////////////////////////////////////////////////////////////////////
//
// 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."
//
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::scan
// Access: Published
// Description: Starts scanning the hierarchy beginning at the
// indicated node. Any GeomNodes discovered in the
// hierarchy with multitexture will be added to internal
// structures in the MultitexReducer so that a future
// call to flatten() will operate on all of these at
// once.
//
// This version of this method does not accumulate state
// from the parents of the indicated node; thus, only
// multitexture effects that have been applied at node
// and below will be considered.
////////////////////////////////////////////////////////////////////
INLINE void MultitexReducer::
scan(const NodePath &node) {
scan(node.node(), RenderState::make_empty(), TransformState::make_identity());
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::scan
// Access: Published
// Description: Starts scanning the hierarchy beginning at the
// indicated node. Any GeomNodes discovered in the
// hierarchy with multitexture will be added to internal
// structures in the MultitexReducer so that a future
// call to flatten() will operate on all of these at
// once.
//
// The second parameter represents the NodePath from
// which to accumulate the state that is considered for
// the multitexture. Pass an empty NodePath to
// accumulate all the state from the root of the graph,
// or you may specify some other node here in order to
// not consider nodes above that as contributing to the
// state to be flattened. This is particularly useful
// if you have some texture stage which is applied
// globally to a scene (for instance, a caustics
// effect), which you don't want to be considered for
// flattening by the MultitexReducer.
////////////////////////////////////////////////////////////////////
INLINE void MultitexReducer::
scan(const NodePath &node, const NodePath &state_from) {
scan(node.node(), node.get_parent().get_state(state_from),
node.get_parent().get_transform(state_from));
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::StageInfo::operator <
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE bool MultitexReducer::StageInfo::
operator < (const MultitexReducer::StageInfo &other) const {
if (_stage != other._stage) {
return _stage < other._stage;
}
if (_tex != other._tex) {
return _tex < other._tex;
}
if (_tex_mat != other._tex_mat) {
return _tex_mat->sorts_less(*other._tex_mat, true);
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::GeomInfo::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE MultitexReducer::GeomInfo::
GeomInfo(const RenderState *state, const RenderState *geom_net_state,
GeomNode *geom_node, int index) :
_state(state),
_geom_net_state(geom_net_state),
_geom_node(geom_node),
_index(index)
{
}
////////////////////////////////////////////////////////////////////
// Function: MultitexReducer::GeomNodeInfo::Constructor
// Access: Public
// Description:
////////////////////////////////////////////////////////////////////
INLINE MultitexReducer::GeomNodeInfo::
GeomNodeInfo(const RenderState *state, GeomNode *geom_node) :
_state(state),
_geom_node(geom_node)
{
}