// 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) { }