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+// Filename: shadeModelAttrib.cxx
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+// Created by: drose (14Mar05)
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+//
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+////////////////////////////////////////////////////////////////////
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+//
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+// PANDA 3D SOFTWARE
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+// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
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+//
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+// All use of this software is subject to the terms of the Panda 3d
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+// Software license. You should have received a copy of this license
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+// along with this source code; you will also find a current copy of
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+// the license at http://etc.cmu.edu/panda3d/docs/license/ .
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+//
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+// To contact the maintainers of this program write to
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+// [email protected] .
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+//
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+////////////////////////////////////////////////////////////////////
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+
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+#include "shadeModelAttrib.h"
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+#include "graphicsStateGuardianBase.h"
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+#include "dcast.h"
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+#include "bamReader.h"
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+#include "bamWriter.h"
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+#include "datagram.h"
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+#include "datagramIterator.h"
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+
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+TypeHandle ShadeModelAttrib::_type_handle;
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::make
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+// Access: Published, Static
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+// Description: Constructs a new ShadeModelAttrib object that specifies
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+// whether to draw polygons with flat shading or with
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+// per-vertex (smooth) shading.
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+////////////////////////////////////////////////////////////////////
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+CPT(RenderAttrib) ShadeModelAttrib::
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+make(ShadeModelAttrib::Mode mode) {
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+ ShadeModelAttrib *attrib = new ShadeModelAttrib(mode);
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+ return return_new(attrib);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::issue
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+// Access: Public, Virtual
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+// Description: Calls the appropriate method on the indicated GSG
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+// to issue the graphics commands appropriate to the
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+// given attribute. This is normally called
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+// (indirectly) only from
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+// GraphicsStateGuardian::set_state() or modify_state().
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+////////////////////////////////////////////////////////////////////
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+void ShadeModelAttrib::
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+issue(GraphicsStateGuardianBase *gsg) const {
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+ gsg->issue_shade_model(this);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::output
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+// Access: Public, Virtual
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+// Description:
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+////////////////////////////////////////////////////////////////////
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+void ShadeModelAttrib::
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+output(ostream &out) const {
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+ out << get_type() << ":";
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+ switch (get_mode()) {
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+ case M_flat:
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+ out << "flat";
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+
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+ case M_smooth:
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+ out << "smooth";
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+ break;
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+ }
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::compare_to_impl
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+// Access: Protected, Virtual
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+// Description: Intended to be overridden by derived ShadeModelAttrib
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+// types to return a unique number indicating whether
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+// this ShadeModelAttrib is equivalent to the other one.
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+//
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+// This should return 0 if the two ShadeModelAttrib objects
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+// are equivalent, a number less than zero if this one
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+// should be sorted before the other one, and a number
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+// greater than zero otherwise.
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+//
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+// This will only be called with two ShadeModelAttrib
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+// objects whose get_type() functions return the same.
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+////////////////////////////////////////////////////////////////////
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+int ShadeModelAttrib::
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+compare_to_impl(const RenderAttrib *other) const {
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+ const ShadeModelAttrib *ta;
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+ DCAST_INTO_R(ta, other, 0);
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+ return (int)_mode - (int)ta->_mode;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::compose_impl
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+// Access: Protected, Virtual
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+// Description: Intended to be overridden by derived RenderAttrib
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+// types to specify how two consecutive RenderAttrib
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+// objects of the same type interact.
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+//
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+// This should return the result of applying the other
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+// RenderAttrib to a node in the scene graph below this
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+// RenderAttrib, which was already applied. In most
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+// cases, the result is the same as the other
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+// RenderAttrib (that is, a subsequent RenderAttrib
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+// completely replaces the preceding one). On the other
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+// hand, some kinds of RenderAttrib (for instance,
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+// ColorTransformAttrib) might combine in meaningful
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+// ways.
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+////////////////////////////////////////////////////////////////////
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+CPT(RenderAttrib) ShadeModelAttrib::
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+compose_impl(const RenderAttrib *other) const {
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+ const ShadeModelAttrib *ta;
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+ DCAST_INTO_R(ta, other, 0);
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+
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+ Mode mode = ta->get_mode();
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+ return make(mode);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::make_default_impl
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+// Access: Protected, Virtual
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+// Description: Intended to be overridden by derived ShadeModelAttrib
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+// types to specify what the default property for a
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+// ShadeModelAttrib of this type should be.
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+//
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+// This should return a newly-allocated ShadeModelAttrib of
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+// the same type that corresponds to whatever the
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+// standard default for this kind of ShadeModelAttrib is.
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+////////////////////////////////////////////////////////////////////
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+RenderAttrib *ShadeModelAttrib::
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+make_default_impl() const {
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+ return new ShadeModelAttrib(M_smooth);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::register_with_read_factory
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+// Access: Public, Static
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+// Description: Tells the BamReader how to create objects of type
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+// ShadeModelAttrib.
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+////////////////////////////////////////////////////////////////////
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+void ShadeModelAttrib::
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+register_with_read_factory() {
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+ BamReader::get_factory()->register_factory(get_class_type(), make_from_bam);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::write_datagram
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+// Access: Public, Virtual
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+// Description: Writes the contents of this object to the datagram
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+// for shipping out to a Bam file.
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+////////////////////////////////////////////////////////////////////
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+void ShadeModelAttrib::
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+write_datagram(BamWriter *manager, Datagram &dg) {
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+ RenderAttrib::write_datagram(manager, dg);
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+
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+ dg.add_int8(_mode);
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::make_from_bam
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+// Access: Protected, Static
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+// Description: This function is called by the BamReader's factory
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+// when a new object of type ShadeModelAttrib is encountered
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+// in the Bam file. It should create the ShadeModelAttrib
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+// and extract its information from the file.
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+////////////////////////////////////////////////////////////////////
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+TypedWritable *ShadeModelAttrib::
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+make_from_bam(const FactoryParams ¶ms) {
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+ ShadeModelAttrib *attrib = new ShadeModelAttrib(M_smooth);
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+ DatagramIterator scan;
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+ BamReader *manager;
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+
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+ parse_params(params, scan, manager);
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+ attrib->fillin(scan, manager);
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+
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+ return attrib;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: ShadeModelAttrib::fillin
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+// Access: Protected
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+// Description: This internal function is called by make_from_bam to
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+// read in all of the relevant data from the BamFile for
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+// the new ShadeModelAttrib.
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+////////////////////////////////////////////////////////////////////
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+void ShadeModelAttrib::
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+fillin(DatagramIterator &scan, BamReader *manager) {
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+ RenderAttrib::fillin(scan, manager);
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+
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+ _mode = (Mode)scan.get_int8();
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+}
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