236 lines
8.3 KiB
C++
236 lines
8.3 KiB
C++
/**
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* PANDA 3D SOFTWARE
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* Copyright (c) Carnegie Mellon University. All rights reserved.
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*
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* All use of this software is subject to the terms of the revised BSD
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* license. You should have received a copy of this license along
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* with this source code in a file named "LICENSE."
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*
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* @file renderAttrib.h
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* @author drose
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* @date 2002-02-21
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*/
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#ifndef RENDERATTRIB_H
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#define RENDERATTRIB_H
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#include "pandabase.h"
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#include "typedWritableReferenceCount.h"
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#include "renderAttribRegistry.h"
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#include "pointerTo.h"
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#include "simpleHashMap.h"
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#include "lightReMutex.h"
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#include "pStatCollector.h"
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class AttribSlots;
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class GraphicsStateGuardianBase;
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class CullTraverser;
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class CullTraverserData;
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class RenderState;
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/**
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* This is the base class for a number of render attributes (other than
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* transform) that may be set on scene graph nodes to control the appearance
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* of geometry. This includes TextureAttrib, ColorAttrib, etc.
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*
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* RenderAttrib represents render attributes that always propagate down to the
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* leaves without regard to the particular node they are assigned to. A
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* RenderAttrib will have the same effect on a leaf node whether it is
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* assigned to the graph at the leaf or several nodes above. This is
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* different from RenderEffect, which represents a particular render property
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* that is applied immediately to the node on which it is encountered, like
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* billboarding or decaling.
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*
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* You should not attempt to create or modify a RenderAttrib directly;
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* instead, use the make() method of the appropriate kind of attrib you want.
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* This will allocate and return a new RenderAttrib of the appropriate type,
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* and it may share pointers if possible. Do not modify the new RenderAttrib
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* if you wish to change its properties; instead, create a new one.
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*/
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class EXPCL_PANDA_PGRAPH RenderAttrib : public TypedWritableReferenceCount {
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protected:
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RenderAttrib();
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public:
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RenderAttrib(const RenderAttrib ©) = delete;
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virtual ~RenderAttrib();
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RenderAttrib &operator = (const RenderAttrib ©) = delete;
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PUBLISHED:
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INLINE CPT(RenderAttrib) compose(const RenderAttrib *other) const;
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INLINE CPT(RenderAttrib) invert_compose(const RenderAttrib *other) const;
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virtual bool lower_attrib_can_override() const;
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public:
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virtual bool has_cull_callback() const;
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virtual bool cull_callback(CullTraverser *trav, const CullTraverserData &data) const;
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PUBLISHED:
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INLINE int compare_to(const RenderAttrib &other) const;
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INLINE size_t get_hash() const;
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INLINE CPT(RenderAttrib) get_unique() const;
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virtual bool unref() const final;
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virtual void output(std::ostream &out) const;
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virtual void write(std::ostream &out, int indent_level) const;
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static int get_num_attribs();
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static void list_attribs(std::ostream &out);
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static int garbage_collect();
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static bool validate_attribs();
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virtual int get_slot() const=0;
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MAKE_PROPERTY(slot, get_slot);
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enum PandaCompareFunc { // intentionally defined to match D3DCMPFUNC
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M_none=0, // alpha-test disabled (always-draw)
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M_never, // Never draw.
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M_less, // incoming < reference_alpha
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M_equal, // incoming == reference_alpha
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M_less_equal, // incoming <= reference_alpha
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M_greater, // incoming > reference_alpha
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M_not_equal, // incoming != reference_alpha
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M_greater_equal, // incoming >= reference_alpha
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M_always // Always draw.
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};
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// This is the enumerated type for TexGenAttrib. It is inherited into
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// TexGenAttrib. It is defined up at this level only to avoid circular
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// dependencies in the header files.
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enum TexGenMode {
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M_off,
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// In the types below, "eye" means the coordinate space of the observing
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// camera, and "world" means world coordinates, e.g. the coordinate space
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// of the root of the graph.
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// Sphere maps are classic static reflection maps. They are supported on
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// just about any hardware, and require a precomputed 360-degree fisheye
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// image. Sphere maps only make sense in eye coordinate space.
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M_eye_sphere_map,
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/*
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* Cube maps are a modern improvement on the sphere map; they don't suffer
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* from any polar singularities, but they require six texture images. They
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* can also be generated dynamically for real-time reflections (see
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* GraphicsOutput::make_cube_map()). Typically, a statically-generated cube
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* map will be in eye space, while a dynamically-generated map will be in
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* world space. Cube mapping is not supported on all hardware.
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*/
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M_world_cube_map,
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M_eye_cube_map,
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// Normal maps are most useful for applying diffuse lighting effects via a
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// pregenerated cube map.
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M_world_normal,
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M_eye_normal,
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// Position maps convert XYZ coordinates directly to texture coordinates.
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// This is particularly useful for implementing projective texturing (see
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// NodePath::project_texture()).
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M_world_position,
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M_unused, // formerly M_object_position, now deprecated.
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M_eye_position,
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/*
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* With M_point_sprite, texture coordinates will be generated for large points
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* in the range (0,0) - (1,1) from upper-left to lower-right across the
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* point's face. Without this, each point will have just a single uniform
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* texture coordinate value across its face. Unfortunately, the generated
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* texture coordinates are inverted (upside-down) from Panda's usual
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* convention, but this is what the graphics card manufacturers decided to
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* use. You could use a texture matrix to re-invert the texture, but that
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* will probably force the sprites' vertices to be computed in the CPU. You'll
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* have to paint your textures upside-down if you want true hardware sprites.
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*/
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M_point_sprite,
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// M_light_vector generated special 3-d texture coordinates that
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// represented the vector to a particular Light in the scene graph,
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// expressed in each vertex's tangent space. This has now been removed.
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// We need to reserve the slot in the enum, though, to make sure the
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// following enum value still has the same value.
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M_unused2,
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// M_constant generates the same fixed texture coordinates at each vertex.
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// Not terribly useful, of course, except for certain special effects
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// involving moving a flat color over an object.
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M_constant,
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};
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protected:
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INLINE void calc_hash();
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static CPT(RenderAttrib) return_new(RenderAttrib *attrib);
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static CPT(RenderAttrib) return_unique(RenderAttrib *attrib);
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virtual int compare_to_impl(const RenderAttrib *other) const;
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virtual size_t get_hash_impl() const;
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virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
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virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
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void output_comparefunc(std::ostream &out, PandaCompareFunc fn) const;
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public:
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INLINE static int register_slot(TypeHandle type_handle, int sort,
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RenderAttrib *default_attrib);
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private:
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void release_new();
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public:
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static void init_attribs();
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private:
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// This mutex protects _attribs.
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static LightReMutex *_attribs_lock;
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typedef SimpleHashMap<const RenderAttrib *, std::nullptr_t, indirect_compare_to_hash<const RenderAttrib *> > Attribs;
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static Attribs _attribs;
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int _saved_entry;
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size_t _hash;
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// This keeps track of our current position through the garbage collection
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// cycle.
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static size_t _garbage_index;
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static PStatCollector _garbage_collect_pcollector;
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friend class RenderAttribRegistry;
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public:
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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static TypedWritable *change_this(TypedWritable *old_ptr, BamReader *manager);
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virtual void finalize(BamReader *manager);
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protected:
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static TypedWritable *new_from_bam(RenderAttrib *attrib, BamReader *manager);
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void fillin(DatagramIterator &scan, BamReader *manager);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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TypedWritableReferenceCount::init_type();
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register_type(_type_handle, "RenderAttrib",
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TypedWritableReferenceCount::get_class_type());
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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};
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INLINE std::ostream &operator << (std::ostream &out, const RenderAttrib &attrib) {
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attrib.output(out);
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return out;
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}
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#include "renderAttrib.I"
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#endif
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