historical/toontown-classic.git/panda/include/cullTraverser.I
2024-01-16 11:20:27 -06:00

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/**
* 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."
*
* @file cullTraverser.I
* @author drose
* @date 2002-02-23
*/
/**
* Returns the GraphicsStateGuardian in effect.
*/
INLINE GraphicsStateGuardianBase *CullTraverser::
get_gsg() const {
return _gsg;
}
/**
* Returns the currently-executing thread object, as passed to the
* CullTraverser constructor.
*/
INLINE Thread *CullTraverser::
get_current_thread() const {
return _current_thread;
}
/**
* Returns the SceneSetup object.
*/
INLINE SceneSetup *CullTraverser::
get_scene() const {
return _scene_setup;
}
/**
* Returns true if a nonempty tag state key has been specified for the scene's
* camera, false otherwise.
*/
INLINE bool CullTraverser::
has_tag_state_key() const {
return _has_tag_state_key;
}
/**
* Returns the tag state key that has been specified for the scene's camera,
* if any.
*/
INLINE const std::string &CullTraverser::
get_tag_state_key() const {
return _tag_state_key;
}
/**
* Returns the position of the camera relative to the starting node.
*/
INLINE const TransformState *CullTraverser::
get_camera_transform() const {
return _scene_setup->get_camera_transform();
}
/**
* Returns the position of the starting node relative to the camera. This is
* the inverse of the camera transform.
*
* Note that this value is always the position of the starting node, not the
* current node, even if it is sampled during a traversal. To get the
* transform of the current node use
* CullTraverserData::get_modelview_transform().
*/
INLINE const TransformState *CullTraverser::
get_world_transform() const {
return _scene_setup->get_world_transform();
}
/**
* Returns the initial RenderState at the top of the scene graph we are
* traversing, or the empty state if the initial state was never set.
*/
INLINE const RenderState *CullTraverser::
get_initial_state() const {
return _initial_state;
}
/**
* Returns true, as depth offsets are the only way that we implement decals
* nowadays.
*/
INLINE bool CullTraverser::
get_depth_offset_decals() const {
return true;
}
/**
* Changes the visibility mask for the camera viewing the scene. This is
* normally set automatically at the time setup_scene() is called; you should
* change this only if you want to render some set of objects different from
* what the camera normally would draw.
*/
INLINE void CullTraverser::
set_camera_mask(const DrawMask &camera_mask) {
_camera_mask = camera_mask;
}
/**
* Returns the visibility mask from the camera viewing the scene.
*/
INLINE const DrawMask &CullTraverser::
get_camera_mask() const {
return _camera_mask;
}
/**
* Specifies the bounding volume that corresponds to the view frustum. Any
* primitives that fall entirely outside of this volume are not drawn.
*
* Nowadays, this gets set automatically by set_scene().
*/
INLINE void CullTraverser::
set_view_frustum(GeometricBoundingVolume *view_frustum) {
_view_frustum = view_frustum;
}
/**
* Returns the bounding volume that corresponds to the view frustum, or NULL
* if the view frustum is not in use or has not been set.
*
* Note that the view frustum returned here is always in the coordinate space
* of the starting node, not the current node, even if it is sampled during a
* traversal. To get the view frustum in the current node's coordinate space,
* check in the current CullTraverserData.
*/
INLINE GeometricBoundingVolume *CullTraverser::
get_view_frustum() const {
return _view_frustum;
}
/**
* Specifies the object that will receive the culled Geoms. This must be set
* before calling traverse().
*/
INLINE void CullTraverser::
set_cull_handler(CullHandler *cull_handler) {
_cull_handler = cull_handler;
}
/**
* Returns the object that will receive the culled Geoms.
*/
INLINE CullHandler *CullTraverser::
get_cull_handler() const {
return _cull_handler;
}
/**
* Specifies _portal_clipper object pointer that subsequent traverse() or
* traverse_below may use.
*/
INLINE void CullTraverser::
set_portal_clipper(PortalClipper *portal_clipper) {
_portal_clipper = portal_clipper;
}
/**
* Returns the _portal_clipper pointer
*/
INLINE PortalClipper *CullTraverser::
get_portal_clipper() const {
return _portal_clipper;
}
/**
* Returns true if the cull traversal is effectively in incomplete_render
* state, considering both the GSG's incomplete_render and the current
* DisplayRegion's incomplete_render flags. This returns the flag during the
* cull traversal; see GSG::get_effective_incomplete_render() for this same
* flag during the draw traversal.
*/
INLINE bool CullTraverser::
get_effective_incomplete_render() const {
return _effective_incomplete_render;
}
/**
* Flushes the PStatCollectors used during traversal.
*/
INLINE void CullTraverser::
flush_level() {
_nodes_pcollector.flush_level();
_geom_nodes_pcollector.flush_level();
_geoms_pcollector.flush_level();
_geoms_occluded_pcollector.flush_level();
}
/**
* This is implemented inline to reduce recursion.
*/
INLINE void CullTraverser::
do_traverse(CullTraverserData &data) {
if (is_in_view(data)) {
if (pgraph_cat.is_spam()) {
pgraph_cat.spam()
<< "\n" << data.get_node_path()
<< " " << data._draw_mask << "\n";
}
PandaNodePipelineReader *node_reader = data.node_reader();
int fancy_bits = node_reader->get_fancy_bits();
if (fancy_bits == 0 && data._cull_planes->is_empty()) {
// Nothing interesting in this node; just move on.
} else {
// Something in this node is worth taking a closer look.
const RenderEffects *node_effects = node_reader->get_effects();
if (node_effects->has_show_bounds()) {
// If we should show the bounding volume for this node, make it up
// now.
show_bounds(data, node_effects->has_show_tight_bounds());
}
data.apply_transform_and_state(this);
const FogAttrib *fog = (const FogAttrib *)
node_reader->get_state()->get_attrib(FogAttrib::get_class_slot());
if (fog != nullptr && fog->get_fog() != nullptr) {
// If we just introduced a FogAttrib here, call adjust_to_camera()
// now. This maybe isn't the perfect time to call it, but it's good
// enough; and at this time we have all the information we need for
// it.
fog->get_fog()->adjust_to_camera(get_camera_transform());
}
if (fancy_bits & PandaNode::FB_cull_callback) {
PandaNode *node = data.node();
if (!node->cull_callback(this, data)) {
return;
}
}
}
traverse_below(data);
}
}