historical/toontown-classic.git/panda/include/light.I

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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 light.I
* @author drose
* @date 2002-03-26
*/
/**
*
*/
INLINE Light::CData::
CData() :
_color(1.0f, 1.0f, 1.0f, 1.0f),
_viz_geom_stale(true)
{
}
/**
*
*/
INLINE Light::CData::
CData(const Light::CData &copy) :
_color(copy._color),
_viz_geom(copy._viz_geom),
_viz_geom_stale(copy._viz_geom_stale)
{
}
/**
*
*/
INLINE Light::
Light() :
_priority(0),
_has_color_temperature(true),
_color_temperature(6500)
{
}
/**
*
*/
INLINE Light::
Light(const Light &copy) :
_priority(copy._priority),
_has_color_temperature(copy._has_color_temperature),
_color_temperature(copy._color_temperature),
_cycler(copy._cycler)
{
}
/**
* Returns the basic color of the light.
*/
INLINE const LColor &Light::
get_color() const {
CDReader cdata(_cycler);
return cdata->_color;
}
/**
* Sets the basic color of the light.
*/
INLINE void Light::
set_color(const LColor &color) {
CDWriter cdata(_cycler);
cdata->_color = color;
_has_color_temperature = false;
mark_viz_stale();
}
/**
* Returns true if the color was specified as a temperature in kelvins, and
* get_color_temperature is defined.
*
* @since 1.10.0
*/
INLINE bool Light::
has_color_temperature() const {
return _has_color_temperature;
}
/**
* Returns the basic color temperature of the light, assuming
* has_color_temperature() returns true.
*
* @since 1.10.0
*/
INLINE PN_stdfloat Light::
get_color_temperature() const {
nassertr(_has_color_temperature, _color_temperature);
return _color_temperature;
}
/**
* Changes the relative importance of this light relative to the other lights
* that are applied simultaneously.
*
* The priority number is used to decide which of the requested lights are to
* be selected for rendering when more lights are requested than the hardware
* will support. The highest-priority n lights are selected for rendering.
*
* This is similar to TextureStage::set_priority().
*/
INLINE void Light::
set_priority(int priority) {
_priority = priority;
// Update the global flag to indicate that all LightAttribs in the world
// must now re-sort their lists.
_sort_seq++;
}
/**
* Returns the priority associated with this light. See set_priority().
*/
INLINE int Light::
get_priority() const {
return _priority;
}
/**
* Returns a global sequence number that is incremented any time any Light in
* the world changes sort or priority. This is used by LightAttrib to
* determine when it is necessary to re-sort its internal array of stages.
*/
INLINE UpdateSeq Light::
get_sort_seq() {
return _sort_seq;
}
/**
* Indicates that the internal visualization object will need to be updated.
*/
INLINE void Light::
mark_viz_stale() {
CDWriter cdata(_cycler);
cdata->_viz_geom_stale = true;
}