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

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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.h
* @author mike
* @date 1997-01-09
*/
#ifndef LIGHT_H
#define LIGHT_H
#include "pandabase.h"
#include "referenceCount.h"
#include "luse.h"
#include "cycleData.h"
#include "cycleDataReader.h"
#include "cycleDataLockedReader.h"
#include "cycleDataWriter.h"
#include "pipelineCycler.h"
#include "updateSeq.h"
#include "geomNode.h"
class NodePath;
class PandaNode;
class GraphicsStateGuardianBase;
/**
* The abstract interface to all kinds of lights. The actual light objects
* also inherit from PandaNode, and can therefore be added to the scene graph
* at some arbitrary point to define the coordinate system of effect.
*/
class EXPCL_PANDA_PGRAPH Light {
PUBLISHED:
INLINE Light();
INLINE Light(const Light &copy);
virtual ~Light();
virtual PandaNode *as_node()=0;
virtual bool is_ambient_light() const;
INLINE const LColor &get_color() const;
INLINE void set_color(const LColor &color);
MAKE_PROPERTY(color, get_color, set_color);
INLINE bool has_color_temperature() const;
INLINE PN_stdfloat get_color_temperature() const;
void set_color_temperature(PN_stdfloat temperature);
MAKE_PROPERTY(color_temperature, get_color_temperature,
set_color_temperature);
virtual PN_stdfloat get_exponent() const;
virtual const LColor &get_specular_color() const;
virtual const LVecBase3 &get_attenuation() const;
INLINE void set_priority(int priority);
INLINE int get_priority() const;
virtual int get_class_priority() const=0;
MAKE_PROPERTY(priority, get_priority, set_priority);
public:
virtual void attrib_ref();
virtual void attrib_unref();
virtual void output(std::ostream &out) const=0;
virtual void write(std::ostream &out, int indent_level) const=0;
virtual void bind(GraphicsStateGuardianBase *gsg, const NodePath &light,
int light_id)=0;
virtual bool get_vector_to_light(LVector3 &result,
const LPoint3 &from_object_point,
const LMatrix4 &to_object_space);
GeomNode *get_viz();
INLINE static UpdateSeq get_sort_seq();
protected:
virtual void fill_viz_geom(GeomNode *viz_geom);
INLINE void mark_viz_stale();
// This enumerated class defines the relative class priority of different
// kinds of lights. This hierarchy is only used to resolve multiple lights
// of the same priority specified by set_priority(). In general, the first
// items in this list have a lesser priority than later items.
enum ClassPriority {
CP_ambient_priority,
CP_point_priority,
CP_directional_priority,
CP_spot_priority,
CP_area_priority,
};
private:
// The priority is not cycled, because there's no real reason to do so, and
// cycling it makes it difficult to synchronize with the LightAttribs.
int _priority;
static UpdateSeq _sort_seq;
// The color temperature is not cycled either, because we only need to pass
// down the computed color anyway.
bool _has_color_temperature;
PN_stdfloat _color_temperature;
// This is the data that must be cycled between pipeline stages.
class EXPCL_PANDA_PGRAPH CData : public CycleData {
public:
INLINE CData();
INLINE CData(const CData &copy);
virtual CycleData *make_copy() const;
virtual void write_datagram(BamWriter *manager, Datagram &dg) const;
virtual void fillin(DatagramIterator &scan, BamReader *manager);
virtual TypeHandle get_parent_type() const {
return Light::get_class_type();
}
LColor _color;
PT(GeomNode) _viz_geom;
bool _viz_geom_stale;
};
PipelineCycler<CData> _cycler;
typedef CycleDataReader<CData> CDReader;
typedef CycleDataLockedReader<CData> CDLockedReader;
typedef CycleDataWriter<CData> CDWriter;
protected:
void write_datagram(BamWriter *manager, Datagram &dg);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ReferenceCount::init_type();
register_type(_type_handle, "Light",
ReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
INLINE std::ostream &operator << (std::ostream &out, const Light &light) {
light.output(out);
return out;
}
#include "light.I"
#endif