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

202 lines
5.9 KiB
C++

/**
* 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 material.h
* @author mike
* @date 1997-01-09
*/
#ifndef MATERIAL_H
#define MATERIAL_H
#include "pandabase.h"
#include "typedWritableReferenceCount.h"
#include "namable.h"
#include "luse.h"
#include "numeric_types.h"
#include "config_gobj.h"
#include "graphicsStateGuardianBase.h"
class FactoryParams;
/**
* Defines the way an object appears in the presence of lighting. A material
* is only necessary if lighting is to be enabled; otherwise, the material
* isn't used.
*
* There are two workflows that are supported: the "classic" workflow of
* providing separate ambient, diffuse and specular colors, and the
* "metalness" workflow, in which a base color is specified along with a
* "metallic" value that indicates whether the material is a metal or a
* dielectric.
*
* The size of the specular highlight can be specified by either specifying
* the specular exponent (shininess) or by specifying a roughness value that
* in perceptually linear in the range of 0-1.
*/
class EXPCL_PANDA_GOBJ Material : public TypedWritableReferenceCount, public Namable {
PUBLISHED:
INLINE explicit Material(const std::string &name = "");
INLINE Material(const Material &copy);
void operator = (const Material &copy);
INLINE ~Material();
INLINE static Material *get_default();
INLINE bool has_base_color() const;
INLINE const LColor &get_base_color() const;
void set_base_color(const LColor &color);
void clear_base_color();
INLINE bool has_ambient() const;
INLINE const LColor &get_ambient() const;
void set_ambient(const LColor &color);
INLINE void clear_ambient();
INLINE bool has_diffuse() const;
INLINE const LColor &get_diffuse() const;
void set_diffuse(const LColor &color);
INLINE void clear_diffuse();
INLINE bool has_specular() const;
INLINE const LColor &get_specular() const;
void set_specular(const LColor &color);
void clear_specular();
INLINE bool has_emission() const;
INLINE const LColor &get_emission() const;
void set_emission(const LColor &color);
INLINE void clear_emission();
INLINE PN_stdfloat get_shininess() const;
void set_shininess(PN_stdfloat shininess);
INLINE bool has_roughness() const;
PN_stdfloat get_roughness() const;
void set_roughness(PN_stdfloat roughness);
INLINE bool has_metallic() const;
INLINE PN_stdfloat get_metallic() const;
void set_metallic(PN_stdfloat metallic);
void clear_metallic();
INLINE bool has_refractive_index() const;
INLINE PN_stdfloat get_refractive_index() const;
void set_refractive_index(PN_stdfloat refractive_index);
INLINE bool get_local() const;
INLINE void set_local(bool local);
INLINE bool get_twoside() const;
INLINE void set_twoside(bool twoside);
INLINE bool operator == (const Material &other) const;
INLINE bool operator != (const Material &other) const;
INLINE bool operator < (const Material &other) const;
int compare_to(const Material &other) const;
void output(std::ostream &out) const;
void write(std::ostream &out, int indent) const;
INLINE bool is_attrib_locked() const;
INLINE void set_attrib_lock();
PUBLISHED:
MAKE_PROPERTY2(base_color, has_base_color, get_base_color,
set_base_color, clear_base_color);
MAKE_PROPERTY2(ambient, has_ambient, get_ambient,
set_ambient, clear_ambient);
MAKE_PROPERTY2(diffuse, has_diffuse, get_diffuse,
set_diffuse, clear_diffuse);
MAKE_PROPERTY2(specular, has_specular, get_specular,
set_specular, clear_specular);
MAKE_PROPERTY2(emission, has_emission, get_emission,
set_emission, clear_emission);
MAKE_PROPERTY(shininess, get_shininess, set_shininess);
MAKE_PROPERTY(roughness, get_roughness, set_roughness);
MAKE_PROPERTY(metallic, get_metallic, set_metallic);
MAKE_PROPERTY(refractive_index, get_refractive_index,
set_refractive_index);
MAKE_PROPERTY(local, get_local, set_local);
MAKE_PROPERTY(twoside, get_twoside, set_twoside);
protected:
INLINE bool is_used_by_auto_shader() const;
public:
INLINE void mark_used_by_auto_shader();
INLINE int get_flags() const;
enum Flags {
F_ambient = 0x001,
F_diffuse = 0x002,
F_specular = 0x004,
F_emission = 0x008,
F_local = 0x010,
F_twoside = 0x020,
F_attrib_lock = 0x040,
F_roughness = 0x080,
F_metallic = 0x100,
F_base_color = 0x200,
F_refractive_index = 0x400,
F_used_by_auto_shader = 0x800,
};
private:
LColor _base_color;
LColor _ambient;
LColor _diffuse;
LColor _specular;
LColor _emission;
PN_stdfloat _shininess;
PN_stdfloat _roughness;
PN_stdfloat _metallic;
PN_stdfloat _refractive_index;
static PT(Material) _default;
int _flags;
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &me);
protected:
static TypedWritable *make_Material(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
TypedWritableReferenceCount::init_type();
register_type(_type_handle, "Material",
TypedWritableReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
private:
static TypeHandle _type_handle;
};
INLINE std::ostream &operator << (std::ostream &out, const Material &m) {
m.output(out);
return out;
}
#include "material.I"
#endif