131 lines
3.1 KiB
Text
131 lines
3.1 KiB
Text
/**
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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 pointLight.I
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* @author mike
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* @date 1999-02-04
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*/
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/**
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*
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*/
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INLINE PointLight::CData::
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CData() :
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_specular_color(1.0f, 1.0f, 1.0f, 1.0f),
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_attenuation(1.0f, 0.0f, 0.0f),
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_max_distance(make_inf((PN_stdfloat)0)),
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_point(0.0f, 0.0f, 0.0f)
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{
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}
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/**
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*
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*/
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INLINE PointLight::CData::
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CData(const PointLight::CData ©) :
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_specular_color(copy._specular_color),
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_attenuation(copy._attenuation),
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_max_distance(copy._max_distance),
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_point(copy._point)
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{
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}
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/**
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* Returns the color of specular highlights generated by the light. This is
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* usually the same as get_color().
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*/
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INLINE const LColor &PointLight::
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get_specular_color() const {
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if (_has_specular_color) {
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CDReader cdata(_cycler);
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return cdata->_specular_color;
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} else {
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return get_color();
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}
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}
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/**
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* Sets the color of specular highlights generated by the light.
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*/
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INLINE void PointLight::
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set_specular_color(const LColor &color) {
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CDWriter cdata(_cycler);
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_has_specular_color = true;
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cdata->_specular_color = color;
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}
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/**
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* Clears a custom specular color setting, meaning that the specular color
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* will now come from the color.
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*/
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INLINE void PointLight::
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clear_specular_color() {
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_has_specular_color = false;
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}
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/**
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* Returns the terms of the attenuation equation for the light. These are, in
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* order, the constant, linear, and quadratic terms based on the distance from
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* the point to the vertex.
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*/
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INLINE const LVecBase3 &PointLight::
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get_attenuation() const {
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CDReader cdata(_cycler);
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return cdata->_attenuation;
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}
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/**
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* Sets the terms of the attenuation equation for the light. These are, in
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* order, the constant, linear, and quadratic terms based on the distance from
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* the point to the vertex.
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*/
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INLINE void PointLight::
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set_attenuation(const LVecBase3 &attenuation) {
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CDWriter cdata(_cycler);
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cdata->_attenuation = attenuation;
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}
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/**
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* Returns the maximum distance at which the light has any effect, as previously
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* specified by set_max_distance.
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*/
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INLINE PN_stdfloat PointLight::
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get_max_distance() const {
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CDReader cdata(_cycler);
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return cdata->_max_distance;
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}
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/**
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* Sets the radius of the light's sphere of influence. Beyond this distance, the
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* light may be attenuated to zero, if this is supported by the shader.
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*/
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INLINE void PointLight::
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set_max_distance(PN_stdfloat max_distance) {
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CDWriter cdata(_cycler);
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cdata->_max_distance = max_distance;
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}
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/**
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* Returns the point in space at which the light is located. This is local to
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* the coordinate space in which the light is assigned, and is usually 0.
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*/
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INLINE const LPoint3 &PointLight::
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get_point() const {
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CDReader cdata(_cycler);
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return cdata->_point;
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}
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/**
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* Sets the point in space at which the light is located. Usually 0.
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*/
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INLINE void PointLight::
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set_point(const LPoint3 &point) {
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CDWriter cdata(_cycler);
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cdata->_point = point;
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mark_viz_stale();
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}
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