111 lines
2.6 KiB
Text
111 lines
2.6 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 directionalLight.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 DirectionalLight::CData::
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CData() :
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_specular_color(1.0f, 1.0f, 1.0f, 1.0f),
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_point(0.0f, 0.0f, 0.0f),
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_direction(LVector3::forward())
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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 DirectionalLight::CData::
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CData(const DirectionalLight::CData ©) :
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_specular_color(copy._specular_color),
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_point(copy._point),
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_direction(copy._direction)
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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 &DirectionalLight::
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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 DirectionalLight::
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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 DirectionalLight::
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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 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.
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*
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* This actually has no bearing on the visual effect of the light, since the
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* light is rendered as if it were infinitely far away. This is only used to
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* create a visible representation of the light.
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*/
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INLINE const LPoint3 &DirectionalLight::
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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.
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*/
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INLINE void DirectionalLight::
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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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/**
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* Returns the direction in which the light is aimed. This is local to the
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* coordinate space in which the light is assigned.
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*/
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INLINE const LVector3 &DirectionalLight::
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get_direction() const {
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CDReader cdata(_cycler);
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return cdata->_direction;
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}
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/**
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* Sets the direction in which the light is aimed.
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*/
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INLINE void DirectionalLight::
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set_direction(const LVector3 &direction) {
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CDWriter cdata(_cycler);
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cdata->_direction = direction;
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mark_viz_stale();
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}
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