182 lines
5.5 KiB
C++
182 lines
5.5 KiB
C++
/**
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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 lightAttrib.h
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* @author drose
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* @date 2002-03-26
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*/
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#ifndef LIGHTATTRIB_H
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#define LIGHTATTRIB_H
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#include "pandabase.h"
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#include "light.h"
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#include "renderAttrib.h"
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#include "nodePath.h"
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#include "ordered_vector.h"
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#include "pmap.h"
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/**
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* Indicates which set of lights should be considered "on" to illuminate
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* geometry at this level and below. A LightAttrib can either add lights or
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* remove lights from the total set of "on" lights.
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*/
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class EXPCL_PANDA_PGRAPH LightAttrib : public RenderAttrib {
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protected:
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INLINE LightAttrib();
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LightAttrib(const LightAttrib ©);
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PUBLISHED:
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virtual ~LightAttrib();
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// This is the old, deprecated interface to LightAttrib. Do not use any of
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// these methods for new code; these methods will be removed soon.
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enum Operation {
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O_set,
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O_add,
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O_remove
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};
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static CPT(RenderAttrib) make(Operation op,
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Light *light);
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static CPT(RenderAttrib) make(Operation op,
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Light *light1, Light *light2);
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static CPT(RenderAttrib) make(Operation op,
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Light *light1, Light *light2,
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Light *light3);
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static CPT(RenderAttrib) make(Operation op,
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Light *light1, Light *light2,
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Light *light3, Light *light4);
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static CPT(RenderAttrib) make_default();
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Operation get_operation() const;
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int get_num_lights() const;
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Light *get_light(int n) const;
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bool has_light(Light *light) const;
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CPT(RenderAttrib) add_light(Light *light) const;
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CPT(RenderAttrib) remove_light(Light *light) const;
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// The following is the new, more general interface to the LightAttrib.
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static CPT(RenderAttrib) make();
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static CPT(RenderAttrib) make_all_off();
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INLINE size_t get_num_on_lights() const;
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INLINE size_t get_num_non_ambient_lights() const;
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INLINE NodePath get_on_light(size_t n) const;
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MAKE_SEQ(get_on_lights, get_num_on_lights, get_on_light);
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INLINE bool has_on_light(const NodePath &light) const;
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INLINE bool has_any_on_light() const;
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INLINE size_t get_num_off_lights() const;
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INLINE NodePath get_off_light(size_t n) const;
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MAKE_SEQ(get_off_lights, get_num_off_lights, get_off_light);
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INLINE bool has_off_light(const NodePath &light) const;
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INLINE bool has_all_off() const;
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INLINE bool is_identity() const;
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CPT(RenderAttrib) add_on_light(const NodePath &light) const;
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CPT(RenderAttrib) remove_on_light(const NodePath &light) const;
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CPT(RenderAttrib) add_off_light(const NodePath &light) const;
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CPT(RenderAttrib) remove_off_light(const NodePath &light) const;
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NodePath get_most_important_light() const;
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LColor get_ambient_contribution() const;
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MAKE_SEQ_PROPERTY(on_lights, get_num_on_lights, get_on_light);
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MAKE_SEQ_PROPERTY(off_lights, get_num_off_lights, get_off_light);
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public:
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virtual void output(std::ostream &out) const;
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virtual void write(std::ostream &out, int indent_level) const;
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protected:
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virtual int compare_to_impl(const RenderAttrib *other) const;
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virtual size_t get_hash_impl() const;
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virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
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virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
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private:
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INLINE void check_sorted() const;
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void sort_on_lights();
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private:
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typedef ov_set<NodePath> Lights;
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Lights _on_lights, _off_lights;
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bool _off_all_lights;
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// These are sorted in descending order of priority, with the ambient lights
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// sorted last.
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typedef pvector<NodePath> OrderedLights;
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OrderedLights _sorted_on_lights;
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size_t _num_non_ambient_lights;
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UpdateSeq _sort_seq;
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static CPT(RenderAttrib) _empty_attrib;
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static CPT(RenderAttrib) _all_off_attrib;
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PUBLISHED:
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static int get_class_slot() {
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return _attrib_slot;
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}
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virtual int get_slot() const {
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return get_class_slot();
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}
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MAKE_PROPERTY(class_slot, get_class_slot);
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public:
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// This data is only needed when reading from a bam file.
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typedef pvector<PT(PandaNode) > NodeList;
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class BamAuxData : public BamReader::AuxData {
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public:
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// We hold a pointer to each of the PandaNodes on the on_list and
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// off_list. We will later convert these to NodePaths in finalize().
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int _num_off_lights;
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int _num_on_lights;
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NodeList _off_list;
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NodeList _on_list;
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};
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public:
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static void register_with_read_factory();
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virtual void write_datagram(BamWriter *manager, Datagram &dg);
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virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
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virtual void finalize(BamReader *manager);
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protected:
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static TypedWritable *make_from_bam(const FactoryParams ¶ms);
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void fillin(DatagramIterator &scan, BamReader *manager);
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public:
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static TypeHandle get_class_type() {
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return _type_handle;
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}
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static void init_type() {
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RenderAttrib::init_type();
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register_type(_type_handle, "LightAttrib",
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RenderAttrib::get_class_type());
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_attrib_slot = register_slot(_type_handle, 20, new LightAttrib);
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}
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virtual TypeHandle get_type() const {
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return get_class_type();
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}
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virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
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private:
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static TypeHandle _type_handle;
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static int _attrib_slot;
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};
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#include "lightAttrib.I"
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#endif
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