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

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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 material.I
* @author mike
* @date 1999-02-05
*/
/**
*
*/
INLINE Material::
Material(const std::string &name) : Namable(name) {
_base_color.set(1.0f, 1.0f, 1.0f, 1.0f);
_ambient.set(1.0f, 1.0f, 1.0f, 1.0f);
_diffuse.set(1.0f, 1.0f, 1.0f, 1.0f);
_specular.set(0.0f, 0.0f, 0.0f, 1.0f);
_emission.set(0.0f, 0.0f, 0.0f, 1.0f);
_shininess = 0;
_roughness = 1;
_metallic = 0;
_refractive_index = 1;
_flags = 0;
}
/**
*
*/
INLINE Material::
Material(const Material &copy) :
Namable(copy) ,
_base_color(copy._base_color),
_ambient(copy._ambient),
_diffuse(copy._diffuse),
_specular(copy._specular),
_emission(copy._emission),
_shininess(copy._shininess),
_roughness(copy._roughness),
_metallic(copy._metallic),
_refractive_index(copy._refractive_index),
_flags(copy._flags & ~(F_attrib_lock | F_used_by_auto_shader)) {
}
/**
*
*/
INLINE Material::
~Material() {
}
/**
* Returns the default material.
*/
INLINE Material *Material::
get_default() {
if (_default == 0) {
_default = new Material("default");
}
return _default;
}
/**
* Returns true if the base color has been explicitly set for this material,
* false otherwise.
*/
INLINE bool Material::
has_base_color() const {
return (_flags & F_base_color) != 0;
}
/**
* Returns the base_color color setting, if it has been set. If neither the
* base color nor the metallic have been set, this returns the diffuse color.
*/
INLINE const LColor &Material::
get_base_color() const {
if (!has_base_color() && !has_metallic()) {
return _diffuse;
} else {
return _base_color;
}
}
/**
* Returns true if the ambient color has been explicitly set for this
* material, false otherwise.
*/
INLINE bool Material::
has_ambient() const {
return (_flags & F_ambient) != 0;
}
/**
* Returns the ambient color setting, if it has been set. Returns (0,0,0,0)
* if the ambient color has not been set.
*/
INLINE const LColor &Material::
get_ambient() const {
return _ambient;
}
/**
* Removes the explicit ambient color from the material.
*/
INLINE void Material::
clear_ambient() {
if (has_ambient() && is_used_by_auto_shader()) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
_flags &= ~F_ambient;
_ambient = _base_color;
}
/**
* Returns true if the diffuse color has been explicitly set for this
* material, false otherwise.
*/
INLINE bool Material::
has_diffuse() const {
return (_flags & F_diffuse) != 0;
}
/**
* Returns the diffuse color setting, if it has been set. Returns (1,1,1,1)
* if the diffuse color has not been set.
*/
INLINE const LColor &Material::
get_diffuse() const {
return _diffuse;
}
/**
* Removes the explicit diffuse color from the material.
*/
INLINE void Material::
clear_diffuse() {
if (has_diffuse() && is_used_by_auto_shader()) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
_flags &= ~F_diffuse;
_diffuse = _base_color * (1 - _metallic);
}
/**
* Returns true if the specular color has been explicitly set for this
* material, false otherwise.
*/
INLINE bool Material::
has_specular() const {
return (_flags & F_specular) != 0;
}
/**
* Returns the specular color setting, if it has been set. Returns (0,0,0,0)
* if the specular color has not been set.
*/
INLINE const LColor &Material::
get_specular() const {
return _specular;
}
/**
* Returns true if the emission color has been explicitly set for this
* material, false otherwise.
*/
INLINE bool Material::
has_emission() const {
return (_flags & F_emission) != 0;
}
/**
* Returns the emission color setting, if it has been set. Returns (0,0,0,0)
* if the emission color has not been set.
*/
INLINE const LColor &Material::
get_emission() const {
return _emission;
}
/**
* Removes the explicit emission color from the material.
*/
INLINE void Material::
clear_emission() {
if (has_emission() && is_used_by_auto_shader()) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
_flags &= ~F_emission;
_emission.set(0.0f, 0.0f, 0.0f, 0.0f);
}
/**
* Returns the shininess exponent of the material.
*/
INLINE PN_stdfloat Material::
get_shininess() const {
return _shininess;
}
/**
* Returns true if the roughness has been explicitly set for this material,
* false otherwise.
*/
INLINE bool Material::
has_roughness() const {
return (_flags & F_roughness) != 0;
}
/**
* Returns true if the metallic has been explicitly set for this material,
* false otherwise.
*/
INLINE bool Material::
has_metallic() const {
return (_flags & F_metallic) != 0;
}
/**
* Returns the metallic setting, if it has been set. Returns 0 if it has not
* been set.
*/
INLINE PN_stdfloat Material::
get_metallic() const {
return _metallic;
}
/**
* Returns true if a refractive index has explicitly been specified for this
* material.
*/
INLINE bool Material::
has_refractive_index() const {
return (_flags & F_refractive_index) != 0;
}
/**
* Returns the index of refraction, or 1 if none has been set for this
* material.
*/
INLINE PN_stdfloat Material::
get_refractive_index() const {
return _refractive_index;
}
/**
* Returns the local viewer flag. Set set_local().
*/
INLINE bool Material::
get_local() const {
return (_flags & F_local) != 0;
}
/**
* Sets the local viewer flag. Set this true to enable camera-relative
* specular highlights, or false to use orthogonal specular highlights. The
* default value is true. Applications that use orthogonal projection should
* specify false.
*/
INLINE void Material::
set_local(bool local) {
if (is_used_by_auto_shader() && get_local() != local) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
if (local) {
_flags |= F_local;
} else {
_flags &= ~F_local;
}
}
/**
* Returns the state of the two-sided lighting flag. See set_twoside().
*/
INLINE bool Material::
get_twoside() const {
return (_flags & F_twoside) != 0;
}
/**
* Set this true to enable two-sided lighting. When two-sided lighting is on,
* both sides of a polygon will be lit by this material. The default is for
* two-sided lighting to be off, in which case only the front surface is lit.
*/
INLINE void Material::
set_twoside(bool twoside) {
if (is_used_by_auto_shader() && get_twoside() != twoside) {
GraphicsStateGuardianBase::mark_rehash_generated_shaders();
}
if (twoside) {
_flags |= F_twoside;
} else {
_flags &= ~F_twoside;
}
}
/**
*
*/
INLINE bool Material::
operator == (const Material &other) const {
return compare_to(other) == 0;
}
/**
*
*/
INLINE bool Material::
operator != (const Material &other) const {
return compare_to(other) != 0;
}
/**
*
*/
INLINE bool Material::
operator < (const Material &other) const {
return compare_to(other) < 0;
}
/**
* @deprecated This no longer has any meaning in 1.10.
*/
INLINE bool Material::
is_attrib_locked() const {
return (_flags & F_attrib_lock) != 0;
}
/**
* @deprecated This no longer has any meaning in 1.10.
*/
INLINE void Material::
set_attrib_lock() {
_flags |= F_attrib_lock;
}
/**
* Internal. Returns true if a shader has been generated that uses this.
*/
INLINE bool Material::
is_used_by_auto_shader() const {
return (_flags & F_attrib_lock) != 0;
}
/**
* Called by the shader generator to indicate that a shader has been generated
* that uses this material.
*/
INLINE void Material::
mark_used_by_auto_shader() {
_flags |= F_used_by_auto_shader;
}
/**
*
*/
INLINE int Material::
get_flags() const {
// F_used_by_auto_shader is an internal flag, ignore it.
return _flags & ~F_used_by_auto_shader;
}