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