historical/toontown-classic.git/panda/include/spotlight.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 spotlight.I
* @author mike
* @date 1999-02-04
*/
/**
*
*/
INLINE Spotlight::CData::
CData() :
_exponent(50.0f),
_specular_color(1.0f, 1.0f, 1.0f, 1.0f),
_attenuation(1.0f, 0.0f, 0.0f),
_max_distance(make_inf((PN_stdfloat)0))
{
}
/**
*
*/
INLINE Spotlight::CData::
CData(const Spotlight::CData &copy) :
_exponent(copy._exponent),
_specular_color(copy._specular_color),
_attenuation(copy._attenuation),
_max_distance(copy._max_distance)
{
}
/**
* Returns the exponent that controls the amount of light falloff from the
* center of the spotlight. See set_exponent().
*/
INLINE PN_stdfloat Spotlight::
get_exponent() const {
CDReader cdata(_cycler);
return cdata->_exponent;
}
/**
* Sets the exponent that controls the amount of light falloff from the center
* of the spotlight. The light is attenuated by the cosine of the angle
* between the direction of the light and the direction of the point being
* lighted, raised to the power of this exponent. Thus, higher exponents
* result in a more focused light source, regardless of the field-of-view of
* the lens.
*/
INLINE void Spotlight::
set_exponent(PN_stdfloat exponent) {
CDWriter cdata(_cycler);
cdata->_exponent = exponent;
}
/**
* Returns the color of specular highlights generated by the light. This is
* usually the same as get_color().
*/
INLINE const LColor &Spotlight::
get_specular_color() const {
if (_has_specular_color) {
CDReader cdata(_cycler);
return cdata->_specular_color;
} else {
return get_color();
}
}
/**
* Sets the color of specular highlights generated by the light.
*/
INLINE void Spotlight::
set_specular_color(const LColor &color) {
CDWriter cdata(_cycler);
_has_specular_color = true;
cdata->_specular_color = color;
}
/**
* Clears a custom specular color setting, meaning that the specular color
* will now come from the color.
*/
INLINE void Spotlight::
clear_specular_color() {
_has_specular_color = false;
}
/**
* Returns the terms of the attenuation equation for the light. These are, in
* order, the constant, linear, and quadratic terms based on the distance from
* the point to the vertex.
*/
INLINE const LVecBase3 &Spotlight::
get_attenuation() const {
CDReader cdata(_cycler);
return cdata->_attenuation;
}
/**
* Sets the terms of the attenuation equation for the light. These are, in
* order, the constant, linear, and quadratic terms based on the distance from
* the point to the vertex.
*/
INLINE void Spotlight::
set_attenuation(const LVecBase3 &attenuation) {
CDWriter cdata(_cycler);
cdata->_attenuation = attenuation;
}
/**
* Returns the maximum distance at which the light has any effect, as previously
* specified by set_max_distance.
*/
INLINE PN_stdfloat Spotlight::
get_max_distance() const {
CDReader cdata(_cycler);
return cdata->_max_distance;
}
/**
* Sets the radius of the light's sphere of influence. Beyond this distance, the
* light may be attenuated to zero, if this is supported by the shader.
*/
INLINE void Spotlight::
set_max_distance(PN_stdfloat max_distance) {
CDWriter cdata(_cycler);
cdata->_max_distance = max_distance;
}