// Filename: texProjectorEffect.h // Created by: drose (25Jul04) // //////////////////////////////////////////////////////////////////// // // 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." // //////////////////////////////////////////////////////////////////// #ifndef TEXPROJECTOREFFECT_H #define TEXPROJECTOREFFECT_H #include "pandabase.h" #include "renderEffect.h" #include "luse.h" #include "nodePath.h" class LensNode; //////////////////////////////////////////////////////////////////// // Class : TexProjectorEffect // Description : This effect automatically applies a computed texture // matrix to the specified texture stage, according to // the relative position of two specified nodes. // // The relative transform from the "from" node to the // "to" node is applied directly to the texture matrix // each frame. If the "to" node happens to be a // LensNode, its lens projection matrix is applied as // well. // // This can be used to apply a number of special // effects. Fundamentally, it may simply be used to // provide a separate PandaNode that may be adjusted // (e.g. via a LerpInterval) in order to easily apply a // linear transformation to an object's texture // coordinates (rather than having to explicitly call // NodePath.set_tex_transform() each frame). // // In a more sophisticated case, the TexProjectorEffect // is particularly useful in conjunction with a // TexGenAttrib that specifies a mode of // M_world_position (which copies the world position of // each vertex to the texture coordinates). Then the // TexProjector can be used to convert these world // coordinates to the relative coordinates of a // particular node, causing (for instance) a texture to // appear to follow a node around as it moves through // the world. With a LensNode, you can project a // texture onto the walls, for instance to apply a // flashlight effect or an image-based shadow. //////////////////////////////////////////////////////////////////// class EXPCL_PANDA_PGRAPH TexProjectorEffect : public RenderEffect { protected: INLINE TexProjectorEffect(); INLINE TexProjectorEffect(const TexProjectorEffect ©); public: virtual ~TexProjectorEffect(); PUBLISHED: static CPT(RenderEffect) make(); CPT(RenderEffect) add_stage(TextureStage *stage, const NodePath &from, const NodePath &to) const; CPT(RenderEffect) remove_stage(TextureStage *stage) const; bool is_empty() const; bool has_stage(TextureStage *stage) const; NodePath get_from(TextureStage *stage) const; NodePath get_to(TextureStage *stage) const; public: virtual void output(ostream &out) const; virtual bool has_cull_callback() const; virtual void cull_callback(CullTraverser *trav, CullTraverserData &data, CPT(TransformState) &node_transform, CPT(RenderState) &node_state) const; protected: virtual int compare_to_impl(const RenderEffect *other) const; private: class StageDef { public: INLINE StageDef(); INLINE void set_from(const NodePath &from); void set_to(const NodePath &to); INLINE int compare_to(const StageDef &other) const; NodePath _from; NodePath _to; LensNode *_to_lens_node; }; typedef pmap Stages; Stages _stages; static CPT(RenderEffect) _empty_effect; public: static void register_with_read_factory(); virtual void write_datagram(BamWriter *manager, Datagram &dg); virtual int complete_pointers(TypedWritable **plist, BamReader *manager); protected: static TypedWritable *make_from_bam(const FactoryParams ¶ms); void fillin(DatagramIterator &scan, BamReader *manager); public: static TypeHandle get_class_type() { return _type_handle; } static void init_type() { RenderEffect::init_type(); register_type(_type_handle, "TexProjectorEffect", RenderEffect::get_class_type()); } virtual TypeHandle get_type() const { return get_class_type(); } virtual TypeHandle force_init_type() {init_type(); return get_class_type();} private: static TypeHandle _type_handle; }; #include "texProjectorEffect.I" #endif