open_toontown_panda3d/panda/src/light/spotlight.h

120 lines
3.5 KiB
C++

// Filename: spotlight.h
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://www.panda3d.org/license.txt .
//
// To contact the maintainers of this program write to
// panda3d@yahoogroups.com .
//
////////////////////////////////////////////////////////////////////
#ifndef SPOTLIGHT_H
#define SPOTLIGHT_H
//
////////////////////////////////////////////////////////////////////
// Includes
////////////////////////////////////////////////////////////////////
#include <pandabase.h>
#include <graphicsStateGuardian.h>
#include <luse.h>
#include "pmap.h"
#include <namedNode.h>
#include <frustum.h>
#include "light.h"
#include <projectionNode.h>
////////////////////////////////////////////////////////////////////
// Defines
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
// Class : Spotlight
// Description :
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA Spotlight : public Light, public ProjectionNode
{
PUBLISHED:
Spotlight( const string& name = "" );
~Spotlight( void ) { }
INLINE float get_exponent( void ) const;
INLINE void set_exponent( float exponent );
float get_cutoff_angle( void ) const;
INLINE Colorf get_specular( void ) const;
INLINE void set_specular( const Colorf& color );
INLINE float get_constant_attenuation( void ) const;
INLINE void set_constant_attenuation( float att );
INLINE float get_linear_attenuation( void ) const;
INLINE void set_linear_attenuation( float att );
INLINE float get_quadratic_attenuation( void ) const;
INLINE void set_quadratic_attenuation( float att );
public:
virtual void output( ostream &out ) const;
virtual void write( ostream &out, int indent_level = 0 ) const;
virtual void apply( GraphicsStateGuardian* gsg ) {
gsg->apply_light( this );
}
bool make_image(Texture* texture, float radius = 0.7);
NamedNode* make_geometry(float intensity = 0.05, float length = 20.0,
int num_facets = 36);
protected:
float _exponent;
Colorf _specular;
float _constant_attenuation;
float _linear_attenuation;
float _quadratic_attenuation;
public:
static TypeHandle get_class_type( void ) {
return _type_handle;
}
static void init_type( void ) {
Light::init_type();
ProjectionNode::init_type();
register_type( _type_handle, "Spotlight",
Light::get_class_type(),
ProjectionNode::get_class_type() );
}
virtual TypeHandle get_type( void ) const {
return get_class_type();
}
virtual TypeHandle force_init_type() {init_type(); return get_class_type();}
virtual TypeHandle get_light_type( void ) const {
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
INLINE ostream &operator << (ostream &out, const Spotlight &light) {
light.output(out);
return out;
}
#include "spotlight.I"
#endif