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