301 lines
10 KiB
Plaintext
301 lines
10 KiB
Plaintext
// Filename: material.I
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// Created by: mike (05Feb99)
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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 - 2004, 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://etc.cmu.edu/panda3d/docs/license/ .
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//
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// To contact the maintainers of this program write to
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// panda3d-general@lists.sourceforge.net .
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//
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: Material::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Material::
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Material() {
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_ambient.set(1.0f, 1.0f, 1.0f, 1.0f);
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_diffuse.set(1.0f, 1.0f, 1.0f, 1.0f);
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_specular.set(0.0f, 0.0f, 0.0f, 1.0f);
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_emission.set(0.0f, 0.0f, 0.0f, 1.0f);
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_shininess = 0.0;
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_flags = 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::Copy Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Material::
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Material(const Material ©) {
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operator = (copy);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::Destructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE Material::
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~Material() {
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::has_ambient
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// Access: Published
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// Description: Returns true if the ambient color has been explicitly
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// set for this material, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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has_ambient() const {
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return (_flags & F_ambient) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_ambient
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// Access: Published
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// Description: Returns the ambient color setting, if it has been
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// set. Returns (0,0,0,0) if the ambient color has not
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// been set.
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////////////////////////////////////////////////////////////////////
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INLINE const Colorf &Material::
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get_ambient() const {
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return _ambient;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::clear_ambient
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// Access: Published
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// Description: Removes the explicit ambient color from the material.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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clear_ambient() {
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_flags &= ~F_ambient;
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_ambient.set(0.0f, 0.0f, 0.0f, 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::has_diffuse
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// Access: Published
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// Description: Returns true if the diffuse color has been explicitly
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// set for this material, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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has_diffuse() const {
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return (_flags & F_diffuse) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_diffuse
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// Access: Published
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// Description: Returns the diffuse color setting, if it has been
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// set. Returns (1,1,1,1) if the diffuse color has not
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// been set.
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////////////////////////////////////////////////////////////////////
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INLINE const Colorf &Material::
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get_diffuse() const {
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return _diffuse;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::clear_diffuse
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// Access: Published
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// Description: Removes the explicit diffuse color from the material.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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clear_diffuse() {
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_flags &= ~F_diffuse;
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_diffuse.set(1.0f, 1.0f, 1.0f, 1.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::has_specular
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// Access: Published
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// Description: Returns true if the specular color has been explicitly
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// set for this material, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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has_specular() const {
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return (_flags & F_specular) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_specular
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// Access: Published
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// Description: Returns the specular color setting, if it has been
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// set. Returns (0,0,0,0) if the specular color has not
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// been set.
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////////////////////////////////////////////////////////////////////
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INLINE const Colorf &Material::
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get_specular() const {
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return _specular;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::clear_specular
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// Access: Published
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// Description: Removes the explicit specular color from the material.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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clear_specular() {
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_flags &= ~F_specular;
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_specular.set(0.0f, 0.0f, 0.0f, 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::has_emission
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// Access: Published
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// Description: Returns true if the emission color has been explicitly
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// set for this material, false otherwise.
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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has_emission() const {
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return (_flags & F_emission) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_emission
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// Access: Published
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// Description: Returns the emission color setting, if it has been
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// set. Returns (0,0,0,0) if the emission color has not
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// been set.
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////////////////////////////////////////////////////////////////////
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INLINE const Colorf &Material::
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get_emission() const {
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return _emission;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::clear_emission
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// Access: Published
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// Description: Removes the explicit emission color from the material.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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clear_emission() {
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_flags &= ~F_emission;
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_emission.set(0.0f, 0.0f, 0.0f, 0.0f);
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_shininess
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// Access: Published
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// Description: Returns the shininess exponent of the material.
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////////////////////////////////////////////////////////////////////
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INLINE float Material::
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get_shininess() const {
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return _shininess;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::set_shininess
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// Access: Published
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// Description: Sets the shininess exponent of the material. This
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// controls the size of the specular highlight spot. In
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// general, larger number produce a smaller specular
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// highlight, which makes the object appear shinier.
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// Smaller numbers produce a larger highlight, which
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// makes the object appear less shiny.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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set_shininess(float shininess) {
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_shininess = shininess;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_local
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// Access: Published
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// Description: Returns the local viewer flag. Set set_local().
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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get_local() const {
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return (_flags & F_local) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::set_local
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// Access: Published
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// Description: Sets the local viewer flag. Set this true to enable
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// camera-relative specular highlights, or false to use
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// orthogonal specular highlights. The default value is
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// true. Applications that use orthogonal projection
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// should specify false.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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set_local(bool local) {
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if (local) {
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_flags |= F_local;
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} else {
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_flags &= ~F_local;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::get_twoside
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// Access: Published
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// Description: Returns the state of the two-sided lighting flag.
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// See set_twoside().
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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get_twoside() const {
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return (_flags & F_twoside) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::set_twoside
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// Access: Published
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// Description: Set this true to enable two-sided lighting. When
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// two-sided lighting is on, both sides of a polygon
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// will be lit by this material. The default is for
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// two-sided lighting to be off, in which case only the
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// front surface is lit.
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////////////////////////////////////////////////////////////////////
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INLINE void Material::
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set_twoside(bool twoside) {
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if (twoside) {
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_flags |= F_twoside;
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} else {
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_flags &= ~F_twoside;
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}
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::operator ==
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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operator == (const Material &other) const {
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return compare_to(other) == 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::operator !=
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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operator != (const Material &other) const {
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return compare_to(other) != 0;
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}
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////////////////////////////////////////////////////////////////////
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// Function: Material::operator <
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE bool Material::
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operator < (const Material &other) const {
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return compare_to(other) < 0;
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}
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