open_toontown_panda3d/panda/src/pgraph/lightAttrib.h

181 lines
5.5 KiB
C++

// Filename: lightAttrib.h
// Created by: drose (26Mar02)
//
////////////////////////////////////////////////////////////////////
//
// 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 LIGHTATTRIB_H
#define LIGHTATTRIB_H
#include "pandabase.h"
#include "light.h"
#include "renderAttrib.h"
#include "nodePath.h"
#include "ordered_vector.h"
#include "pmap.h"
////////////////////////////////////////////////////////////////////
// Class : LightAttrib
// Description : Indicates which set of lights should be considered
// "on" to illuminate geometry at this level and below.
// A LightAttrib can either add lights or remove lights
// from the total set of "on" lights.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA_PGRAPH LightAttrib : public RenderAttrib {
protected:
INLINE LightAttrib();
INLINE LightAttrib(const LightAttrib &copy);
PUBLISHED:
// This is the old, deprecated interface to LightAttrib. Do not use
// any of these methods for new code; these methods will be removed
// soon.
enum Operation {
O_set,
O_add,
O_remove
};
static CPT(RenderAttrib) make(Operation op,
Light *light);
static CPT(RenderAttrib) make(Operation op,
Light *light1, Light *light2);
static CPT(RenderAttrib) make(Operation op,
Light *light1, Light *light2,
Light *light3);
static CPT(RenderAttrib) make(Operation op,
Light *light1, Light *light2,
Light *light3, Light *light4);
static CPT(RenderAttrib) make_default();
Operation get_operation() const;
int get_num_lights() const;
Light *get_light(int n) const;
bool has_light(Light *light) const;
CPT(RenderAttrib) add_light(Light *light) const;
CPT(RenderAttrib) remove_light(Light *light) const;
// The following is the new, more general interface to the
// LightAttrib.
static CPT(RenderAttrib) make();
static CPT(RenderAttrib) make_all_off();
INLINE int get_num_on_lights() const;
INLINE NodePath get_on_light(int n) const;
MAKE_SEQ(get_on_lights, get_num_on_lights, get_on_light);
INLINE bool has_on_light(const NodePath &light) const;
INLINE int get_num_off_lights() const;
INLINE NodePath get_off_light(int n) const;
MAKE_SEQ(get_off_lights, get_num_off_lights, get_off_light);
INLINE bool has_off_light(const NodePath &light) const;
INLINE bool has_all_off() const;
INLINE bool is_identity() const;
CPT(RenderAttrib) add_on_light(const NodePath &light) const;
CPT(RenderAttrib) remove_on_light(const NodePath &light) const;
CPT(RenderAttrib) add_off_light(const NodePath &light) const;
CPT(RenderAttrib) remove_off_light(const NodePath &light) const;
CPT(LightAttrib) filter_to_max(int max_lights) const;
NodePath get_most_important_light() const;
public:
virtual void output(ostream &out) const;
virtual void write(ostream &out, int indent_level) const;
protected:
virtual int compare_to_impl(const RenderAttrib *other) const;
virtual size_t get_hash_impl() const;
virtual CPT(RenderAttrib) compose_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) invert_compose_impl(const RenderAttrib *other) const;
virtual CPT(RenderAttrib) get_auto_shader_attrib_impl(const RenderState *state) const;
private:
INLINE void check_filtered() const;
void sort_on_lights();
private:
typedef ov_set<NodePath> Lights;
Lights _on_lights, _off_lights;
bool _off_all_lights;
typedef pmap< int, CPT(LightAttrib) > Filtered;
Filtered _filtered;
UpdateSeq _sort_seq;
static CPT(RenderAttrib) _empty_attrib;
static CPT(RenderAttrib) _all_off_attrib;
PUBLISHED:
static int get_class_slot() {
return _attrib_slot;
}
virtual int get_slot() const {
return get_class_slot();
}
public:
// This data is only needed when reading from a bam file.
typedef pvector<PT(PandaNode) > NodeList;
class BamAuxData : public BamReader::AuxData {
public:
// We hold a pointer to each of the PandaNodes on the on_list and
// off_list. We will later convert these to NodePaths in
// finalize().
int _num_off_lights;
int _num_on_lights;
NodeList _off_list;
NodeList _on_list;
};
public:
static void register_with_read_factory();
virtual void write_datagram(BamWriter *manager, Datagram &dg);
virtual int complete_pointers(TypedWritable **plist, BamReader *manager);
virtual void finalize(BamReader *manager);
protected:
static TypedWritable *make_from_bam(const FactoryParams &params);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
RenderAttrib::init_type();
register_type(_type_handle, "LightAttrib",
RenderAttrib::get_class_type());
_attrib_slot = register_slot(_type_handle, 20, make_default);
}
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;
static int _attrib_slot;
};
#include "lightAttrib.I"
#endif