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