open_toontown_panda3d/panda/src/pgraph/texProjectorEffect.h

140 lines
4.6 KiB
C++

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