open_toontown_panda3d/panda/src/pgraph/light.h

152 lines
4.5 KiB
C++

// Filename: light.h
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#ifndef LIGHT_H
#define LIGHT_H
#include "pandabase.h"
#include "referenceCount.h"
#include "luse.h"
#include "cycleData.h"
#include "cycleDataReader.h"
#include "cycleDataWriter.h"
#include "pipelineCycler.h"
#include "updateSeq.h"
#include "geomNode.h"
class NodePath;
class PandaNode;
class GraphicsStateGuardianBase;
////////////////////////////////////////////////////////////////////
// Class : Light
// Description : The abstract interface to all kinds of lights. The
// actual light objects also inherit from PandaNode, and
// can therefore be added to the scene graph at some
// arbitrary point to define the coordinate system of
// effect.
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA Light : virtual public ReferenceCount {
// We inherit from ReferenceCount instead of TypedReferenceCount so
// that LightNode does not inherit from TypedObject twice. Note
// that we also inherit virtually from ReferenceCount for the same
// reason.
PUBLISHED:
INLINE Light();
INLINE Light(const Light &copy);
virtual ~Light();
virtual PandaNode *as_node()=0;
INLINE const Colorf &get_color() const;
INLINE void set_color(const Colorf &color);
INLINE void set_priority(int priority);
INLINE int get_priority() const;
virtual int get_class_priority() const=0;
public:
virtual void output(ostream &out) const=0;
virtual void write(ostream &out, int indent_level) const=0;
virtual void bind(GraphicsStateGuardianBase *gsg, const NodePath &light,
int light_id)=0;
virtual bool get_vector_to_light(LVector3f &result,
const LPoint3f &from_object_point,
const LMatrix4f &to_object_space);
GeomNode *get_viz();
INLINE static UpdateSeq get_sort_seq();
protected:
virtual void fill_viz_geom(GeomNode *viz_geom);
INLINE void mark_viz_stale();
// This enumerated class defines the relative class priority of
// different kinds of lights. This hierarchy is only used to
// resolve multiple lights of the same priority specified by
// set_priority(). In general, the first items in this list have a
// lesser priority than later items.
enum ClassPriority {
CP_ambient_priority,
CP_point_priority,
CP_directional_priority,
CP_spot_priority,
};
private:
// The priority is not cycled, because there's no real reason to do
// so, and cycling it makes it difficult to synchronize with the
// LightAttribs.
int _priority;
static UpdateSeq _sort_seq;
// This is the data that must be cycled between pipeline stages.
class EXPCL_PANDA CData : public CycleData {
public:
INLINE CData();
INLINE CData(const CData &copy);
virtual CycleData *make_copy() const;
virtual void write_datagram(BamWriter *manager, Datagram &dg) const;
virtual void fillin(DatagramIterator &scan, BamReader *manager);
virtual TypeHandle get_parent_type() const {
return Light::get_class_type();
}
Colorf _color;
PT(GeomNode) _viz_geom;
bool _viz_geom_stale;
};
PipelineCycler<CData> _cycler;
typedef CycleDataReader<CData> CDReader;
typedef CycleDataWriter<CData> CDWriter;
protected:
void write_datagram(BamWriter *manager, Datagram &dg);
void fillin(DatagramIterator &scan, BamReader *manager);
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
ReferenceCount::init_type();
register_type(_type_handle, "Light",
ReferenceCount::get_class_type());
}
virtual TypeHandle get_type() const {
return get_class_type();
}
private:
static TypeHandle _type_handle;
};
INLINE ostream &operator << (ostream &out, const Light &light) {
light.output(out);
return out;
}
#include "light.I"
#endif