open_toontown_panda3d/panda/src/pgraph/polylightEffect.h

117 lines
3.7 KiB
C++
Executable File

// Filename: polylightEffect.h
// Created by: sshodhan (01Jun04)
//
////////////////////////////////////////////////////////////////////
//
// 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 POLYLIGHTEFFECT_H
#define POLYLIGHTEFFECT_H
#include "pandabase.h"
#include "renderEffect.h"
#include "luse.h"
#include "nodePath.h"
#include "polylightNode.h"
#include "pmap.h"
#include "pnotify.h"
#include "sceneSetup.h"
////////////////////////////////////////////////////////////////////
// Class : PolylightEffect
// Description : A PolylightEffect can be used on a node to define a
// LightGroup for that node. A LightGroup contains
// PolylightNodes which are essentially nodes that add
// color to the polygons of a model based on distance.
// PolylightNode is a cheap way to get lighting effects
// specially for night scenes
////////////////////////////////////////////////////////////////////
class EXPCL_PANDA PolylightEffect : public RenderEffect {
PUBLISHED:
enum ContribType {
CT_proximal,
CT_all,
};
typedef pvector< NodePath > LightGroup;
protected:
INLINE PolylightEffect();
INLINE PolylightEffect(const PolylightEffect &copy);
PUBLISHED:
static CPT(RenderEffect) make();
static CPT(RenderEffect) make(float weight, ContribType contrib, LPoint3f effect_center);
static CPT(RenderEffect) make(float weight, ContribType contrib, LPoint3f effect_center, const LightGroup &lights);
CPT(RenderEffect) add_light(const NodePath &newlight) const;
CPT(RenderEffect) remove_light(const NodePath &newlight) const;
CPT(RenderEffect) set_weight(float w) const;
CPT(RenderEffect) set_contrib(ContribType c) const;
CPT(RenderEffect) set_effect_center(LPoint3f ec) const;
INLINE float get_weight() const;
INLINE ContribType get_contrib() const;
INLINE LPoint3f get_effect_center()const;
bool has_light(const NodePath &light) const;
public:
virtual bool has_cull_callback() const;
virtual void cull_callback(CullTraverser *trav, CullTraverserData &data,
CPT(TransformState) &node_transform,
CPT(RenderState) &node_state) const;
CPT(RenderAttrib) do_poly_light(const SceneSetup *scene, const CullTraverserData *data, const TransformState *node_transform) const;
//CPT(RenderAttrib) do_poly_light(const NodePath &root, const CullTraverserData *data, const TransformState *node_transform) const;
virtual void output(ostream &out) const;
private:
ContribType _contribution_type;
float _weight;
LightGroup _lightgroup;
LPoint3f _effect_center;
protected:
virtual int compare_to_impl(const RenderEffect *other) const;
public:
static TypeHandle get_class_type() {
return _type_handle;
}
static void init_type() {
RenderEffect::init_type();
register_type(_type_handle, "PolylightEffect",
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 "polylightEffect.I"
ostream &operator << (ostream &out, PolylightEffect::ContribType ct);
#endif