open_toontown_panda3d/panda/src/pgraphnodes/lightLensNode.I

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/**
* 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."
*
* @file lightLensNode.I
* @author drose
* @date 2002-03-26
*/
/**
* Returns whether this light is configured to cast shadows or not.
*/
INLINE bool LightLensNode::
is_shadow_caster() {
return _shadow_caster;
}
/**
* Sets the flag indicating whether this light should cast shadows or not.
* This is the variant without buffer size, meaning that the current buffer
* size will be kept (512x512 is the default). Note that enabling shadows will
* require the shader generator to be enabled on the scene.
*/
INLINE void LightLensNode::
set_shadow_caster(bool caster) {
if (_shadow_caster && !caster) {
clear_shadow_buffers();
}
_shadow_caster = caster;
set_active(caster);
}
/**
* Sets the flag indicating whether this light should cast shadows or not.
* The xsize and ysize parameters specify the size of the shadow buffer that
* will be set up, the sort parameter specifies the sort. Note that enabling
* shadows will require the shader generator to be enabled on the scene.
*/
INLINE void LightLensNode::
set_shadow_caster(bool caster, int buffer_xsize, int buffer_ysize, int buffer_sort) {
if ((_shadow_caster && !caster) || buffer_xsize != _sb_size[0] || buffer_ysize != _sb_size[1]) {
clear_shadow_buffers();
}
_shadow_caster = caster;
_sb_size.set(buffer_xsize, buffer_ysize);
if (buffer_sort != _sb_sort) {
ShadowBuffers::iterator it;
for(it = _sbuffers.begin(); it != _sbuffers.end(); ++it) {
(*it).second->set_sort(buffer_sort);
}
_sb_sort = buffer_sort;
}
set_active(caster);
}
/**
* Returns the size of the shadow buffer to be created for this light source.
*/
INLINE LVecBase2i LightLensNode::
get_shadow_buffer_size() const {
return _sb_size;
}
/**
* Sets the size of the shadow buffer to be created for this light source.
*/
INLINE void LightLensNode::
set_shadow_buffer_size(const LVecBase2i &size) {
if (size != _sb_size) {
clear_shadow_buffers();
}
_sb_size = size;
}
/**
* Returns the buffer that has been constructed for a given GSG, or NULL if no
* such buffer has (yet) been constructed. This should be used for debugging
* only, you will not need to call this normally.
*/
INLINE GraphicsOutputBase *LightLensNode::
get_shadow_buffer(GraphicsStateGuardianBase *gsg) {
ShadowBuffers::iterator it = _sbuffers.find(gsg);
if (it == _sbuffers.end()) {
return NULL;
} else {
return (*it).second;
}
}