add NodePath::set_light() interfaces

This commit is contained in:
David Rose 2004-07-29 23:35:06 +00:00
parent 3896916ce6
commit a60eb87e19
8 changed files with 1031 additions and 321 deletions

View File

@ -676,12 +676,9 @@ issue_light(const LightAttrib *attrib) {
bool any_bound = false;
int num_enabled = 0;
int num_lights = attrib->get_num_lights();
if (attrib->get_operation() == LightAttrib::O_remove) {
num_lights = 0;
}
for (int li = 0; li < num_lights; li++) {
Light *light = attrib->get_light(li);
int num_on_lights = attrib->get_num_on_lights();
for (int li = 0; li < num_on_lights; li++) {
Light *light = attrib->get_on_light(li);
nassertv(light != (Light *)NULL);
num_enabled++;

View File

@ -25,75 +25,101 @@
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::
LightAttrib() {
_operation = O_set;
_off_all_lights = false;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_operation
// Access: Published
// Description: Returns the basic operation type of the LightAttrib.
// If this is O_set, the lights listed here completely
// replace any lights that were already on. If this is
// O_add, the lights here are added to the set of of
// lights that were already on, and if O_remove, the
// lights here are removed from the set of lights that
// were on.
// Function: LightAttrib::Copy Constructor
// Access: Private
// Description: Use LightAttrib::make() to construct a new
// LightAttrib object. The copy constructor is only
// defined to facilitate methods like add_on_light().
////////////////////////////////////////////////////////////////////
INLINE LightAttrib::Operation LightAttrib::
get_operation() const {
return _operation;
INLINE LightAttrib::
LightAttrib(const LightAttrib &copy) :
_on_lights(copy._on_lights),
_off_lights(copy._off_lights),
_off_all_lights(copy._off_all_lights)
{
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_num_lights
// Function: LightAttrib::get_num_on_lights
// Access: Published
// Description: Returns the number of lights listed in the attribute.
// Description: Returns the number of lights that are turned on by
// the attribute.
////////////////////////////////////////////////////////////////////
INLINE int LightAttrib::
get_num_lights() const {
return _lights.size();
get_num_on_lights() const {
return _on_lights.size();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_light
// Function: LightAttrib::get_on_light
// Access: Published
// Description: Returns the nth lights listed in the attribute.
// Description: Returns the nth light turned on by the attribute,
// sorted in render order.
////////////////////////////////////////////////////////////////////
INLINE Light *LightAttrib::
get_light(int n) const {
nassertr(n >= 0 && n < (int)_lights.size(), (Light *)NULL);
return _lights[n];
get_on_light(int n) const {
nassertr(n >= 0 && n < (int)_on_lights.size(), (Light *)NULL);
return _on_lights[n];
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::add_light
// Function: LightAttrib::has_on_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light added to the list of lights.
// Description: Returns true if the indicated light is turned on by
// the attrib, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) LightAttrib::
add_light(Light *light) const {
if (_operation == O_remove) {
return compose(make(O_remove, light));
} else {
return compose(make(O_add, light));
}
INLINE bool LightAttrib::
has_on_light(Light *light) const {
return _on_lights.find(light) != _on_lights.end();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::remove_light
// Function: LightAttrib::get_num_off_lights
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light removed from the list of
// lights.
// Description: Returns the number of lights that are turned off by
// the attribute.
////////////////////////////////////////////////////////////////////
INLINE CPT(RenderAttrib) LightAttrib::
remove_light(Light *light) const {
if (_operation == O_remove) {
return compose(make(O_add, light));
} else {
return compose(make(O_remove, light));
}
INLINE int LightAttrib::
get_num_off_lights() const {
return _off_lights.size();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_off_light
// Access: Published
// Description: Returns the nth light turned off by the attribute,
// sorted in arbitrary (pointer) order.
////////////////////////////////////////////////////////////////////
INLINE Light *LightAttrib::
get_off_light(int n) const {
nassertr(n >= 0 && n < (int)_off_lights.size(), (Light *)NULL);
return _off_lights[n];
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_off_light
// Access: Published
// Description: Returns true if the indicated light is turned off by
// the attrib, false otherwise.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
has_off_light(Light *light) const {
return _off_all_lights || _off_lights.find(light) != _off_lights.end();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_all_off
// Access: Published
// Description: Returns true if this attrib turns off all lights
// (although it may also turn some on).
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
has_all_off() const {
return _off_all_lights;
}
////////////////////////////////////////////////////////////////////
@ -104,16 +130,5 @@ remove_light(Light *light) const {
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
is_identity() const {
return _operation != O_set && _lights.empty();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::is_all_off
// Access: Published
// Description: Returns true if this attrib turns off all lights and
// turns none on.
////////////////////////////////////////////////////////////////////
INLINE bool LightAttrib::
is_all_off() const {
return _operation == O_set && _lights.empty();
return _on_lights.empty() && _off_lights.empty() && !_off_all_lights;
}

View File

@ -24,8 +24,307 @@
#include "datagram.h"
#include "datagramIterator.h"
CPT(RenderAttrib) LightAttrib::_empty_attrib;
CPT(RenderAttrib) LightAttrib::_all_off_attrib;
TypeHandle LightAttrib::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicated light(s).
//
// This method is now deprecated. Use add_on_light() or
// add_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light) {
CPT(RenderAttrib) attrib;
switch (op) {
case O_set:
attrib = make_all_off();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light);
return attrib;
case O_add:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light);
return attrib;
case O_remove:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_off_light(light);
return attrib;
}
nassertr(false, make());
return make();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
//
// This method is now deprecated. Use add_on_light() or
// add_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2) {
CPT(RenderAttrib) attrib;
switch (op) {
case O_set:
attrib = make_all_off();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
return attrib;
case O_add:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
return attrib;
case O_remove:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_off_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light2);
return attrib;
}
nassertr(false, make());
return make();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
//
// This method is now deprecated. Use add_on_light() or
// add_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2,
Light *light3) {
CPT(RenderAttrib) attrib;
switch (op) {
case O_set:
attrib = make_all_off();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light3);
return attrib;
case O_add:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light3);
return attrib;
case O_remove:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_off_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light3);
return attrib;
}
nassertr(false, make());
return make();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
//
// This method is now deprecated. Use add_on_light() or
// add_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2,
Light *light3, Light *light4) {
CPT(RenderAttrib) attrib;
switch (op) {
case O_set:
attrib = make_all_off();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light3);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light4);
return attrib;
case O_add:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_on_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light3);
attrib = DCAST(LightAttrib, attrib)->add_on_light(light4);
return attrib;
case O_remove:
attrib = make();
attrib = DCAST(LightAttrib, attrib)->add_off_light(light1);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light2);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light3);
attrib = DCAST(LightAttrib, attrib)->add_off_light(light4);
return attrib;
}
nassertr(false, make());
return make();
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_operation
// Access: Published
// Description: Returns the basic operation type of the LightAttrib.
// If this is O_set, the lights listed here completely
// replace any lights that were already on. If this is
// O_add, the lights here are added to the set of of
// lights that were already on, and if O_remove, the
// lights here are removed from the set of lights that
// were on.
//
// This method is now deprecated. LightAttribs nowadays
// have a separate list of on_lights and off_lights, so
// this method doesn't make sense. Query the lists
// independently.
////////////////////////////////////////////////////////////////////
LightAttrib::Operation LightAttrib::
get_operation() const {
if (has_all_off()) {
return O_set;
} else if (get_num_on_lights() != 0) {
return O_add;
} else {
return O_remove;
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_num_lights
// Access: Published
// Description: Returns the number of lights listed in the attribute.
//
// This method is now deprecated. LightAttribs nowadays
// have a separate list of on_lights and off_lights, so
// this method doesn't make sense. Query the lists
// independently.
////////////////////////////////////////////////////////////////////
int LightAttrib::
get_num_lights() const {
if (get_num_on_lights() != 0) {
return get_num_on_lights();
} else {
return get_num_off_lights();
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::get_light
// Access: Published
// Description: Returns the nth lights listed in the attribute.
//
// This method is now deprecated. LightAttribs nowadays
// have a separate list of on_lights and off_lights, so
// this method doesn't make sense. Query the lists
// independently.
////////////////////////////////////////////////////////////////////
Light *LightAttrib::
get_light(int n) const {
if (get_num_on_lights() != 0) {
return get_on_light(n);
} else {
return get_off_light(n);
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_light
// Access: Published
// Description: Returns true if the indicated light is listed in the
// attrib, false otherwise.
//
// This method is now deprecated. LightAttribs nowadays
// have a separate list of on_lights and off_lights, so
// this method doesn't make sense. Query the lists
// independently.
////////////////////////////////////////////////////////////////////
bool LightAttrib::
has_light(Light *light) const {
if (get_num_on_lights() != 0) {
return has_on_light(light);
} else {
return has_off_light(light);
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::add_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light added to the list of lights.
//
// This method is now deprecated. Use add_on_light() or
// add_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
add_light(Light *light) const {
if (get_num_on_lights() != 0) {
return add_on_light(light);
} else {
return add_off_light(light);
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::remove_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light removed from the list of
// lights.
//
// This method is now deprecated. Use remove_on_light()
// or remove_off_light() instead.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
remove_light(Light *light) const {
if (get_num_on_lights() != 0) {
return remove_on_light(light);
} else {
return remove_off_light(light);
}
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that does
// nothing.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make() {
// We make it a special case and store a pointer to the empty attrib
// forever once we find it the first time, as an optimization.
if (_empty_attrib == (RenderAttrib *)NULL) {
_empty_attrib = return_new(new LightAttrib);
}
return _empty_attrib;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make_all_off
// Access: Published, Static
@ -34,90 +333,83 @@ TypeHandle LightAttrib::_type_handle;
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make_all_off() {
LightAttrib *attrib = new LightAttrib;
attrib->_operation = O_set;
return return_new(attrib);
// We make it a special case and store a pointer to the off attrib
// forever once we find it the first time, as an optimization.
if (_all_off_attrib == (RenderAttrib *)NULL) {
LightAttrib *attrib = new LightAttrib;
attrib->_off_all_lights = true;
_all_off_attrib = return_new(attrib);
}
return _all_off_attrib;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light) {
LightAttrib *attrib = new LightAttrib;
attrib->_operation = op;
attrib->_lights.push_back(light);
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2) {
LightAttrib *attrib = new LightAttrib;
attrib->_operation = op;
attrib->_lights.push_back(light1);
attrib->_lights.push_back(light2);
attrib->_lights.sort();
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2,
Light *light3) {
LightAttrib *attrib = new LightAttrib;
attrib->_operation = op;
attrib->_lights.push_back(light1);
attrib->_lights.push_back(light2);
attrib->_lights.push_back(light3);
attrib->_lights.sort();
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::make
// Access: Published, Static
// Description: Constructs a new LightAttrib object that turns on (or
// off, according to op) the indicate light(s).
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
make(LightAttrib::Operation op, Light *light1, Light *light2,
Light *light3, Light *light4) {
LightAttrib *attrib = new LightAttrib;
attrib->_operation = op;
attrib->_lights.push_back(light1);
attrib->_lights.push_back(light2);
attrib->_lights.push_back(light3);
attrib->_lights.push_back(light4);
attrib->_lights.sort();
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::has_light
// Function: LightAttrib::add_on_light
// Access: Published
// Description: Returns true if the indicated light is listed in the
// attrib, false otherwise.
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light added to the list of lights
// turned on by this attrib.
////////////////////////////////////////////////////////////////////
bool LightAttrib::
has_light(Light *light) const {
return _lights.find(light) != _lights.end();
CPT(RenderAttrib) LightAttrib::
add_on_light(Light *light) const {
LightAttrib *attrib = new LightAttrib(*this);
attrib->_on_lights.insert(light);
attrib->_off_lights.erase(light);
pair<Lights::iterator, bool> insert_result =
attrib->_on_lights.insert(Lights::value_type(light));
if (insert_result.second) {
// Also ensure it is removed from the off_lights list.
attrib->_off_lights.erase(light);
}
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::remove_on_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light removed from the list of
// lights turned on by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
remove_on_light(Light *light) const {
LightAttrib *attrib = new LightAttrib(*this);
attrib->_on_lights.erase(light);
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::add_off_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light added to the list of lights
// turned off by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
add_off_light(Light *light) const {
LightAttrib *attrib = new LightAttrib(*this);
if (!_off_all_lights) {
attrib->_off_lights.insert(light);
}
attrib->_on_lights.erase(light);
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::remove_off_light
// Access: Published
// Description: Returns a new LightAttrib, just like this one, but
// with the indicated light removed from the list of
// lights turned off by this attrib.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
remove_off_light(Light *light) const {
LightAttrib *attrib = new LightAttrib(*this);
attrib->_off_lights.erase(light);
return return_new(attrib);
}
////////////////////////////////////////////////////////////////////
@ -142,26 +434,38 @@ issue(GraphicsStateGuardianBase *gsg) const {
void LightAttrib::
output(ostream &out) const {
out << get_type() << ":";
if (_operation == O_set && _lights.empty()) {
out << "all off";
} else {
switch (_operation) {
case O_set:
out << "set";
break;
case O_add:
out << "add";
break;
case O_remove:
out << "remove";
break;
if (_off_lights.empty()) {
if (_on_lights.empty()) {
if (_off_all_lights) {
out << "all off";
} else {
out << "identity";
}
} else {
if (_off_all_lights) {
out << "set";
} else {
out << "on";
}
}
Lights::const_iterator li;
for (li = _lights.begin(); li != _lights.end(); ++li) {
Light *light = (*li);
out << " " << light->get_type();
} else {
out << "off";
Lights::const_iterator fi;
for (fi = _off_lights.begin(); fi != _off_lights.end(); ++fi) {
Light *light = (*fi);
out << " " << *light;
}
if (!_on_lights.empty()) {
out << " on";
}
}
Lights::const_iterator li;
for (li = _on_lights.begin(); li != _on_lights.end(); ++li) {
Light *light = (*li);
out << " " << *light;
}
}
@ -185,14 +489,14 @@ compare_to_impl(const RenderAttrib *other) const {
const LightAttrib *ta;
DCAST_INTO_R(ta, other, 0);
if (_operation != ta->_operation) {
return (int)_operation - (int)ta->_operation;
if (_off_all_lights != ta->_off_all_lights) {
return (int)_off_all_lights - (int)ta->_off_all_lights;
}
Lights::const_iterator li = _lights.begin();
Lights::const_iterator oli = ta->_lights.begin();
Lights::const_iterator li = _on_lights.begin();
Lights::const_iterator oli = ta->_on_lights.begin();
while (li != _lights.end() && oli != ta->_lights.end()) {
while (li != _on_lights.end() && oli != ta->_on_lights.end()) {
Light *light = (*li);
Light *other_light = (*oli);
@ -204,10 +508,32 @@ compare_to_impl(const RenderAttrib *other) const {
++oli;
}
if (li != _lights.end()) {
if (li != _on_lights.end()) {
return 1;
}
if (oli != ta->_lights.end()) {
if (oli != ta->_on_lights.end()) {
return -1;
}
Lights::const_iterator fi = _off_lights.begin();
Lights::const_iterator ofi = ta->_off_lights.begin();
while (fi != _off_lights.end() && ofi != ta->_off_lights.end()) {
Light *light = (*fi);
Light *other_light = (*ofi);
if (light != other_light) {
return light < other_light ? -1 : 1;
}
++fi;
++ofi;
}
if (fi != _off_lights.end()) {
return 1;
}
if (ofi != ta->_off_lights.end()) {
return -1;
}
@ -236,29 +562,121 @@ compose_impl(const RenderAttrib *other) const {
const LightAttrib *ta;
DCAST_INTO_R(ta, other, 0);
if (ta->_operation == O_set) {
// If the other type is O_set, it doesn't matter what we are.
if (ta->_off_all_lights) {
// If the other type turns off all lights, it doesn't matter what
// we are.
return ta;
}
if (_operation == ta->_operation) {
// If the operation types match, the composition is simply the
// union.
return do_add(ta, _operation);
// This is a three-way merge between ai, bi, and ci, except that bi
// and ci should have no intersection and therefore needn't be
// compared to each other.
Lights::const_iterator ai = _on_lights.begin();
Lights::const_iterator bi = ta->_on_lights.begin();
Lights::const_iterator ci = ta->_off_lights.begin();
} else if (ta->_operation == O_remove) {
// If the other operation type is remove, and our type is add or
// set, then remove.
return do_remove(ta, _operation);
// Create a new LightAttrib that will hold the result.
LightAttrib *new_attrib = new LightAttrib;
back_insert_iterator<Lights> result =
back_inserter(new_attrib->_on_lights);
} else if (_operation == O_remove) {
// If our type is remove, then the other one wins.
return ta;
while (ai != _on_lights.end() &&
bi != ta->_on_lights.end() &&
ci != ta->_off_lights.end()) {
if ((*ai) < (*bi)) {
if ((*ai) < (*ci)) {
// Here is a light that we have in the original, which is not
// present in the secondary.
*result = *ai;
++ai;
++result;
} else {
// Otherwise, the result is the union.
return do_add(ta, _operation);
} else if ((*ci) < (*ai)) {
// Here is a light that is turned off in the secondary, but
// was not present in the original.
++ci;
} else { // (*ci) == (*ai)
// Here is a light that is turned off in the secondary, and
// was present in the original.
++ai;
++ci;
}
} else if ((*bi) < (*ai)) {
// Here is a new light we have in the secondary, that was not
// present in the original.
*result = *bi;
++bi;
++result;
} else { // (*bi) == (*ai)
// Here is a light we have in both.
*result = *ai;
++ai;
++bi;
++result;
}
}
while (ai != _on_lights.end() && bi != ta->_on_lights.end()) {
if ((*ai) < (*bi)) {
// Here is a light that we have in the original, which is not
// present in the secondary.
*result = *ai;
++ai;
++result;
} else if ((*bi) < (*ai)) {
// Here is a new light we have in the secondary, that was not
// present in the original.
*result = *bi;
++bi;
++result;
} else {
// Here is a light we have in both.
*result = *ai;
++ai;
++bi;
++result;
}
}
while (ai != _on_lights.end() && ci != ta->_off_lights.end()) {
if ((*ai) < (*ci)) {
// Here is a light that we have in the original, which is not
// present in the secondary.
*result = *ai;
++ai;
++result;
} else if ((*ci) < (*ai)) {
// Here is a light that is turned off in the secondary, but
// was not present in the original.
++ci;
} else { // (*ci) == (*ai)
// Here is a light that is turned off in the secondary, and
// was present in the original.
++ai;
++ci;
}
}
while (ai != _on_lights.end()) {
*result = *ai;
++ai;
++result;
}
while (bi != ta->_on_lights.end()) {
*result = *bi;
++bi;
++result;
}
return return_new(new_attrib);
}
////////////////////////////////////////////////////////////////////
@ -294,106 +712,6 @@ make_default_impl() const {
return new LightAttrib;
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::do_add
// Access: Private
// Description: Returns a new LightAttrib that represents all the
// lights of this attrib, with those of the other one
// added in.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
do_add(const LightAttrib *other, LightAttrib::Operation op) const {
Lights::const_iterator ai = _lights.begin();
Lights::const_iterator bi = other->_lights.begin();
// Create a new LightAttrib that will hold the result.
LightAttrib *new_attrib = new LightAttrib;
new_attrib->_operation = op;
back_insert_iterator<Lights> result =
back_inserter(new_attrib->_lights);
while (ai != _lights.end() && bi != other->_lights.end()) {
if ((*ai) < (*bi)) {
// Here is a light that we have in the original, which is not
// present in the secondary.
*result = *ai;
++ai;
++result;
} else if ((*bi) < (*ai)) {
// Here is a new light we have in the secondary, that was not
// present in the original.
*result = *bi;
++bi;
++result;
} else {
// Here is a light we have in both.
*result = *ai;
++ai;
++bi;
++result;
}
}
while (ai != _lights.end()) {
*result = *ai;
++ai;
++result;
}
while (bi != other->_lights.end()) {
*result = *bi;
++bi;
++result;
}
return return_new(new_attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::do_remove
// Access: Private
// Description: Returns a new LightAttrib that represents all the
// lights of this attrib, with those of the other one
// removed.
////////////////////////////////////////////////////////////////////
CPT(RenderAttrib) LightAttrib::
do_remove(const LightAttrib *other, LightAttrib::Operation op) const {
Lights::const_iterator ai = _lights.begin();
Lights::const_iterator bi = other->_lights.begin();
// Create a new LightAttrib that will hold the result.
LightAttrib *new_attrib = new LightAttrib;
new_attrib->_operation = op;
back_insert_iterator<Lights> result =
back_inserter(new_attrib->_lights);
while (ai != _lights.end() && bi != other->_lights.end()) {
if ((*ai) < (*bi)) {
// Here is a light that we have in the original, which is
// not present in the secondary. Keep it.
*result = *ai;
++ai;
++result;
} else if ((*bi) < (*ai)) {
// Here is a new light we have in the secondary, that was
// not present in the original. Ignore it.
++bi;
} else {
// Here is a light we have in both. Drop it.
++ai;
++bi;
}
}
while (ai != _lights.end()) {
*result = *ai;
++ai;
++result;
}
return return_new(new_attrib);
}
////////////////////////////////////////////////////////////////////
// Function: LightAttrib::register_with_read_factory
// Access: Public, Static
@ -415,14 +733,23 @@ void LightAttrib::
write_datagram(BamWriter *manager, Datagram &dg) {
RenderAttrib::write_datagram(manager, dg);
dg.add_int8((int)_operation);
PN_uint16 num_lights = _lights.size();
nassertv(num_lights == _lights.size());
dg.add_uint16(num_lights);
dg.add_bool(_off_all_lights);
Lights::const_iterator li;
for (li = _lights.begin(); li != _lights.end(); ++li) {
Light *light = (*li);
// write the number of off_lights
dg.add_uint16(get_num_off_lights());
// write the off lights pointers if any
Lights::const_iterator fi;
for (fi = _off_lights.begin(); fi != _off_lights.end(); ++fi) {
Light *light = (*fi);
manager->write_pointer(dg, light->as_node());
}
// write the number of on lights
dg.add_uint16(get_num_on_lights());
// write the on lights pointers if any
Lights::const_iterator nti;
for (nti = _on_lights.begin(); nti != _on_lights.end(); ++nti) {
Light *light = (*nti);
manager->write_pointer(dg, light->as_node());
}
}
@ -438,11 +765,20 @@ int LightAttrib::
complete_pointers(TypedWritable **p_list, BamReader *manager) {
int pi = RenderAttrib::complete_pointers(p_list, manager);
Lights::iterator li;
for (li = _lights.begin(); li != _lights.end(); ++li) {
Lights::iterator ci = _off_lights.begin();
while (ci != _off_lights.end()) {
PandaNode *node;
DCAST_INTO_R(node, p_list[pi++], pi);
(*li) = node->as_light();
(*ci) = node->as_light();
++ci;
}
ci = _on_lights.begin();
while (ci != _on_lights.end()) {
PandaNode *node;
DCAST_INTO_R(node, p_list[pi++], pi);
(*ci) = node->as_light();
++ci;
}
return pi;
@ -479,11 +815,31 @@ void LightAttrib::
fillin(DatagramIterator &scan, BamReader *manager) {
RenderAttrib::fillin(scan, manager);
_operation = (Operation)scan.get_int8();
int num_lights = scan.get_uint16();
// We cheat a little bit here. In the middle of bam version 4.10,
// we completely redefined the bam storage definition for
// LightAttribs, without bothering to up the bam version or even to
// attempt to read the old definition. We get away with this,
// knowing that the egg loader doesn't create LightAttribs, and
// hence no old bam files have the old definition for LightAttrib
// within them.
for (int i = 0; i < num_lights; i++) {
_off_all_lights = scan.get_bool();
int num_off_lights = scan.get_uint16();
// Push back a NULL pointer for each off Light for now, until
// we get the actual list of pointers later in complete_pointers().
_off_lights.reserve(num_off_lights);
int i;
for (i = 0; i < num_off_lights; i++) {
manager->read_pointer(scan);
_lights.push_back(NULL);
_off_lights.push_back(NULL);
}
int num_on_lights = scan.get_uint16();
_on_lights.reserve(num_on_lights);
for (i = 0; i < num_on_lights; i++) {
manager->read_pointer(scan);
_on_lights.push_back(NULL);
}
}

View File

@ -35,15 +35,18 @@
class EXPCL_PANDA LightAttrib : public RenderAttrib {
private:
INLINE LightAttrib();
INLINE LightAttrib(const LightAttrib &copy);
PUBLISHED:
// This is the old, deprecated interface to LightAttrib. Do not use
// any of these methods for new code; these methods will be removed
// soon.
enum Operation {
O_set,
O_add,
O_remove
};
static CPT(RenderAttrib) make_all_off();
static CPT(RenderAttrib) make(Operation op,
Light *light);
static CPT(RenderAttrib) make(Operation op,
@ -55,17 +58,36 @@ PUBLISHED:
Light *light1, Light *light2,
Light *light3, Light *light4);
INLINE Operation get_operation() const;
Operation get_operation() const;
INLINE int get_num_lights() const;
INLINE Light *get_light(int n) const;
int get_num_lights() const;
Light *get_light(int n) const;
bool has_light(Light *light) const;
INLINE CPT(RenderAttrib) add_light(Light *light) const;
INLINE CPT(RenderAttrib) remove_light(Light *light) const;
CPT(RenderAttrib) add_light(Light *light) const;
CPT(RenderAttrib) remove_light(Light *light) const;
// The following is the new, more general interface to the
// LightAttrib.
static CPT(RenderAttrib) make();
static CPT(RenderAttrib) make_all_off();
INLINE int get_num_on_lights() const;
INLINE Light *get_on_light(int n) const;
INLINE bool has_on_light(Light *light) const;
INLINE int get_num_off_lights() const;
INLINE Light *get_off_light(int n) const;
INLINE bool has_off_light(Light *light) const;
INLINE bool has_all_off() const;
INLINE bool is_identity() const;
INLINE bool is_all_off() const;
CPT(RenderAttrib) add_on_light(Light *light) const;
CPT(RenderAttrib) remove_on_light(Light *light) const;
CPT(RenderAttrib) add_off_light(Light *light) const;
CPT(RenderAttrib) remove_off_light(Light *light) const;
public:
virtual void issue(GraphicsStateGuardianBase *gsg) const;
@ -78,13 +100,12 @@ protected:
virtual RenderAttrib *make_default_impl() const;
private:
CPT(RenderAttrib) do_add(const LightAttrib *other, Operation op) const;
CPT(RenderAttrib) do_remove(const LightAttrib *other, Operation op) const;
private:
Operation _operation;
typedef ov_set< PT(Light) > Lights;
Lights _lights;
Lights _on_lights, _off_lights;
bool _off_all_lights;
static CPT(RenderAttrib) _empty_attrib;
static CPT(RenderAttrib) _all_off_attrib;
public:
static void register_with_read_factory();

View File

@ -26,6 +26,8 @@
#include "cullBinAttrib.h"
#include "textureAttrib.h"
#include "materialAttrib.h"
#include "lightAttrib.h"
#include "polylightEffect.h"
#include "fogAttrib.h"
#include "renderModeAttrib.h"
#include "cullFaceAttrib.h"
@ -2014,6 +2016,295 @@ get_color_scale() const {
return ident_scale;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_light
// Access: Published
// Description: Adds the indicated light to the list of lights that
// illuminate geometry at this node and below. The
// light itself should be parented into the scene graph
// elsewhere, to represent the light's position in
// space; but until set_light() is called it will
// illuminate no geometry.
////////////////////////////////////////////////////////////////////
void NodePath::
set_light(Light *light, int priority) {
nassertv_always(!is_empty());
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
priority = max(priority,
node()->get_state()->get_override(LightAttrib::get_class_type()));
const LightAttrib *la = DCAST(LightAttrib, attrib);
// Modify the existing LightAttrib to add the indicated
// light.
node()->set_attrib(la->add_on_light(light), priority);
} else {
// Create a new LightAttrib for this node.
CPT(LightAttrib) la = DCAST(LightAttrib, LightAttrib::make());
node()->set_attrib(la->add_on_light(light), priority);
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_light_off
// Access: Published
// Description: Sets the geometry at this level and below to render
// using no lights at all. This is different
// from not specifying a light; rather, this
// specifically contradicts set_light() at a higher
// node level (or, with a priority, overrides a
// set_light() at a lower level).
//
// If no lights are in effect on a particular piece of
// geometry, that geometry is rendered with lighting
// disabled.
////////////////////////////////////////////////////////////////////
void NodePath::
set_light_off(int priority) {
nassertv_always(!is_empty());
node()->set_attrib(LightAttrib::make_all_off(), priority);
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_light_off
// Access: Published
// Description: Sets the geometry at this level and below to render
// using without the indicated light. This is different
// from not specifying the light; rather, this
// specifically contradicts set_light() at a higher node
// level (or, with a priority, overrides a set_light()
// at a lower level).
////////////////////////////////////////////////////////////////////
void NodePath::
set_light_off(Light *light, int priority) {
nassertv_always(!is_empty());
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
priority = max(priority,
node()->get_state()->get_override(LightAttrib::get_class_type()));
const LightAttrib *la = DCAST(LightAttrib, attrib);
// Modify the existing LightAttrib to add the indicated light
// to the "off" list. This also, incidentally, removes it from
// the "on" list if it is there.
node()->set_attrib(la->add_off_light(light), priority);
} else {
// Create a new LightAttrib for this node that turns off the
// indicated light.
CPT(LightAttrib) la = DCAST(LightAttrib, LightAttrib::make());
node()->set_attrib(la->add_off_light(light), priority);
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::clear_light
// Access: Published
// Description: Completely removes any lighting operations that may
// have been set via set_light() or set_light_off()
// from this particular node.
////////////////////////////////////////////////////////////////////
void NodePath::
clear_light() {
nassertv_always(!is_empty());
node()->clear_attrib(LightAttrib::get_class_type());
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::clear_light
// Access: Published
// Description: Removes any reference to the indicated light
// from the NodePath.
////////////////////////////////////////////////////////////////////
void NodePath::
clear_light(Light *light) {
nassertv_always(!is_empty());
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
CPT(LightAttrib) la = DCAST(LightAttrib, attrib);
la = DCAST(LightAttrib, la->remove_on_light(light));
la = DCAST(LightAttrib, la->remove_off_light(light));
if (la->is_identity()) {
node()->clear_attrib(LightAttrib::get_class_type());
} else {
int priority = node()->get_state()->get_override(LightAttrib::get_class_type());
node()->set_attrib(la, priority);
}
}
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::has_light
// Access: Published
// Description: Returns true if the indicated light has been
// specifically enabled on this particular node. This
// means that someone called set_light() on this node
// with the indicated light.
////////////////////////////////////////////////////////////////////
bool NodePath::
has_light(Light *light) const {
nassertr_always(!is_empty(), false);
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
const LightAttrib *la = DCAST(LightAttrib, attrib);
return la->has_on_light(light);
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::has_light_off
// Access: Published
// Description: Returns true if all lights have been specifically
// disabled on this particular node. This means that
// someone called set_light_off() on this node with no
// parameters.
////////////////////////////////////////////////////////////////////
bool NodePath::
has_light_off() const {
nassertr_always(!is_empty(), false);
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
const LightAttrib *la = DCAST(LightAttrib, attrib);
return la->has_all_off();
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::has_light_off
// Access: Published
// Description: Returns true if the indicated light has been
// specifically disabled on this particular node. This
// means that someone called set_light_off() on this
// node with the indicated light.
////////////////////////////////////////////////////////////////////
bool NodePath::
has_light_off(Light *light) const {
nassertr_always(!is_empty(), false);
const RenderAttrib *attrib =
node()->get_attrib(LightAttrib::get_class_type());
if (attrib != (const RenderAttrib *)NULL) {
const LightAttrib *la = DCAST(LightAttrib, attrib);
return la->has_off_light(light);
}
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_light
// Access: Published
// Description: Adds a PolylightEffect to the geometry at this node
// and below. This makes the geometry at this point in
// the scene graph grow brighter or dimmer according to
// its proximity to the indicated PolylightNode; this is
// an effect similar to lighting, but is not related to
// traditional hardware T&L.
////////////////////////////////////////////////////////////////////
void NodePath::
set_light(PolylightNode *) {
// Not yet implemented.
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::clear_light
// Access: Published
// Description: Removes the indicated PolylightEffect from the
// geometry. This undoes a previous set_light() call.
////////////////////////////////////////////////////////////////////
void NodePath::
clear_light(PolylightNode *) {
// Not yet implemented.
nassertv(false);
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::has_light
// Access: Published
// Description: Returns true if the indicated PolylightNode was added
// to this node, false otherwise.
////////////////////////////////////////////////////////////////////
bool NodePath::
has_light(PolylightNode *) {
// Not yet implemented.
nassertr(false, false);
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_light
// Access: Published
// Description: Adds a Light or Polylight to the geometry at this
// node and below.
////////////////////////////////////////////////////////////////////
void NodePath::
set_light(const NodePath &light) {
if (!light.is_empty()) {
PandaNode *node = light.node();
Light *light_obj = node->as_light();
if (light_obj != (Light *)NULL) {
set_light(light_obj);
return;
}
}
nassert_raise("Not a light object.");
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::clear_light
// Access: Published
// Description: Removes the indicated PolylightEffect from the
// geometry. This undoes a previous set_light() call.
////////////////////////////////////////////////////////////////////
void NodePath::
clear_light(const NodePath &light) {
if (!light.is_empty()) {
PandaNode *node = light.node();
Light *light_obj = node->as_light();
if (light_obj != (Light *)NULL) {
clear_light(light_obj);
return;
}
}
nassert_raise("Not a light object.");
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::has_light
// Access: Published
// Description: Returns true if the indicated PolylightNode was added
// to this node, false otherwise.
////////////////////////////////////////////////////////////////////
bool NodePath::
has_light(const NodePath &light) {
if (!light.is_empty()) {
PandaNode *node = light.node();
Light *light_obj = node->as_light();
if (light_obj != (Light *)NULL) {
return has_light(light_obj);
}
}
nassert_raise("Not a light object.");
return false;
}
////////////////////////////////////////////////////////////////////
// Function: NodePath::set_bin
// Access: Published

View File

@ -35,6 +35,8 @@ class NodePathCollection;
class TextureCollection;
class FindApproxPath;
class FindApproxLevelEntry;
class Light;
class PolylightNode;
class Texture;
class Material;
class Fog;
@ -481,6 +483,23 @@ PUBLISHED:
INLINE float get_sb() const;
INLINE float get_sa() const;
void set_light(Light *light, int priority = 0);
void set_light_off(int priority = 0);
void set_light_off(Light *light, int priority = 0);
void clear_light();
void clear_light(Light *light);
bool has_light(Light *light) const;
bool has_light_off() const;
bool has_light_off(Light *light) const;
void set_light(PolylightNode *light);
void clear_light(PolylightNode *light);
bool has_light(PolylightNode *light);
void set_light(const NodePath &light);
void clear_light(const NodePath &light);
bool has_light(const NodePath &light);
void set_bin(const string &bin_name, int draw_order, int priority = 0);
void clear_bin();
bool has_bin() const;

View File

@ -568,6 +568,23 @@ get_attrib(TypeHandle type) const {
return NULL;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::get_override
// Access: Published, Virtual
// Description: Looks for a RenderAttrib of the indicated type in the
// state, and returns its override value if it is found,
// or 0 if it is not.
////////////////////////////////////////////////////////////////////
int RenderState::
get_override(TypeHandle type) const {
Attributes::const_iterator ai;
ai = _attributes.find(Attribute(type));
if (ai != _attributes.end()) {
return (*ai)._override;
}
return 0;
}
////////////////////////////////////////////////////////////////////
// Function: RenderState::output
// Access: Published, Virtual
@ -842,11 +859,7 @@ issue_delta_modify(const RenderState *other,
if ((*ai)._attrib != (*bi)._attrib) {
any_changed = true;
(*bi)._attrib->issue(gsg);
} else if ((*bi)._attrib->always_reissue()) {
(*bi)._attrib->issue(gsg);
}
*result = *bi;
++ai;
++bi;
@ -914,7 +927,7 @@ issue_delta_set(const RenderState *other,
} else {
// Here is an attribute we have in both. Issue the new one if
// it's different.
if ((*ai)._attrib != (*bi)._attrib || (*bi)._attrib->always_reissue()) {
if ((*ai)._attrib != (*bi)._attrib) {
(*bi)._attrib->issue(gsg);
}
++ai;
@ -1020,20 +1033,17 @@ do_compose(const RenderState *other) const {
++bi;
++result;
} else {
// Here is an attribute we have in both. Does one override the
// other?
// Here is an attribute we have in both. Does A override B?
const Attribute &a = (*ai);
const Attribute &b = (*bi);
if (a._override < b._override) {
// B overrides.
*result = *bi;
} else if (b._override < a._override) {
if (b._override < a._override) {
// A overrides.
*result = *ai;
} else {
// No, they're equivalent, so compose them.
// Either they have the same override value, or B is higher.
// In either case, the result is the composition of the two,
// with B's override value.
*result = Attribute(a._attrib->compose(b._attrib), b._override);
}
++ai;

View File

@ -89,6 +89,7 @@ PUBLISHED:
CPT(RenderState) adjust_all_priorities(int adjustment) const;
const RenderAttrib *get_attrib(TypeHandle type) const;
int get_override(TypeHandle type) const;
void output(ostream &out) const;
void write(ostream &out, int indent_level) const;