khanat-opennel-code/code/nel/include/nel/3d/point_light_named.h
2015-12-13 20:23:08 +01:00

108 lines
3.3 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_POINT_LIGHT_NAMED_H
#define NL_POINT_LIGHT_NAMED_H
#include "nel/misc/types_nl.h"
#include "nel/3d/point_light.h"
#include "nel/misc/stream.h"
namespace NL3D {
class CLightInfluenceInterpolator;
// ***************************************************************************
/**
* A pointLight with a name, and a default color setup. The current setup is the setup in CPointLight.
* A CPointLightNamed influence can also be interpolated with a CLightInfluenceInterpolator.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CPointLightNamed : public CPointLight
{
public:
/// Animation used by this light
std::string AnimatedLight;
/// Group of the light
uint32 LightGroup;
public:
/// Constructor
CPointLightNamed();
/// Set the Default ambient color of the light. Default to Black.
void setDefaultAmbient (NLMISC::CRGBA ambient) {_DefaultAmbient=ambient;}
/// Set the Default diffuse color of the light. Default to White
void setDefaultDiffuse (NLMISC::CRGBA diffuse) {_DefaultDiffuse=diffuse;}
/// Set the Default specular color of the light. Default to White
void setDefaultSpecular (NLMISC::CRGBA specular) {_DefaultSpecular=specular;}
/// Get the Default ambient color of the light.
NLMISC::CRGBA getDefaultAmbient () const {return _DefaultAmbient;}
/// Get the Default diffuse color of the light.
NLMISC::CRGBA getDefaultDiffuse () const {return _DefaultDiffuse;}
/// Get the Default specular color of the light.
NLMISC::CRGBA getDefaultSpecular () const {return _DefaultSpecular;}
/// get the unanimated diffuse (used for Landscape)
NLMISC::CRGBA getUnAnimatedDiffuse() const {return _UnAnimatedDiffuse;}
/** modulate the default color setup with nFactor, and set to the current setup.
* NB: getUnAnimatedDiffuse() == getDiffuse()
*/
void setLightFactor(NLMISC::CRGBA nFactor);
/** modulate the default color setup with nFactor, and set to the current setup.
* give 2 params the second is the "not animated" factor. used for Landscape.
*/
void setLightFactor(NLMISC::CRGBA nAnimatedFactor, NLMISC::CRGBA nUnAnimatedFactor);
void serial(NLMISC::IStream &f);
// ******************
private:
// For CLightInfluenceInterpolator to work. Only used by CLightInfluenceInterpolator.
friend class CLightInfluenceInterpolator;
sint _IdInInfluenceList;
// The Default light color.
NLMISC::CRGBA _DefaultAmbient;
NLMISC::CRGBA _DefaultDiffuse;
NLMISC::CRGBA _DefaultSpecular;
// The unanimated diffuse
NLMISC::CRGBA _UnAnimatedDiffuse;
};
} // NL3D
#endif // NL_POINT_LIGHT_NAMED_H
/* End of point_light_named.h */