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185 lines
5.8 KiB
C++
185 lines
5.8 KiB
C++
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/point_light_model.h"
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#include "nel/3d/light_trav.h"
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#include "nel/3d/root_model.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/3d/scene.h"
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using namespace NLMISC;
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namespace NL3D {
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// ***************************************************************************
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void CPointLightModel::registerBasic()
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{
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CScene::registerModel( PointLightModelId, TransformId, CPointLightModel::creator);
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}
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// ***************************************************************************
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CPointLightModel::CPointLightModel()
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{
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_DeltaPosToSkeletonWhenOutOfFrustum.set(0, 0, 1.5f);
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_TimeFromLastClippedSpotDirection= 0;
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_InfluenceLightMap= false;
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}
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// ***************************************************************************
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CPointLightModel::~CPointLightModel()
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{
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}
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// ***************************************************************************
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void CPointLightModel::initModel()
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{
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CTransform::initModel();
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// link me to the root of light.
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getOwnerScene()->getLightTrav().addPointLightModel(this);
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}
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// ***************************************************************************
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void CPointLightModel::setDeltaPosToSkeletonWhenOutOfFrustum(const CVector &deltaPos)
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{
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_DeltaPosToSkeletonWhenOutOfFrustum= deltaPos;
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}
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// ***************************************************************************
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const CVector &CPointLightModel::getDeltaPosToSkeletonWhenOutOfFrustum() const
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{
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return _DeltaPosToSkeletonWhenOutOfFrustum;
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}
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// ***************************************************************************
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void CPointLightModel::traverseLight()
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{
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CLightTrav &lightTrav= getOwnerScene()->getLightTrav();
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// Note: any dynamic light is supposed to always move each frame, so they are re-inserted in the
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// quadGrid each frame.
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// reset all models lighted by this light.
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// Then models are marked dirty and their light setup is reseted
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PointLight.resetLightedModels();
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// if the light is visible (ie not hiden)
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if( isHrcVisible() )
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{
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// If the light is not hidden by any skeleton.
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if( isClipVisible() )
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{
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// recompute the worldPosition of the light.
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PointLight.setPosition( getWorldMatrix().getPos() );
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// recompute the worldSpotDirection of the light.
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if(PointLight.getType() == CPointLight::SpotLight)
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{
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// Interpolate over time. (hardcoded)
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_TimeFromLastClippedSpotDirection-= 0.05f;
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if(_TimeFromLastClippedSpotDirection <= 0)
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{
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PointLight.setupSpotDirection(getWorldMatrix().getJ());
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}
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else
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{
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CVector actualSpotDir= getWorldMatrix().getJ();
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// Interpolate
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float t= _TimeFromLastClippedSpotDirection;
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CVector interpSpotDir= actualSpotDir*(1-t) + _LastWorldSpotDirectionWhenOutOfFrustum * t;
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// set the interpolated one.
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PointLight.setupSpotDirection(interpSpotDir);
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}
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}
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}
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else
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{
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// We are hidden because a skeleton has hide us, or created during anim detail traversal (or else don't know why).
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// NB: a point light can't be in a cluster since it is not a transformShape...
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if (!_AncestorSkeletonModel) return;
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const CMatrix &skMatrix= _AncestorSkeletonModel->getWorldMatrix();
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PointLight.setPosition( skMatrix * _DeltaPosToSkeletonWhenOutOfFrustum );
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// recompute the worldSpotDirection of the light.
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if(PointLight.getType() == CPointLight::SpotLight)
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{
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// If last frame, this pointLight was visible (Time is not 1)
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if(_TimeFromLastClippedSpotDirection != 1)
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{
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// Take the current World spot direction
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_LastWorldSpotDirectionWhenOutOfFrustum= PointLight.getSpotDirection();
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// reset time.
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_TimeFromLastClippedSpotDirection= 1;
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}
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// Don't need to modify PointLight spot direction since already setuped (when model was visible)
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}
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}
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// now, insert this light in the quadGrid. NB: in CLightTrav::traverse(), the quadGrid is cleared before here.
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// This light will touch (resetLighting()) any model it may influence.
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lightTrav.LightingManager.addDynamicLight(&PointLight);
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// if this light is the one that should influence the lightmapped objects
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if(_InfluenceLightMap)
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{
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// setup a light with attenuation, for more accurate vertex lighting
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CLight vertexLight;
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// setup position/type/direction/color
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if(PointLight.getType()!=CPointLight::SpotLight)
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vertexLight.setupPointLight(CRGBA::Black, PointLight.getDiffuse(), PointLight.getSpecular(),
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PointLight.getPosition(), CVector::K);
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else
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vertexLight.setupSpotLight(CRGBA::Black, PointLight.getDiffuse(), PointLight.getSpecular(),
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PointLight.getPosition(), PointLight.getSpotDirection(), 1, float(Pi)/2);
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// setup attenuation
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vertexLight.setupAttenuation(PointLight.getAttenuationBegin(), PointLight.getAttenuationEnd());
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// setup hotspot for spotLight
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if(PointLight.getType()==CPointLight::SpotLight)
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{
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// hotspot == where attenuation should be 0.9
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vertexLight.setupSpotExponent(PointLight.getSpotAngleBegin()*0.9f + PointLight.getSpotAngleEnd()*0.1f);
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}
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// setup the driver
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getOwnerScene()->getDriver()->setLightMapDynamicLight(true, vertexLight);
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}
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}
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}
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} // NL3D
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