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126 lines
3.6 KiB
C++
126 lines
3.6 KiB
C++
// 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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#ifndef NL_IG_SURFACE_LIGHT_BUILD_H
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#define NL_IG_SURFACE_LIGHT_BUILD_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector_2f.h"
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#include "nel/3d/surface_light_grid.h"
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#include "nel/3d/mesh.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* Class used by NL3D::CInstanceLighter to build CIGSurfaceLight with PACS surfaces
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2002
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*/
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class CIGSurfaceLightBuild
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{
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public:
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enum {MaxOverSamples= 16};
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public:
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/** A surface cell corner Information.
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*/
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struct CCellCorner
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{
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// Is this CellCorner in the surface polygon or not?
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bool InSurface;
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// Computed by CInstanceLighter
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bool Dilated;
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// Copy of SunContribution computed by CInstanceLighter.
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uint8 SunContribution;
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// Number of overSamples. At least one if InSurface. NB: Put here for packing.
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uint8 NumOverSamples;
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// World Position of this corner.
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NLMISC::CVector CenterPos;
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// OverSamples. NB: there can be any number of overSamples (3, 4, 5,7 ...) because
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// some may be out of surface and thus disabled
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NLMISC::CVector OverSamples[MaxOverSamples];
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/** This is Temp Light information used during CInstanceLighter::light().
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* Yes, void* is ugly, but it is to avoid too much dependencies.
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*/
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void *LightInfo[CSurfaceLightGrid::NumLightPerCorner];
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void *LocalAmbientLight;
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};
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/** A surface Lighting Information. Filled by CInstanceLighter
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*/
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struct CSurface
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{
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// Origin and Size of the grid.
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// NB: The grid must be valid an not empty (ie Width>=2 and Height>=2).
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NLMISC::CVector2f Origin;
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uint32 Width;
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uint32 Height;
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// The CellCorner info.
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std::vector<CCellCorner> Cells;
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};
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/** A LocalRetriever Lighting Information.
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*
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*/
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struct CRetrieverLightGrid
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{
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// There is localRetriver.getNumSurfaces() Grids.
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std::vector<CSurface> Grids;
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};
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typedef std::map<uint, CRetrieverLightGrid> TRetrieverGridMap;
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typedef TRetrieverGridMap::iterator ItRetrieverGridMap;
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// The requested CellSize (setuped by CInstanceLighter)
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float CellSize;
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// Array of surfaces retrieved in PACS for an IG
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TRetrieverGridMap RetrieverGridMap;
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public:
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/// Debug: build a colored Grid mesh of SunContribution.
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void buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos=CVector::Null);
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/// Debug: build a colored Grid mesh of PointLight. R= pointLight1 id. G= PointLight2 id. B= The multiplier used to show Ids.
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void buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut);
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private:
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void addDebugMeshFaces(CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0,
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const std::vector<CRGBA> &colors);
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};
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} // NL3D
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#endif // NL_IG_SURFACE_LIGHT_BUILD_H
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/* End of ig_surface_light_build.h */
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