// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/point_light.h" #include "nel/3d/light.h" #include "nel/3d/transform.h" #include "nel/misc/common.h" #include using namespace NLMISC; using namespace std; namespace NL3D { // *************************************************************************** //NLMISC::CBlockMemory CPointLight::_LightedModelListMemory(NL3D_LIGHTED_MODEL_ALLOC_BLOCKSIZE); // *************************************************************************** CPointLight::CPointLight() : _LightedModels(/*&_LightedModelListMemory*/) { _Position= CVector::Null; _Ambient= CRGBA::Black; _Diffuse= _Specular= CRGBA::White; // Default setup. this is arbitrary _AttenuationBegin= 10; _AttenuationEnd= 30; // Default spot setup. this is arbitrary _SpotDirection.set(0,1,0); _SpotAngleBegin= float(NLMISC::Pi/4); _SpotAngleEnd= float(NLMISC::Pi/2); // compute AttenuationFactors only one time. static bool done= false; static float cAtt, lAtt, qAtt; static float spotCOOD, spotCAE, spotEXP; if(!done) { done= true; computeAttenuationFactors(); computeSpotAttenuationFactors(); // bkup setup. cAtt= _ConstantAttenuation; lAtt= _LinearAttenuation; qAtt= _QuadraticAttenuation; spotCAE= _CosSpotAngleEnd; spotCOOD= _OOCosSpotAngleDelta; spotEXP= _SpotExponent; } else { // just copy bkuped setup. _ConstantAttenuation= cAtt; _LinearAttenuation= lAtt; _QuadraticAttenuation= qAtt; _CosSpotAngleEnd= spotCAE; _OOCosSpotAngleDelta= spotCOOD; _SpotExponent= spotEXP; } _AddAmbientWithSun= false; } // *************************************************************************** CPointLight::CPointLight(const CPointLight &o) : _LightedModels(/*&_LightedModelListMemory*/) { // copy (no need to init) operator=(o); } // *************************************************************************** CPointLight &CPointLight::operator=(const CPointLight &o) { /// copy all but _LightedModels !! _Type= o._Type; _Position= o._Position; _Ambient= o._Ambient; _Diffuse= o._Diffuse; _Specular= o._Specular; _AttenuationBegin= o._AttenuationBegin; _AttenuationEnd= o._AttenuationEnd; _OODeltaAttenuation= o._OODeltaAttenuation; _ConstantAttenuation= o._ConstantAttenuation; _LinearAttenuation= o._LinearAttenuation; _QuadraticAttenuation= o._QuadraticAttenuation; _SpotDirection= o._SpotDirection; _SpotAngleBegin= o._SpotAngleBegin; _SpotAngleEnd= o._SpotAngleEnd; _CosSpotAngleEnd= o._CosSpotAngleEnd; _OOCosSpotAngleDelta= o._OOCosSpotAngleDelta; _SpotExponent= o._SpotExponent; _AddAmbientWithSun= o._AddAmbientWithSun; return *this; } // *************************************************************************** CPointLight::~CPointLight() { resetLightedModels(); } // *************************************************************************** void CPointLight::setType(TType type) { _Type= type; } CPointLight::TType CPointLight::getType() const { return _Type; } // *************************************************************************** void CPointLight::setupAttenuation(float attenuationBegin, float attenuationEnd) { // set values. attenuationBegin= max(attenuationBegin, 0.f); attenuationEnd= max(attenuationEnd, attenuationBegin); _AttenuationBegin= attenuationBegin; _AttenuationEnd= attenuationEnd; // update factors. computeAttenuationFactors(); } // *************************************************************************** void CPointLight::setupSpotAngle(float spotAngleBegin, float spotAngleEnd) { clamp(spotAngleBegin, 0.f, float(Pi)); clamp(spotAngleEnd, spotAngleBegin, float(Pi)); _SpotAngleBegin= spotAngleBegin; _SpotAngleEnd= spotAngleEnd; // update factors. computeSpotAttenuationFactors(); } // *************************************************************************** void CPointLight::setupSpotDirection(const CVector &dir) { _SpotDirection= dir; _SpotDirection.normalize(); } // *************************************************************************** void CPointLight::computeAttenuationFactors() { // disable attenuation? if(_AttenuationBegin==0 && _AttenuationEnd==0) { // setup for attenuation disabled. _ConstantAttenuation= 1; _LinearAttenuation= 0; _QuadraticAttenuation= 0; } else { // precompute attenuation values, with help of CLight formula!! CLight dummyLight; dummyLight.setupAttenuation(_AttenuationBegin, _AttenuationEnd); _ConstantAttenuation= dummyLight.getConstantAttenuation(); _LinearAttenuation= dummyLight.getLinearAttenuation(); _QuadraticAttenuation= dummyLight.getQuadraticAttenuation(); // setup _OODeltaAttenuation _OODeltaAttenuation= _AttenuationEnd - _AttenuationBegin; if(_OODeltaAttenuation <=0 ) _OODeltaAttenuation= 0; else _OODeltaAttenuation= 1.0f / _OODeltaAttenuation; } } // *************************************************************************** void CPointLight::computeSpotAttenuationFactors() { // Factors for linear Attenuation. float cosSpotAngleBegin= (float)cosf(_SpotAngleBegin); _CosSpotAngleEnd= (float)cos(_SpotAngleEnd); if(cosSpotAngleBegin - _CosSpotAngleEnd > 0) _OOCosSpotAngleDelta= 1.0f / (cosSpotAngleBegin - _CosSpotAngleEnd); else _OOCosSpotAngleDelta= 1e10f; // compute an exponent such that at middleAngle, att is 0.5f. float caMiddle= (cosSpotAngleBegin + _CosSpotAngleEnd) /2; float divid=(float)log (caMiddle); if (divid==0.f) divid=0.0001f; _SpotExponent= (float)(log (0.5)/divid); } // *************************************************************************** void CPointLight::serial(NLMISC::IStream &f) { sint ver= f.serialVersion(2); if(ver>=2) f.serial(_AddAmbientWithSun); else _AddAmbientWithSun= false; if(ver>=1) { f.serialEnum(_Type); f.serial(_SpotDirection); f.serial(_SpotAngleBegin); f.serial(_SpotAngleEnd); } else if(f.isReading()) { _Type= PointLight; _SpotDirection.set(0,1,0); _SpotAngleBegin= float(NLMISC::Pi/4); _SpotAngleEnd= float(NLMISC::Pi/2); } f.serial(_Position); f.serial(_Ambient); f.serial(_Diffuse); f.serial(_Specular); f.serial(_AttenuationBegin); f.serial(_AttenuationEnd); // precompute. if(f.isReading()) { computeAttenuationFactors(); computeSpotAttenuationFactors(); } } // *************************************************************************** float CPointLight::computeLinearAttenuation(const CVector &pos) const { return computeLinearAttenuation(pos, (pos - _Position).norm() ); } // *************************************************************************** float CPointLight::computeLinearAttenuation(const CVector &pos, float dist, float modelRadius) const { float gAtt; // Attenuation Distance if(_AttenuationEnd==0) gAtt= 1; else { float distMinusRadius= dist - modelRadius; if(distMinusRadius<_AttenuationBegin) gAtt= 1; else if(distMinusRadius<_AttenuationEnd) { gAtt= (_AttenuationEnd - distMinusRadius) * _OODeltaAttenuation; } else gAtt= 0; } // Spot Attenuation if(_Type== SpotLight) { float spotAtt; // Compute unnormalized direction CVector dir= pos - _Position; // get cosAngle(dir, SpotDirection): float cosAngleDirSpot= (dir*_SpotDirection) / dist; // Modify with modelRadius. NB: made Only for big models. if(modelRadius>0) { // If the pointLight is in the model, consider no spotAtt if(modelRadius > dist) spotAtt= 1; else { // compute the angle of the cone made by the model sphere and the pointLightCenter. float cosAngleSphere= modelRadius / sqrtf( sqr(dist) + sqr(modelRadius) ); /* If this one is smaller than cosAngleDirSpot, it's mean that the angle of this cone is greater than the angleDirSpot, hence a part of the sphere "ps" exist such that _SportDirection*(ps-_Position).normed() == 1 => no spotAttenuation */ if(cosAngleSphere < cosAngleDirSpot) spotAtt= 1; else { // Must compute cos( AngleDirSpot-AngleSphere ) float sinAngleSphere= sqrtf(1 - sqr(cosAngleSphere)); float sinAngleDirSpot= sqrtf(1 - sqr(cosAngleDirSpot)); float cosDelta= cosAngleSphere * cosAngleDirSpot + sinAngleSphere * sinAngleDirSpot; // spot attenuation on the exterior of the sphere spotAtt= (cosDelta - _CosSpotAngleEnd) * _OOCosSpotAngleDelta; } } } else { // spot attenuation spotAtt= (cosAngleDirSpot - _CosSpotAngleEnd) * _OOCosSpotAngleDelta; } // modulate clamp(spotAtt, 0.f, 1.f); gAtt*= spotAtt; } return gAtt; } // *************************************************************************** void CPointLight::setupDriverLight(CLight &light, uint8 factor) { // expand 0..255 to 0..256, to avoid loss of precision. uint ufactor= factor + (factor>>7); // add 0 or 1. // modulate with factor CRGBA ambient, diffuse, specular; ambient.modulateFromuiRGBOnly(_Ambient, ufactor); diffuse.modulateFromuiRGBOnly(_Diffuse, ufactor); specular.modulateFromuiRGBOnly(_Specular, ufactor); // setup the pointLight if(_Type == SpotLight ) { light.setupSpotLight(ambient, diffuse, specular, _Position, _SpotDirection, _SpotExponent, float(NLMISC::Pi/2) , _ConstantAttenuation, _LinearAttenuation, _QuadraticAttenuation); } // PointLight or AmbientLight else { light.setupPointLight(ambient, diffuse, specular, _Position, CVector::Null, _ConstantAttenuation, _LinearAttenuation, _QuadraticAttenuation); } } // *************************************************************************** void CPointLight::setupDriverLightUserAttenuation(CLight &light, uint8 factor) { // expand 0..255 to 0..256, to avoid loss of precision. uint ufactor= factor + (factor>>7); // add 0 or 1. // modulate with factor CRGBA ambient, diffuse, specular; ambient.modulateFromuiRGBOnly(_Ambient, ufactor); diffuse.modulateFromuiRGBOnly(_Diffuse, ufactor); specular.modulateFromuiRGBOnly(_Specular, ufactor); // setup the pointLight, disabling attenuation. // NB: setup a pointLight even if it is a SpotLight because already attenuated light.setupPointLight(ambient, diffuse, specular, _Position, CVector::Null, 1, 0, 0); } // *************************************************************************** void CPointLight::resetLightedModels() { // For each transform, resetLighting him. while(_LightedModels.begin() != _LightedModels.end() ) { CTransform *model= *_LightedModels.begin(); // reset lighting model->resetLighting(); // NB: the transform must erase him from this list. nlassert( _LightedModels.begin() == _LightedModels.end() || *_LightedModels.begin() != model ); } } // *************************************************************************** CPointLight::ItTransformList CPointLight::appendLightedModel(CTransform *model) { // append the entry in the list _LightedModels.push_back(model); ItTransformList it= _LightedModels.end(); it--; return it; } // *************************************************************************** void CPointLight::removeLightedModel(ItTransformList it) { // delete the entry in the list. _LightedModels.erase(it); } // *************************************************************************** void CPointLight::purge () { //_LightedModelListMemory.purge(); } // *************************************************************************** void CPointLight::setAddAmbientWithSun(bool state) { _AddAmbientWithSun= state; } } // NL3D