// 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_named_array.h"
#include "nel/3d/scene.h"
#include
using namespace std;
using namespace NLMISC;
namespace NL3D {
// ***************************************************************************
CPointLightNamedArray::CPointLightNamedArray()
{
/* ***********************************************
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
* It can be loaded/called through CAsyncFileManager for instance
* ***********************************************/
}
// ***************************************************************************
struct CPointLightNamedSort
{
const CPointLightNamed *PointLight;
uint SrcId;
bool operator<(const CPointLightNamedSort &b) const
{
if (PointLight->AnimatedLight < b.PointLight->AnimatedLight)
return true;
if (PointLight->AnimatedLight > b.PointLight->AnimatedLight)
return false;
return (PointLight->LightGroup < b.PointLight->LightGroup);
}
};
// ***************************************************************************
void CPointLightNamedArray::clear()
{
_PointLights.clear();
_PointLightGroupMap.clear();
}
// ***************************************************************************
void CPointLightNamedArray::build(const std::vector &pointLights, std::vector &indexRemap)
{
uint i;
// sort by name.
//----------
// Fill Sort array
vector pointLightSorts;
pointLightSorts.resize(pointLights.size());
for(i=0; i 0 )
{
bool first= true;
string precName;
uint precGroup= 0;
// for all sorted pointLights
uint i;
for(i=0;i<_PointLights.size();i++)
{
const std::string &curName = _PointLights[i].AnimatedLight;
const uint curGroup = _PointLights[i].LightGroup;
if ( first || (precName!=curName) || (precGroup != curGroup) )
{
// End last group
if(first)
first= false;
else
_PointLightGroupMap.back ().EndId= i;
// Start new group
_PointLightGroupMap.push_back (CPointLightGroup ());
_PointLightGroupMap.back ().StartId= i;
_PointLightGroupMap.back ().AnimationLight = curName;
_PointLightGroupMap.back ().LightGroup = curGroup;
precName = curName;
precGroup = curGroup;
}
}
// End last group.
_PointLightGroupMap.back ().EndId= i;
}
}
// ***************************************************************************
void CPointLightNamedArray::setPointLightFactor(const CScene &scene)
{
// Search in the map.
const uint count = (uint)_PointLightGroupMap.size ();
uint i;
for (i=0; i oldMap;
f.serialCont(oldMap);
}
else
{
f.serialCont(_PointLightGroupMap);
}
}
// ***************************************************************************
void CPointLightNamedArray::initAnimatedLightIndex (const CScene &scene)
{
// Search in the map.
const uint count = (uint)_PointLightGroupMap.size ();
uint i;
for (i=0; i