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252 lines
7.9 KiB
C++
252 lines
7.9 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_POINT_LIGHT_H
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#define NL_POINT_LIGHT_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/stl_block_list.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CRGBA;
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class CLight;
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class CTransform;
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// ***************************************************************************
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// Size of a block for allocation of lighted models nodes.
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#define NL3D_LIGHTED_MODEL_ALLOC_BLOCKSIZE 1024
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// ***************************************************************************
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/**
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* Description of a light. Owned by an IG, or a CPointLightModel.
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* With the special sunLight, this is the only light which can interact with CTransform models in the
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* standard lighting system.
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*
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* Only Positionnal with or without attenuation are supported. no directionnal.
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* This restriction is for faster rendering, especially if VertexProgram is used.
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* New: Spot are managed but VertexProgrammed meshes won't use localAttenuation.
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* Special Ambiant are provided too but they are considered like PointLight for dynamic light.
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* They are used in a special way for static light in Igs.
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*
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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* \see CLightingManager
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*/
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class CPointLight
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{
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public:
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/// The list of model this light influence.
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//typedef NLMISC::CSTLBlockList<CTransform*> TTransformList;
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typedef std::list<CTransform*> TTransformList;
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typedef TTransformList::iterator ItTransformList;
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enum TType
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{
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// The light is a point.
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PointLight= 0,
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// The light is a spotlight with a cone.
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SpotLight,
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// The light is an Ambient PointLight in an Ig.
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AmbientLight
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};
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public:
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/** Constructor
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* Default type is PointLight.
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* Default ambient is Black, Diffuse and Specular are white.
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* Position is CVector::Null.
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* Attenuation is 10-30.
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*/
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CPointLight();
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/// call resetLightModels.
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~CPointLight();
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/// do not copy _LightedModels.
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CPointLight(const CPointLight &o);
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/// do not copy _LightedModels.
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CPointLight &operator=(const CPointLight &o);
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/// \name Light setup
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// @{
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/// set/get the type of the light.
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void setType(TType type);
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TType getType() const;
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/// Set the position in WorldSpace.
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void setPosition(const CVector &v) {_Position= v;}
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/// Get the position in WorldSpace.
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const CVector &getPosition() const {return _Position;}
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/// Set the ambient color of the light. Default to Black.
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void setAmbient (NLMISC::CRGBA ambient) {_Ambient=ambient;}
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/// Set the diffuse color of the light. Default to White
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void setDiffuse (NLMISC::CRGBA diffuse) {_Diffuse=diffuse;}
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/// Set the specular color of the light. Default to White
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void setSpecular (NLMISC::CRGBA specular) {_Specular=specular;}
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/// Set the diffuse and specular color of the light to the same value. don't modify _Ambient.
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void setColor (NLMISC::CRGBA color) {_Diffuse= _Specular= color;}
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/// Get the ambient color of the light.
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NLMISC::CRGBA getAmbient () const {return _Ambient;}
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/// Get the diffuse color of the light.
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NLMISC::CRGBA getDiffuse () const {return _Diffuse;}
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/// Get the specular color of the light.
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NLMISC::CRGBA getSpecular () const {return _Specular;}
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/** setup the attenuation of the light. if (0,0) attenuation is disabled.
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* clamp(attenuationBegin,0 , +oo) and calmp(attenuationEnd, attenuationBegin, +oo)
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*/
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void setupAttenuation(float attenuationBegin, float attenuationEnd);
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/// get the begin radius of the attenuation.
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float getAttenuationBegin() const {return _AttenuationBegin;}
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/// get the end radius of the attenuation.
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float getAttenuationEnd() const {return _AttenuationEnd;}
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/** setup the spot AngleBegin and AngleEnd that define spot attenuation of the light. Useful only if SpotLight
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* NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2
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*/
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void setupSpotAngle(float spotAngleBegin, float spotAngleEnd);
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/// get the begin radius of the SpotAngles.
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float getSpotAngleBegin() const {return _SpotAngleBegin;}
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/// get the end radius of the SpotAngles.
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float getSpotAngleEnd() const {return _SpotAngleEnd;}
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/** setup the spot Direction. Useful only if SpotLight. Normalized internally
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* Default is (0, 1, 0)
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*/
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void setupSpotDirection(const CVector &dir);
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/// get the spot Direction
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const CVector &getSpotDirection() const {return _SpotDirection;}
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// serial
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void serial(NLMISC::IStream &f);
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// @}
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/// \name Render tools.
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// @{
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/// Compute a linear attenuation from a point according to attenuation and spot setup. Return [0,1]
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float computeLinearAttenuation(const CVector &pos) const;
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/** Compute a linear attenuation from a point and precomputed distance according to attenuation and spot setup. Return [0,1]
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* \param modelRadius if !0, suppose the point is a sphere, and compute the approximate Max attenuation from every point on
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* this sphere
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*/
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float computeLinearAttenuation(const CVector &pos, float precomputedDist, float modelRadius=0) const;
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/// setup the CLight with current pointLight state. factor is used to modulate the colors.
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void setupDriverLight(CLight &light, uint8 factor);
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/** setup the CLight with current pointLight state. Don't use driver Attenuation and use software one
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* setuped with an additional userAttenuation
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* \param factor is used to modulate the colors. Should also integrate light attenuation.
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*/
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void setupDriverLightUserAttenuation(CLight &light, uint8 factor);
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/// Dirt all models this light influence
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void resetLightedModels();
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/// append a model to the list. called by CLightingManager.
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ItTransformList appendLightedModel(CTransform *model);
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/// remove a model from the list. called by CTransform.
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void removeLightedModel(ItTransformList it);
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// @}
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// Purge static memory
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static void purge ();
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// Specific For Ambient light
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bool getAddAmbientWithSun() const {return _AddAmbientWithSun;}
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void setAddAmbientWithSun(bool state);
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// ******************
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private:
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// Type of the light
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TType _Type;
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// The position.
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CVector _Position;
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// The light color.
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NLMISC::CRGBA _Ambient;
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NLMISC::CRGBA _Diffuse;
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NLMISC::CRGBA _Specular;
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// Attenuation. setup / preComputed.
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float _AttenuationBegin, _AttenuationEnd;
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float _OODeltaAttenuation;
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float _ConstantAttenuation;
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float _LinearAttenuation;
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float _QuadraticAttenuation;
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// Spot Setup
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CVector _SpotDirection;
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float _SpotAngleBegin;
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float _SpotAngleEnd;
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float _CosSpotAngleEnd;
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// 1 / (_CosSpotAngleBegin * _CosSpotAngleEnd)
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float _OOCosSpotAngleDelta;
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float _SpotExponent;
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// Ambient specific
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bool _AddAmbientWithSun;
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// The memory for list of LightedModels
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//static NLMISC::CBlockMemory<CTransform*, false> _LightedModelListMemory;
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// LightedModels. NB: do not contains models that have this light in their FrozenStaticLightSetup
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TTransformList _LightedModels;
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void computeAttenuationFactors();
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void computeSpotAttenuationFactors();
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};
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} // NL3D
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#endif // NL_POINT_LIGHT_H
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/* End of point_light.h */
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