mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-14 03:09:08 +00:00
6f1197d633
HG : Enter commit message. Lines beginning with 'HG:' are removed.
342 lines
8.2 KiB
C++
342 lines
8.2 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// 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 <http://www.gnu.org/licenses/>.
|
|
|
|
#ifndef NL_LIGHT_H
|
|
#define NL_LIGHT_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/rgba.h"
|
|
#include "nel/misc/vector.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
/**
|
|
* Light class to work with driver.
|
|
*
|
|
* Warning: nothing is initialized by default.
|
|
*
|
|
* To use this light you must initialize the MODE (setMode), the COLORS and the 3 ATTENUATION FACTORS.
|
|
* If the mode is spotlight or pointlight, you must initialize the POSITION.
|
|
* If the mode is spotlight or directionallight, you must initialize the DIRECTION.
|
|
* If the mode is spotlight, you must intialize the EXPONENT and the CUTOFF.
|
|
*
|
|
* To do so, you can use one of the three methods: setupDirectional, setupPointLight, setupSpotLight or
|
|
* use the specifics methods.
|
|
*
|
|
* \author Cyril 'Hulud' Corvazier
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
*/
|
|
class CLight
|
|
{
|
|
public:
|
|
// Three modes for the light
|
|
enum TLightMode
|
|
{
|
|
// The light is directional.
|
|
DirectionalLight,
|
|
|
|
// The light is a point.
|
|
PointLight,
|
|
|
|
// The light is a spotlight with a cone.
|
|
SpotLight
|
|
};
|
|
|
|
/// \name Quick setup.
|
|
//@{
|
|
|
|
/// Quick setup a directional light
|
|
void setupDirectional (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& direction,
|
|
float constant=1, float linear=0, float quadratic=0);
|
|
|
|
/// Quick setup a point light
|
|
void setupPointLight (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& position,
|
|
const NLMISC::CVector& direction, float constant=1, float linear=0, float quadratic=0);
|
|
|
|
/// Quick setup a spotlight
|
|
void setupSpotLight (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& position,
|
|
const NLMISC::CVector& direction, float exponent, float cutoff, float constant=1, float linear=0, float quadratic=0);
|
|
|
|
/**
|
|
* Setup attenuation with begin and end attenuation distance.
|
|
*
|
|
* \param farAttenuationBegin is the distance of the begin of the attenuation (attenuation == 0.9f)
|
|
* \param farAttenuationEnd is the distance of the end of the attenuation (attenuation == 0.1f)
|
|
*/
|
|
void setupAttenuation (float farAttenuationBegin, float farAttenuationEnd);
|
|
|
|
/**
|
|
* Set no attenuation.
|
|
*
|
|
* The light will not use attenuation.
|
|
*
|
|
*/
|
|
void setNoAttenuation ();
|
|
|
|
/**
|
|
* Setup spot exponent with angle of the hotspot.
|
|
*
|
|
* \param hotSpotAngle is the angle in radian between the axis of the spot and the vector from light
|
|
* where attenuation is == 0.9.
|
|
*/
|
|
void setupSpotExponent (float hotSpotAngle);
|
|
|
|
//@}
|
|
|
|
|
|
/// \name Set methods.
|
|
//@{
|
|
|
|
/**
|
|
* Set the light mode.
|
|
*/
|
|
void setMode (TLightMode mode)
|
|
{
|
|
_Mode=mode;
|
|
}
|
|
|
|
/**
|
|
* Set the ambiant color of the light.
|
|
*/
|
|
void setAmbiant (const NLMISC::CRGBA& ambiant)
|
|
{
|
|
_Ambiant=ambiant;
|
|
}
|
|
|
|
/**
|
|
* Set the diffuse color of the light.
|
|
*/
|
|
void setDiffuse (const NLMISC::CRGBA& diffuse)
|
|
{
|
|
_Diffuse=diffuse;
|
|
}
|
|
|
|
/**
|
|
* Set the specular color of the light.
|
|
*/
|
|
void setSpecular (const NLMISC::CRGBA& specular)
|
|
{
|
|
_Specular=specular;
|
|
}
|
|
|
|
/**
|
|
* Set the position of the light. Used only for SpotLight and PointLight.
|
|
*/
|
|
void setPosition (const NLMISC::CVector& position)
|
|
{
|
|
_Position=position;
|
|
}
|
|
|
|
/**
|
|
* Set the direction of the light. Used only for DirectionalLight and SpotLight.
|
|
*/
|
|
void setDirection (const NLMISC::CVector& direction)
|
|
{
|
|
_Direction=direction;
|
|
}
|
|
|
|
/**
|
|
* Set the Intensity distribution of the light. Should be between [0, 1]. Used only for SpotLight.
|
|
*/
|
|
void setExponent (float exponent)
|
|
{
|
|
_Exponent=exponent;
|
|
}
|
|
|
|
/**
|
|
* Set the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
|
|
*/
|
|
void setCutoff (float cutoff)
|
|
{
|
|
_Cutoff=cutoff;
|
|
}
|
|
|
|
/**
|
|
* Set constant attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
void setConstantAttenuation (float constant)
|
|
{
|
|
_ConstantAttenuation=constant;
|
|
}
|
|
|
|
/**
|
|
* Set linear attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
void setLinearAttenuation (float linear)
|
|
{
|
|
_LinearAttenuation=linear;
|
|
}
|
|
|
|
/**
|
|
* Set quadratic attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
void setQuadraticAttenuation (float quadratic)
|
|
{
|
|
_QuadraticAttenuation=quadratic;
|
|
}
|
|
|
|
//@}
|
|
|
|
/// \name Get methods.
|
|
//@{
|
|
|
|
/**
|
|
* Get the light mode.
|
|
*/
|
|
TLightMode getMode () const
|
|
{
|
|
return _Mode;
|
|
}
|
|
|
|
/**
|
|
* Get the ambiant color of the light.
|
|
*/
|
|
NLMISC::CRGBA getAmbiant () const
|
|
{
|
|
return _Ambiant;
|
|
}
|
|
|
|
/**
|
|
* Get the diffuse color of the light.
|
|
*/
|
|
NLMISC::CRGBA getDiffuse () const
|
|
{
|
|
return _Diffuse;
|
|
}
|
|
|
|
/**
|
|
* Get the specular color of the light.
|
|
*/
|
|
NLMISC::CRGBA getSpecular () const
|
|
{
|
|
return _Specular;
|
|
}
|
|
|
|
/**
|
|
* Get the position of the light. Used only for SpotLight and PointLight.
|
|
*/
|
|
NLMISC::CVector getPosition () const
|
|
{
|
|
return _Position;
|
|
}
|
|
|
|
/**
|
|
* Get the direction of the light. Used only for DirectionalLight and SpotLight.
|
|
*/
|
|
NLMISC::CVector getDirection () const
|
|
{
|
|
return _Direction;
|
|
}
|
|
|
|
/**
|
|
* Get the exponent of the light. Used only for SpotLight.
|
|
*/
|
|
float getExponent () const
|
|
{
|
|
return _Exponent;
|
|
}
|
|
|
|
/**
|
|
* Get the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
|
|
*/
|
|
float getCutoff () const
|
|
{
|
|
return _Cutoff;
|
|
}
|
|
|
|
/**
|
|
* Get constant attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
float getConstantAttenuation () const
|
|
{
|
|
return _ConstantAttenuation;
|
|
}
|
|
|
|
/**
|
|
* Get linear attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
float getLinearAttenuation () const
|
|
{
|
|
return _LinearAttenuation;
|
|
}
|
|
|
|
/**
|
|
* Get quadratic attenuation.
|
|
*
|
|
* The intensity of the light is attenuated this way:
|
|
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
|
|
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
|
|
*/
|
|
float getQuadraticAttenuation () const
|
|
{
|
|
return _QuadraticAttenuation;
|
|
}
|
|
|
|
//@}
|
|
private:
|
|
// The light mode
|
|
TLightMode _Mode;
|
|
|
|
// The light color.
|
|
NLMISC::CRGBA _Ambiant;
|
|
NLMISC::CRGBA _Diffuse;
|
|
NLMISC::CRGBA _Specular;
|
|
|
|
// The position.
|
|
NLMISC::CVector _Position;
|
|
NLMISC::CVector _Direction;
|
|
|
|
// The spotlight parameters.
|
|
float _Exponent;
|
|
float _Cutoff;
|
|
|
|
// Attenuation
|
|
float _ConstantAttenuation;
|
|
float _LinearAttenuation;
|
|
float _QuadraticAttenuation;
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_LIGHT_H
|
|
|
|
/* End of light.h */
|