khanat-opennel-code/code/nel/include/nel/3d/point_light_model.h

151 lines
5.3 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_POINT_LIGHT_MODEL_H
#define NL_POINT_LIGHT_MODEL_H
#include "nel/misc/types_nl.h"
#include "nel/3d/transform.h"
#include "nel/3d/fast_ptr_list.h"
namespace NL3D {
class CLightTrav;
// ***************************************************************************
// ClassIds.
const NLMISC::CClassId PointLightModelId=NLMISC::CClassId(0x7e842eba, 0x140b6c69);
// ***************************************************************************
/**
* This model is a dynamic light. It handles a PointLight, where Pos is the worldPos updated by CScene
* at each render(). CPointLightModel are linked to the LightModelList in the LightTrav.
* It can handles SpotLight too, see PointLight.
*
* Hrc: Lights herit CTransform so they can be put in hierarchy, even sticked to a skeleton. They can be hide,
* moved etc... (default CTransform).
* Clip: Lights are always in frustum, not renderable (default CTransform).
* Light: lightModels are not lightables (ie they can't be lighted). (default CTransform).
* traverseLight() is specialised.
*
* PERFORMANCE WARNING: big lights (disabled attenuation and big attenuationEnd) slow down
* performances. (by experience, with a factor of 2).
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CPointLightModel : public CTransform
{
public:
/// Call at the begining of the program, to register the model
static void registerBasic();
public:
/** The pointLight setup (color/attenuation). Do not use PointLight.Pos to setup the position.
* Use the CTransform interface to set the position.
* To enable SpotLight, use PointLight.setType(), and use PointLight.setSpotAngle() but don't use
* PointLight.setSpotDirection to setup the direction. The direction of the spotLight is driven by
* the J vector of the Transform WorldMatrix.
*/
CPointLight PointLight;
/** setup the deltaPosToSkeletonWhenOutOfFrustum
* When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light
* can't be computed correctly without animating the skeleton. To allow good position of the light,
* and to avoid recomputing the skeleton even if it is clipped, the light position is set to
* skeletonMatrix * this "deltaPosToSkeletonWhenOutOfFrustum".
*
* Default is (0, 0, 1.5).
* You may change this according to the approximate size of the skeleton (dwarf or giant), and you must
* take into account any mount (horse etc...). eg for a man on a elephant, a good value would be (0,0,5) :)
*/
void setDeltaPosToSkeletonWhenOutOfFrustum(const CVector &deltaPos);
/// see setDeltaPosToSkeletonWhenOutOfFrustum()
const CVector &getDeltaPosToSkeletonWhenOutOfFrustum() const;
/** Special For Lightmap dynamic Lighting. if true, this light will influence lightmaped objects.
* Lightmaped objects can be lighted by ONLY ONE (preference big) dynamic light.
* If you setup multiple CPointLightModel with this flag, then it will randomly choose between one
* of those visible lights.
* NB: Lighting is made hardware per vertex.
*/
void setInfluenceLightMap(bool enable) {_InfluenceLightMap= enable;}
bool getInfluenceLightMap() const {return _InfluenceLightMap;}
/** The traverse() method is called to update the worldPosition of the light, resetLightedModels(), and
* re-insert the light in the lightingManager.
*/
virtual void traverseLight();
protected:
/// Constructor
CPointLightModel();
/// Destructor
virtual ~CPointLightModel();
/// Implement the initModel method: link to the LightModelList.
virtual void initModel();
// *********************
private:
friend class CLightTrav;
static CTransform *creator() {return new CPointLightModel;}
// Node for LightTrav
CFastPtrListNode _PointLightNode;
/** tells if the pointLightModel is not hidden by user
* actually, it is the result of hrc Visibility.
*/
bool isHrcVisible() const
{
return _WorldVis;
}
/// see setDeltaPosToSkeletonWhenOutOfFrustum()
CVector _DeltaPosToSkeletonWhenOutOfFrustum;
/** Same problem as _DeltaPosToSkeletonWhenOutOfFrustum, but this one is computed at each Visible frame.
* And we interpolate between actual direction and backuped direction when the spot become visible (5 frames, hardcoded)
*/
CVector _LastWorldSpotDirectionWhenOutOfFrustum;
float _TimeFromLastClippedSpotDirection;
/// see setInfluenceLightMap()
bool _InfluenceLightMap;
};
} // NL3D
#endif // NL_POINT_LIGHT_MODEL_H
/* End of point_light_model.h */