2012-05-29 13:31:11 +00:00
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// 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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#include "std3d.h"
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#include "nel/3d/light.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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void CLight::setupDirectional (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& direction,
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float constant, float linear, float quadratic)
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{
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// Set the mode
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setMode (DirectionalLight);
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// Set the colors
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setAmbiant (ambiant);
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setDiffuse (diffuse);
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setSpecular (specular);
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// Set the direction
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setDirection (direction);
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// Set attenuation
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setConstantAttenuation (constant);
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setLinearAttenuation (linear);
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setQuadraticAttenuation (quadratic);
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// Dummy to avoid uninit data, and problems of cache
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setPosition(CVector::Null);
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setExponent(0.f);
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setCutoff(0.f);
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}
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// ***************************************************************************
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void CLight::setupPointLight (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& position,
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const CVector& direction, float constant, float linear, float quadratic)
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{
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// Set the mode
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setMode (PointLight);
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// Set the colors
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setAmbiant (ambiant);
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setDiffuse (diffuse);
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setSpecular (specular);
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// Set the position and direction
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setPosition (position);
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setDirection (direction);
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// Set attenuation
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setConstantAttenuation (constant);
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setLinearAttenuation (linear);
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setQuadraticAttenuation (quadratic);
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// Dummy to avoid uninit data, and problems of cache
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setExponent(0.f);
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setCutoff(0.f);
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}
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// ***************************************************************************
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void CLight::setupSpotLight (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& position,
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const CVector& direction, float exponent, float cutoff, float constant, float linear, float quadratic)
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{
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// Set the mode
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setMode (SpotLight);
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// Set the colors
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setAmbiant (ambiant);
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setDiffuse (diffuse);
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setSpecular (specular);
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// Set the position and direction
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setPosition (position);
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setDirection (direction);
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// Set spotlight parameters
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setExponent (exponent);
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setCutoff (cutoff);
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// Set attenuation
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setConstantAttenuation (constant);
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setLinearAttenuation (linear);
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setQuadraticAttenuation (quadratic);
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}
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// ***************************************************************************
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void CLight::setupAttenuation (float farAttenuationBegin, float farAttenuationEnd)
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{
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/* Yoyo: I changed this method because it did not work well for me
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The most important in a light is its farAttenuationEnd (anything beyond should not be lighted)
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The old compute had too smooth decrease, regarding this (at farAttenuationEnd, the light could be
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attenuated by a factor of 0.7 (instead of 0) and slowly decreased).
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*/
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// limit case
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if(farAttenuationEnd<=0)
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{
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_ConstantAttenuation= 1000000;
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_LinearAttenuation= 0;
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_QuadraticAttenuation= 0;
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}
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else
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{
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// The following factors are "it feels good for farAttenuationBegin=0/farAttenuationEnd=1" factors.
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// btw, at r=farAttenuationEnd=1, att= 1/11 ~= 0.
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const float constant= 1.0f;
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const float linear= 0.f;
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const float quadratic= 10.0f;
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/*
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With GL/D3D 'att=1/(c+l*r+q*r2)' formula, I think it is impossible to simulate correctly
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farAttenuationBegin (very big decrase if for instance farAttenuationBegin is near farAttenuationEnd),
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hence I simulate it very badly by multiplying the farAttenuationEnd by some factor
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*/
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float factor= 1.f;
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if(farAttenuationBegin/farAttenuationEnd>0.5f)
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factor= 2.f;
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else if(farAttenuationBegin>0)
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factor= 1.f + 2*farAttenuationBegin/farAttenuationEnd;
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farAttenuationEnd*= factor;
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// scale according to farAttenuationEnd.
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_ConstantAttenuation= constant;
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_LinearAttenuation= linear/farAttenuationEnd;
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_QuadraticAttenuation= quadratic/sqr(farAttenuationEnd);
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}
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}
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// ***************************************************************************
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void CLight::setupSpotExponent (float hotSpotAngle)
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{
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float divid=(float)log (cos (hotSpotAngle));
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if (divid==0.f)
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divid=0.0001f;
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setExponent ((float)(log (0.9)/divid));
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}
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// ***************************************************************************
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void CLight::setNoAttenuation ()
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{
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_ConstantAttenuation=1.f;
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_QuadraticAttenuation=0.f;
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_LinearAttenuation=0.f;
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}
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// ***************************************************************************
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} // NL3D
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