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