// 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_trav.h"
#include "nel/3d/hrc_trav.h"
#include "nel/3d/clip_trav.h"
#include "nel/3d/root_model.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/point_light_model.h"
#include "nel/3d/scene.h"
using namespace std;
using namespace NLMISC;
namespace NL3D
{
using namespace NLMISC;
// ***************************************************************************
CLightTrav::CLightTrav(bool bSmallScene) : LightingManager(bSmallScene)
{
_LightedList.resize(1024);
_CurrentNumVisibleModels= 0;
LightingSystemEnabled= false;
}
// ***************************************************************************
void CLightTrav::clearLightedList()
{
_CurrentNumVisibleModels= 0;
}
// ***************************************************************************
void CLightTrav::addPointLightModel(CPointLightModel *pl)
{
_DynamicLightList.insert(pl, &pl->_PointLightNode);
}
// ***************************************************************************
void CLightTrav::traverse()
{
H_AUTO( NL3D_TravLight );
uint i;
// If lighting System disabled, skip
if(!LightingSystemEnabled)
return;
/* for each visible lightable transform, reset them only if they have MergedPointLight.
NB: dynamic objetcs don't need it because already done in traverseHRC()
(but don't worry, reset state is flagged, so resetLighting() no op...)
This is important only for static object (freezeHRC()).
Why? because we are not sure the MergedPointLight does not represent moving DynamicPointLights.
Actually, it surely does. Because most of the static light setup return<=2 lights, and MaxLightContribution
is typically==3. So any additional light may surely be a dynamic one.
NB: this may not be useful since dynamicLights resetLighting() of all models in range. But this is important
when the dynamic light leave the model quiclky! (because don't dirt the model).
NB: this is also useful only if there is no dynamic light but the ones merged in MergedPointLight.
Because dynamic always reset their old attached models (see below). This still can arise if for example
_MaxLightContribution=2 and there is a FrozenStaticLightSetup of 2 lights....
*/
for(i=0; i<_CurrentNumVisibleModels; i++ )
{
// if the model has a MergedPointLight, reset him (NB: already done for dynamics models)
if(_LightedList[i]->useMergedPointLight())
{
_LightedList[i]->resetLighting();
}
}
// By default, lightmaped objects are not lit by any light
CLight noLight;
noLight.setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, CVector::K);
Scene->getDriver()->setLightMapDynamicLight(false, noLight);
// clear the quadGrid of dynamicLights
LightingManager.clearDynamicLights();
// for each lightModel, process her: recompute position, resetLightedModels(), and append to the quadGrid.
CPointLightModel **pLight= _DynamicLightList.begin();
uint numPls= _DynamicLightList.size();
for(;numPls>0;numPls--, pLight++)
{
(*pLight)->traverseLight();
}
// for each visible lightable transform
for(i=0; i<_CurrentNumVisibleModels; i++ )
{
// traverse(), to recompute light contribution (if needed).
_LightedList[i]->traverseLight();
}
}
// ***************************************************************************
void CLightTrav::reserveLightedList(uint numModels)
{
// enlarge only.
if(numModels>_LightedList.size())
_LightedList.resize(numModels);
}
}