khanat-opennel-code/code/nel/src/3d/light_influence_interpolator.cpp

104 lines
3.1 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/>.
#include "std3d.h"
#include "nel/3d/light_influence_interpolator.h"
#include "nel/misc/debug.h"
#include "nel/3d/point_light_named.h"
namespace NL3D
{
// ***************************************************************************
void CLightInfluenceInterpolator::interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY)
{
uint crn;
// UnRolled loops.
nlassert(NumLightPerCorner==2);
// Reset index for each light.
for(crn= 0; crn<4; crn++)
{
CCorner &corner= Corners[crn];
// UnRolled.
if(corner.Lights[0])
corner.Lights[0]->_IdInInfluenceList= -1;
if(corner.Lights[1])
corner.Lights[1]->_IdInInfluenceList= -1;
}
// Compute biLinear influence on each corner
Corners[0].Influence= (1-subX) * (1-subY);
Corners[1].Influence= subX * (1-subY);
Corners[2].Influence= (1-subX) * subY;
Corners[3].Influence= subX * subY;
// For each light of each corner
for(crn= 0; crn<4; crn++)
{
CCorner &corner= Corners[crn];
// UnRolled.
// light 0.
if(corner.Lights[0])
{
if(corner.Lights[0]->_IdInInfluenceList==-1)
{
// append a PointLightInfluence
pointLightList.push_back(CPointLightInfluence());
sint id= (sint)pointLightList.size()-1;
// setup the PointLightInfluence
corner.Lights[0]->_IdInInfluenceList= id;
pointLightList[id].PointLight= corner.Lights[0];
pointLightList[id].Influence= corner.Influence;
}
else
{
// get the PointLightInfluence
sint id= corner.Lights[0]->_IdInInfluenceList;
// increment the influence of the PointLightInfluence
pointLightList[id].Influence+= corner.Influence;
}
}
// light 1.
if(corner.Lights[1])
{
if(corner.Lights[1]->_IdInInfluenceList==-1)
{
// append a PointLightInfluence
pointLightList.push_back(CPointLightInfluence());
sint id= (sint)pointLightList.size()-1;
// setup the PointLightInfluence
corner.Lights[1]->_IdInInfluenceList= id;
pointLightList[id].PointLight= corner.Lights[1];
pointLightList[id].Influence= corner.Influence;
}
else
{
// get the PointLightInfluence
sint id= corner.Lights[1]->_IdInInfluenceList;
// increment the influence of the PointLightInfluence
pointLightList[id].Influence+= corner.Influence;
}
}
}
}
} // NL3D