42 lines
1.2 KiB
C++
42 lines
1.2 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/vegetable_light_ex.h"
|
|
#include "nel/3d/point_light_named.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
|
|
void CVegetableLightEx::computeCurrentColors()
|
|
{
|
|
for(uint i=0;i<NumLights;i++)
|
|
{
|
|
// get the light.
|
|
CPointLightNamed *pl= PointLight[i];
|
|
// get the attenuation
|
|
uint att= PointLightFactor[i];
|
|
// modulate the color with it. Use the Unanimated one!!
|
|
Color[i].modulateFromui(pl->getUnAnimatedDiffuse(), att);
|
|
}
|
|
}
|
|
|
|
|
|
} // NL3D
|