khanat-code-old/code/nel/src/3d/light.cpp

172 lines
5.2 KiB
C++
Raw Normal View History

2010-05-06 00:08:41 +00:00
// 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.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