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110 lines
2.6 KiB
C++
110 lines
2.6 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_LIGHT_TRAV_H
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#define NL_LIGHT_TRAV_H
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#include "nel/3d/trav_scene.h"
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#include "nel/3d/lighting_manager.h"
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#include "nel/3d/fast_ptr_list.h"
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namespace NL3D
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{
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using NLMISC::CVector;
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using NLMISC::CPlane;
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using NLMISC::CMatrix;
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class CTransform;
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class CPointLightModel;
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// ***************************************************************************
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/**
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* The light traversal.
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* The purpose of this traversal is to compute lighting on lightable objects.
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*
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* Lightable objects can be CTransform only.
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*
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* NB: see CScene for 3d conventions (orthonormal basis...)
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CLightTrav : public CTraversal
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{
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public:
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/// Constructor
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CLightTrav(bool bSmallScene);
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/// ITrav/ITravScene Implementation.
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//@{
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void traverse();
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//@}
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/// \name LightingList. Filled during clip traversal.
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//@{
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/// Clear the list of lighted models.
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void clearLightedList();
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/// Add a model to the list of lighted models. \b DOESN'T \b CHECK if already inserted.
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void addLightedModel(CTransform *m)
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{
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_LightedList[_CurrentNumVisibleModels]= m;
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_CurrentNumVisibleModels++;
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}
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// for createModel().
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void reserveLightedList(uint numModels);
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//@}
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/// \name LightingList. Add a PointLightModel to the list.
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//@{
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void addPointLightModel(CPointLightModel *pl);
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//@}
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public:
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// False by default. setuped by CScene
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bool LightingSystemEnabled;
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/// The lightingManager, where objects/lights are inserted, and modelContributions are computed
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CLightingManager LightingManager;
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// ********************
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private:
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// A grow only list of models to be lighted.
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std::vector<CTransform*> _LightedList;
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uint32 _CurrentNumVisibleModels;
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// A fast linked list of models to be lighted.
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CFastPtrList<CPointLightModel> _DynamicLightList;
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};
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}
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#endif // NL_LIGHT_TRAV_H
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/* End of light_trav.h */
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