2012-05-29 13:31:11 +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/>.
|
|
|
|
|
|
|
|
#ifndef NL_POINT_LIGHT_NAMED_ARRAY_H
|
|
|
|
#define NL_POINT_LIGHT_NAMED_ARRAY_H
|
|
|
|
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
|
|
#include "nel/3d/point_light_named.h"
|
|
|
|
|
|
|
|
|
|
|
|
namespace NL3D {
|
|
|
|
|
|
|
|
class CScene;
|
|
|
|
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
/**
|
|
|
|
* A class used bi CInstanceGroup and CZone. Just a list of pointLights, grouped by name.
|
|
|
|
* \author Lionel Berenguier
|
|
|
|
* \author Nevrax France
|
|
|
|
* \date 2001
|
|
|
|
*/
|
|
|
|
class CPointLightNamedArray
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
/* ***********************************************
|
|
|
|
* WARNING: This Class/Method must be thread-safe (ctor/dtor/serial): no static access for instance
|
|
|
|
* It can be loaded/called through CAsyncFileManager for instance
|
|
|
|
* ***********************************************/
|
|
|
|
|
|
|
|
/// Constructor
|
|
|
|
CPointLightNamedArray();
|
|
|
|
|
|
|
|
/// clear All: pointLights and map.
|
|
|
|
void clear();
|
|
|
|
|
|
|
|
/** sort pointLights and make Groups by name for setFactor().
|
|
|
|
* indexRemap gets news Ids for pointLights.
|
|
|
|
* eg: old PointLight nb 0 is now at indexRemap[0].
|
|
|
|
*/
|
|
|
|
void build(const std::vector<CPointLightNamed> &pointLights, std::vector<uint> &indexRemap);
|
|
|
|
|
|
|
|
|
|
|
|
/// get the pointLights sorted (const version).
|
|
|
|
const std::vector<CPointLightNamed> &getPointLights() const {return _PointLights;}
|
|
|
|
|
|
|
|
/// get the pointLights sorted (mutable version). Be sure what you do!
|
|
|
|
std::vector<CPointLightNamed> &getPointLights() {return _PointLights;}
|
|
|
|
|
|
|
|
/// update the Light factor for all pointLights (animated and unanimated one)
|
|
|
|
void setPointLightFactor(const CScene &scene);
|
|
|
|
|
|
|
|
// serial
|
|
|
|
void serial(NLMISC::IStream &f);
|
|
|
|
|
|
|
|
/* Init lighting information
|
|
|
|
* Scan lights used by the array, and for each, bind the array to an
|
|
|
|
* animated light index from the scene. This index will be used at runtime to
|
|
|
|
* get quickly a light factor.
|
|
|
|
*/
|
|
|
|
void initAnimatedLightIndex (const CScene &scene);
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
/// List of pointLight
|
|
|
|
std::vector<CPointLightNamed> _PointLights;
|
|
|
|
|
|
|
|
/// LightGroupName mgt.
|
|
|
|
struct CPointLightGroup
|
|
|
|
{
|
|
|
|
std::string AnimationLight;
|
|
|
|
sint32 AnimationLightIndex;
|
|
|
|
uint32 LightGroup;
|
|
|
|
uint32 StartId; // start in the array.
|
|
|
|
uint32 EndId; // EndId-StartId==number of pointlights with this name.
|
|
|
|
|
|
|
|
CPointLightGroup ()
|
|
|
|
{
|
|
|
|
AnimationLightIndex = -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void serial(NLMISC::IStream &f)
|
|
|
|
{
|
|
|
|
f.serialVersion (0);
|
|
|
|
f.serial(AnimationLight);
|
|
|
|
f.serial(LightGroup);
|
|
|
|
f.serial(StartId);
|
|
|
|
f.serial(EndId);
|
|
|
|
|
|
|
|
// Reset the animation light index in the scene
|
|
|
|
AnimationLightIndex = -1;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
/// Deprecated serials
|
|
|
|
struct CPointLightGroupV0
|
|
|
|
{
|
|
|
|
uint32 StartId; // start in the array.
|
|
|
|
uint32 EndId; // EndId-StartId==number of pointlights with this name.
|
|
|
|
|
|
|
|
void serial(NLMISC::IStream &f)
|
|
|
|
{
|
|
|
|
f.serial(StartId, EndId);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
typedef std::vector<CPointLightGroup> TPLGVec;
|
|
|
|
/// Info for LightGroupName and setPointLightFactor
|
|
|
|
TPLGVec _PointLightGroupMap;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
|
|
|
|
|
|
#endif // NL_POINT_LIGHT_NAMED_ARRAY_H
|
|
|
|
|
|
|
|
/* End of point_light_named_array.h */
|