mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-24 09:58:46 +00:00
252 lines
7.7 KiB
C++
252 lines
7.7 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/>.
|
|
|
|
#ifndef NL_POINT_LIGHT_H
|
|
#define NL_POINT_LIGHT_H
|
|
|
|
#include "nel/misc/types_nl.h"
|
|
#include "nel/misc/rgba.h"
|
|
#include "nel/misc/vector.h"
|
|
#include "nel/misc/stl_block_list.h"
|
|
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
using NLMISC::CVector;
|
|
using NLMISC::CRGBA;
|
|
|
|
|
|
class CLight;
|
|
class CTransform;
|
|
|
|
|
|
// ***************************************************************************
|
|
// Size of a block for allocation of lighted models nodes.
|
|
#define NL3D_LIGHTED_MODEL_ALLOC_BLOCKSIZE 1024
|
|
|
|
|
|
// ***************************************************************************
|
|
/**
|
|
* Description of a light. Owned by an IG, or a CPointLightModel.
|
|
* With the special sunLight, this is the only light which can interact with CTransform models in the
|
|
* standard lighting system.
|
|
*
|
|
* Only Positionnal with or without attenuation are supported. no directionnal.
|
|
* This restriction is for faster rendering, especially if VertexProgram is used.
|
|
* New: Spot are managed but VertexProgrammed meshes won't use localAttenuation.
|
|
* Special Ambiant are provided too but they are considered like PointLight for dynamic light.
|
|
* They are used in a special way for static light in Igs.
|
|
*
|
|
* \author Lionel Berenguier
|
|
* \author Nevrax France
|
|
* \date 2001
|
|
* \see CLightingManager
|
|
*/
|
|
class CPointLight
|
|
{
|
|
public:
|
|
/// The list of model this light influence.
|
|
//typedef NLMISC::CSTLBlockList<CTransform*> TTransformList;
|
|
typedef std::list<CTransform*> TTransformList;
|
|
typedef TTransformList::iterator ItTransformList;
|
|
|
|
enum TType
|
|
{
|
|
// The light is a point.
|
|
PointLight= 0,
|
|
|
|
// The light is a spotlight with a cone.
|
|
SpotLight,
|
|
|
|
// The light is an Ambient PointLight in an Ig.
|
|
AmbientLight
|
|
};
|
|
|
|
|
|
public:
|
|
|
|
/** Constructor
|
|
* Default type is PointLight.
|
|
* Default ambient is Black, Diffuse and Specular are white.
|
|
* Position is CVector::Null.
|
|
* Attenuation is 10-30.
|
|
*/
|
|
CPointLight();
|
|
/// call resetLightModels.
|
|
~CPointLight();
|
|
/// do not copy _LightedModels.
|
|
CPointLight(const CPointLight &o);
|
|
/// do not copy _LightedModels.
|
|
CPointLight &operator=(const CPointLight &o);
|
|
|
|
|
|
/// \name Light setup
|
|
// @{
|
|
|
|
/// set/get the type of the light.
|
|
void setType(TType type);
|
|
TType getType() const;
|
|
|
|
/// Set the position in WorldSpace.
|
|
void setPosition(const CVector &v) {_Position= v;}
|
|
/// Get the position in WorldSpace.
|
|
const CVector &getPosition() const {return _Position;}
|
|
|
|
|
|
/// Set the ambient color of the light. Default to Black.
|
|
void setAmbient (NLMISC::CRGBA ambient) {_Ambient=ambient;}
|
|
/// Set the diffuse color of the light. Default to White
|
|
void setDiffuse (NLMISC::CRGBA diffuse) {_Diffuse=diffuse;}
|
|
/// Set the specular color of the light. Default to White
|
|
void setSpecular (NLMISC::CRGBA specular) {_Specular=specular;}
|
|
/// Set the diffuse and specular color of the light to the same value. don't modify _Ambient.
|
|
void setColor (NLMISC::CRGBA color) {_Diffuse= _Specular= color;}
|
|
|
|
/// Get the ambient color of the light.
|
|
NLMISC::CRGBA getAmbient () const {return _Ambient;}
|
|
/// Get the diffuse color of the light.
|
|
NLMISC::CRGBA getDiffuse () const {return _Diffuse;}
|
|
/// Get the specular color of the light.
|
|
NLMISC::CRGBA getSpecular () const {return _Specular;}
|
|
|
|
|
|
/** setup the attenuation of the light. if (0,0) attenuation is disabled.
|
|
* clamp(attenuationBegin,0 , +oo) and calmp(attenuationEnd, attenuationBegin, +oo)
|
|
*/
|
|
void setupAttenuation(float attenuationBegin, float attenuationEnd);
|
|
/// get the begin radius of the attenuation.
|
|
float getAttenuationBegin() const {return _AttenuationBegin;}
|
|
/// get the end radius of the attenuation.
|
|
float getAttenuationEnd() const {return _AttenuationEnd;}
|
|
|
|
|
|
/** setup the spot AngleBegin and AngleEnd that define spot attenuation of the light. Useful only if SpotLight
|
|
* NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2
|
|
*/
|
|
void setupSpotAngle(float spotAngleBegin, float spotAngleEnd);
|
|
/// get the begin radius of the SpotAngles.
|
|
float getSpotAngleBegin() const {return _SpotAngleBegin;}
|
|
/// get the end radius of the SpotAngles.
|
|
float getSpotAngleEnd() const {return _SpotAngleEnd;}
|
|
|
|
|
|
/** setup the spot Direction. Useful only if SpotLight. Normalized internally
|
|
* Default is (0, 1, 0)
|
|
*/
|
|
void setupSpotDirection(const CVector &dir);
|
|
/// get the spot Direction
|
|
const CVector &getSpotDirection() const {return _SpotDirection;}
|
|
|
|
|
|
// serial
|
|
void serial(NLMISC::IStream &f);
|
|
|
|
|
|
// @}
|
|
|
|
|
|
|
|
/// \name Render tools.
|
|
// @{
|
|
|
|
/// Compute a linear attenuation from a point according to attenuation and spot setup. Return [0,1]
|
|
float computeLinearAttenuation(const CVector &pos) const;
|
|
|
|
/** Compute a linear attenuation from a point and precomputed distance according to attenuation and spot setup. Return [0,1]
|
|
* \param modelRadius if !0, suppose the point is a sphere, and compute the approximate Max attenuation from every point on
|
|
* this sphere
|
|
*/
|
|
float computeLinearAttenuation(const CVector &pos, float precomputedDist, float modelRadius=0) const;
|
|
|
|
/// setup the CLight with current pointLight state. factor is used to modulate the colors.
|
|
void setupDriverLight(CLight &light, uint8 factor);
|
|
|
|
/** setup the CLight with current pointLight state. Don't use driver Attenuation and use software one
|
|
* setuped with an additional userAttenuation
|
|
* \param factor is used to modulate the colors. Should also integrate light attenuation.
|
|
*/
|
|
void setupDriverLightUserAttenuation(CLight &light, uint8 factor);
|
|
|
|
/// Dirt all models this light influence
|
|
void resetLightedModels();
|
|
|
|
/// append a model to the list. called by CLightingManager.
|
|
ItTransformList appendLightedModel(CTransform *model);
|
|
/// remove a model from the list. called by CTransform.
|
|
void removeLightedModel(ItTransformList it);
|
|
|
|
// @}
|
|
|
|
// Purge static memory
|
|
static void purge ();
|
|
|
|
// Specific For Ambient light
|
|
bool getAddAmbientWithSun() const {return _AddAmbientWithSun;}
|
|
void setAddAmbientWithSun(bool state);
|
|
|
|
// ******************
|
|
private:
|
|
|
|
// Type of the light
|
|
TType _Type;
|
|
|
|
// The position.
|
|
CVector _Position;
|
|
|
|
// The light color.
|
|
NLMISC::CRGBA _Ambient;
|
|
NLMISC::CRGBA _Diffuse;
|
|
NLMISC::CRGBA _Specular;
|
|
|
|
// Attenuation. setup / preComputed.
|
|
float _AttenuationBegin, _AttenuationEnd;
|
|
float _OODeltaAttenuation;
|
|
float _ConstantAttenuation;
|
|
float _LinearAttenuation;
|
|
float _QuadraticAttenuation;
|
|
|
|
// Spot Setup
|
|
CVector _SpotDirection;
|
|
float _SpotAngleBegin;
|
|
float _SpotAngleEnd;
|
|
float _CosSpotAngleEnd;
|
|
// 1 / (_CosSpotAngleBegin * _CosSpotAngleEnd)
|
|
float _OOCosSpotAngleDelta;
|
|
float _SpotExponent;
|
|
|
|
// Ambient specific
|
|
bool _AddAmbientWithSun;
|
|
|
|
// The memory for list of LightedModels
|
|
//static NLMISC::CBlockMemory<CTransform*, false> _LightedModelListMemory;
|
|
// LightedModels. NB: do not contains models that have this light in their FrozenStaticLightSetup
|
|
TTransformList _LightedModels;
|
|
|
|
|
|
void computeAttenuationFactors();
|
|
void computeSpotAttenuationFactors();
|
|
|
|
};
|
|
|
|
|
|
} // NL3D
|
|
|
|
|
|
#endif // NL_POINT_LIGHT_H
|
|
|
|
/* End of point_light.h */
|