khanat-opennel-code/code/nel/include/nel/3d/point_light.h
2014-06-01 19:52:54 +00:00

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 */