130 lines
4.3 KiB
C++
130 lines
4.3 KiB
C++
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// 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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#include "std3d.h"
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#include "nel/3d/light_trav.h"
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#include "nel/3d/hrc_trav.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/3d/root_model.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/point_light_model.h"
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#include "nel/3d/scene.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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using namespace NLMISC;
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// ***************************************************************************
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CLightTrav::CLightTrav(bool bSmallScene) : LightingManager(bSmallScene)
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{
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_LightedList.resize(1024);
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_CurrentNumVisibleModels= 0;
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LightingSystemEnabled= false;
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}
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// ***************************************************************************
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void CLightTrav::clearLightedList()
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{
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_CurrentNumVisibleModels= 0;
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}
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// ***************************************************************************
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void CLightTrav::addPointLightModel(CPointLightModel *pl)
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{
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_DynamicLightList.insert(pl, &pl->_PointLightNode);
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}
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// ***************************************************************************
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void CLightTrav::traverse()
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{
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H_AUTO( NL3D_TravLight );
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uint i;
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// If lighting System disabled, skip
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if(!LightingSystemEnabled)
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return;
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/* for each visible lightable transform, reset them only if they have MergedPointLight.
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NB: dynamic objetcs don't need it because already done in traverseHRC()
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(but don't worry, reset state is flagged, so resetLighting() no op...)
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This is important only for static object (freezeHRC()).
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Why? because we are not sure the MergedPointLight does not represent moving DynamicPointLights.
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Actually, it surely does. Because most of the static light setup return<=2 lights, and MaxLightContribution
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is typically==3. So any additional light may surely be a dynamic one.
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NB: this may not be useful since dynamicLights resetLighting() of all models in range. But this is important
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when the dynamic light leave the model quiclky! (because don't dirt the model).
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NB: this is also useful only if there is no dynamic light but the ones merged in MergedPointLight.
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Because dynamic always reset their old attached models (see below). This still can arise if for example
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_MaxLightContribution=2 and there is a FrozenStaticLightSetup of 2 lights....
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*/
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for(i=0; i<_CurrentNumVisibleModels; i++ )
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{
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// if the model has a MergedPointLight, reset him (NB: already done for dynamics models)
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if(_LightedList[i]->useMergedPointLight())
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{
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_LightedList[i]->resetLighting();
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}
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}
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// By default, lightmaped objects are not lit by any light
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CLight noLight;
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noLight.setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, CVector::K);
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Scene->getDriver()->setLightMapDynamicLight(false, noLight);
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// clear the quadGrid of dynamicLights
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LightingManager.clearDynamicLights();
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// for each lightModel, process her: recompute position, resetLightedModels(), and append to the quadGrid.
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CPointLightModel **pLight= _DynamicLightList.begin();
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uint numPls= _DynamicLightList.size();
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for(;numPls>0;numPls--, pLight++)
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{
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(*pLight)->traverseLight();
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}
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// for each visible lightable transform
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for(i=0; i<_CurrentNumVisibleModels; i++ )
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{
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// traverse(), to recompute light contribution (if needed).
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_LightedList[i]->traverseLight();
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}
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}
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// ***************************************************************************
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void CLightTrav::reserveLightedList(uint numModels)
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{
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// enlarge only.
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if(numModels>_LightedList.size())
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_LightedList.resize(numModels);
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}
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}
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