khanat-code-old/code/nel/include/nel/3d/light_trav.h
2010-05-06 02:08:41 +02:00

110 lines
2.7 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_LIGHT_TRAV_H
#define NL_LIGHT_TRAV_H
#include "nel/3d/trav_scene.h"
#include "nel/3d/lighting_manager.h"
#include "nel/3d/fast_ptr_list.h"
namespace NL3D
{
using NLMISC::CVector;
using NLMISC::CPlane;
using NLMISC::CMatrix;
class CTransform;
class CPointLightModel;
// ***************************************************************************
/**
* The light traversal.
* The purpose of this traversal is to compute lighting on lightable objects.
*
* Lightable objects can be CTransform only.
*
* NB: see CScene for 3d conventions (orthonormal basis...)
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CLightTrav : public CTraversal
{
public:
/// Constructor
CLightTrav(bool bSmallScene);
/// ITrav/ITravScene Implementation.
//@{
void traverse();
//@}
/// \name LightingList. Filled during clip traversal.
//@{
/// Clear the list of lighted models.
void clearLightedList();
/// Add a model to the list of lighted models. \b DOESN'T \b CHECK if already inserted.
void addLightedModel(CTransform *m)
{
_LightedList[_CurrentNumVisibleModels]= m;
_CurrentNumVisibleModels++;
}
// for createModel().
void reserveLightedList(uint numModels);
//@}
/// \name LightingList. Add a PointLightModel to the list.
//@{
void addPointLightModel(CPointLightModel *pl);
//@}
public:
// False by default. setuped by CScene
bool LightingSystemEnabled;
/// The lightingManager, where objects/lights are inserted, and modelContributions are computed
CLightingManager LightingManager;
// ********************
private:
// A grow only list of models to be lighted.
std::vector<CTransform*> _LightedList;
uint32 _CurrentNumVisibleModels;
// A fast linked list of models to be lighted.
CFastPtrList<CPointLightModel> _DynamicLightList;
};
}
#endif // NL_LIGHT_TRAV_H
/* End of light_trav.h */