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135 lines
5.1 KiB
C++
135 lines
5.1 KiB
C++
// 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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#ifndef NL_U_POINT_LIGHT_H
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#define NL_U_POINT_LIGHT_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/rgba.h"
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#include "u_transform.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* Game interface for manipulating Dynamic Lights
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2001
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*/
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class UPointLight : public UTransform
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{
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public:
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/// Set the ambient color of the light. Default to Black
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void setAmbient (NLMISC::CRGBA ambient);
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/// Set the diffuse color of the light. Default to White
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void setDiffuse (NLMISC::CRGBA diffuse);
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/// Set the specular color of the light. Default to White
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void setSpecular (NLMISC::CRGBA specular);
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/// Set the diffuse and specular color of the light to the same value. don't modify _Ambient.
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void setColor (NLMISC::CRGBA color);
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/// Get the ambient color of the light.
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NLMISC::CRGBA getAmbient () const;
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/// Get the diffuse color of the light.
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NLMISC::CRGBA getDiffuse () const;
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/// Get the specular color of the light.
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NLMISC::CRGBA getSpecular () const;
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/** setup the attenuation of the light. if (0,0) attenuation is disabled.
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* clamp(attenuationBegin,0 , +oo) and clamp(attenuationEnd, attenuationBegin, +oo)
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* By default, attenuation is 10-30.
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* PERFORMANCE WARNING: big lights (disabled attenuation and big attenuationEnd) slow down
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* performances. (by experience, with a factor of 2).
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*/
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void setupAttenuation(float attenuationBegin, float attenuationEnd);
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/// get the begin radius of the attenuation.
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float getAttenuationBegin() const;
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/// get the end radius of the attenuation.
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float getAttenuationEnd() const;
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/** Setup SpotLight. SpotLight is disabled by default. The direction of the spot is lead by the J vector of the
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* UPointLight WorldMatrix
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*/
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void enableSpotlight(bool enable);
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/// Is Spotlight enabled?
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bool isSpotlight() const;
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/** setup the spot AngleBegin and AngleEnd that define spot attenuation of the light. Useful only if SpotLight
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* NB: clamp(angleBegin, 0, PI); clamp(angleEnd, angleBegin, PI); Default is PI/4, PI/2
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*/
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void setupSpotAngle(float spotAngleBegin, float spotAngleEnd);
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/// get the begin radius of the SpotAngles.
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float getSpotAngleBegin() const;
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/// get the end radius of the SpotAngles.
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float getSpotAngleEnd() const;
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/** setup the deltaPosToSkeletonWhenOutOfFrustum
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* When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light
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* can't be computed correctly without animating the skeleton. To allow good position of the light,
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* and to avoid recomputing the skeleton even if it is clipped, the light position is set to
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* skeletonMatrix * this "deltaPosToSkeletonWhenOutOfFrustum".
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*
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* Default is (0, 0, 1.5).
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* You may change this according to the approximate size of the skeleton (dwarf or giant), and you must
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* take into account any mount (horse etc...). eg for a man on a elephant, a good value would be (0,0,5) :)
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*/
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void setDeltaPosToSkeletonWhenOutOfFrustum(const CVector &deltaPos);
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/// see setDeltaPosToSkeletonWhenOutOfFrustum()
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const CVector &getDeltaPosToSkeletonWhenOutOfFrustum() const;
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/** Special For Lightmap dynamic Lighting. if true, this light will influence lightmaped objects.
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* Lightmaped objects can be lighted by ONLY ONE (preference big) dynamic light.
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* If you setup multiple CPointLightModel with this flag, then it will randomly choose between one
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* of those visible lights.
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* NB: Lighting is made hardware per vertex.
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*/
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void setInfluenceLightMap(bool enable);
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bool getInfluenceLightMap() const;
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/// Proxy interface
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/// Constructors
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UPointLight() { _Object = NULL; }
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UPointLight(class CPointLightModel *object) { _Object = (ITransformable*)object; };
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/// Attach an object to this proxy
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void attach(class CPointLightModel *object) { _Object = (ITransformable*)object; }
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/// Detach the object
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void detach() { _Object = NULL; }
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/// Return true if the proxy is empty() (not attached)
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bool empty() const {return _Object==NULL;}
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/// For advanced usage, get the internal object ptr
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class CPointLightModel *getObjectPtr() const {return (CPointLightModel*)_Object;}
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};
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} // NL3D
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#endif // NL_U_POINT_LIGHT_H
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/* End of u_point_light.h */
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