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299 lines
9.6 KiB
C++
299 lines
9.6 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_INSTANCE_LIGHTER_H
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#define NL_INSTANCE_LIGHTER_H
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#include "nel/misc/types_nl.h"
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#include "nel/misc/vector.h"
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#include "nel/misc/triangle.h"
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#include "nel/misc/plane.h"
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#include "nel/misc/matrix.h"
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#include "nel/3d/scene_group.h"
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#include "nel/3d/landscape.h"
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#include "nel/3d/shape.h"
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#include "nel/3d/mesh.h"
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#include "nel/3d/mesh_mrm.h"
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#include "nel/3d/cube_grid.h"
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#include "nel/3d/ig_surface_light_build.h"
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namespace NL3D
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{
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// ***************************************************************************
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/**
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* A class to precompute "StaticSetup" lighting for instances in an InstanceGroup.
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* Class "inspired" from CZoneLighter :)
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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 CInstanceLighter
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{
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public:
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enum {MaxOverSamples= 16};
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public:
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// Light Options decription structure
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class CLightDesc
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{
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public:
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// Default Ctor
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CLightDesc ();
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// Disable Sun contribution: ie set 0 to all contributions of sun on instances and surfaces?? false by default
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bool DisableSunContribution;
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// Sun direction
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NLMISC::CVector LightDirection;
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// Grid size
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uint GridSize;
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// Grid size
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float GridCellSize;
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// Project shadows on instances.
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bool Shadow;
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// Number of samples For sun shadowing only. Must be: 0 (disable), 2, 4, 8, 16
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uint OverSampling;
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// This is a user shapeMap.
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std::map<std::string, IShape*> UserShapeMap;
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};
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// A triangle used to light the zone
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class CTriangle
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{
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friend class CInstanceLighter;
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public:
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// Ctors
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CTriangle (const NLMISC::CTriangle& triangle, sint instanceId)
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{
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Triangle=triangle;
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InstanceId= instanceId;
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}
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// The triangle
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NLMISC::CTriangle Triangle;
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// which instance owns this triangle. -1 if none (landscape or others ig).
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sint InstanceId;
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// Other info
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const NLMISC::CPlane &getPlane() const {return Plane;}
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private:
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NLMISC::CPlane Plane;
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};
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public:
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/** Tool method which take a single IG, and do all the god job to light this one, with no other dependencies
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* NB: it uses instLighter passed, init() ing it. It use lightDesc.UserShapeMap or it load Shape in directory lightDesc.ShapePath
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*/
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static void lightIgSimple(CInstanceLighter &instLighter, const CInstanceGroup &igIn, CInstanceGroup &igOut, const CLightDesc &lightDesc, const char *igName);
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public:
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/// Constructor
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CInstanceLighter();
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/// Destructor
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virtual ~CInstanceLighter() {}
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// Init the system
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void init ();
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/** Light an InstanceGroup
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* igOut has different PointLights than igIn. eg: if a pointLight do not light anything, then it is not
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* present in igOut.
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* NB: shapes are used to retrieve useful info on them (center of AABBox ...) . They are taken from
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* lightDesc.UserShapeMap, or loaded from lightDesc.ShapePath if not found.
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* \param landscape if !NULL use this Landscape SunContribution, looking landscape faces under each instance,
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* for faster computing, and to get influence of Sky. NB: this landscape does not have to be tesselated,
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* but all Zones that lies under igIn should be loaded in.
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* \param igSurfaceLightBuild if !NULL, light() will compute igOut.IGSurfaceLight, else it is just cleared.
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*/
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void light (const CInstanceGroup &igIn, CInstanceGroup &igOut, const CLightDesc &lightDesc, std::vector<CTriangle>& obstacles,
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CLandscape *landscape= NULL, CIGSurfaceLightBuild *igSurfaceLightBuild= NULL);
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// Add triangles from a landscape
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static void addTriangles (CLandscape &landscape, std::vector<uint> &listZone, uint order, std::vector<CTriangle>& triangleArray);
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/** Add triangles from a transform shape. Work only for CMesh, CMultiMesh and CMeshMRM all without skinning.
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* Give An instanceId!=-1 only for instances of the IG to compute. This is to avoid auto-shadowing.
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*/
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static void addTriangles (const IShape &shape, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId);
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// Progress callback
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virtual void progress (const char * /* message */, float /* progress */) {}
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/// \name Static PointLights mgt.
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//@{
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/** Append a static point light to compute. call at setup stage (before light() ).
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* NB: you must append all PointLights of intersets, even ones from the IG to compute.
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*/
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void addStaticPointLight(const CPointLightNamed &pln, const char *igName);
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//@}
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// ********************************
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private:
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static void addTriangles (const CMeshGeom &meshGeom, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId);
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static void addTriangles (const CMeshMRMGeom &meshGeom, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId);
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static void excludeAllPatchFromRefineAll (CLandscape &landscape, std::vector<uint> &listZone, bool exclude);
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// light / rayTrace against sun.
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void computeSunContribution(const CLightDesc &lightDesc, std::vector<CTriangle>& obstacles, CLandscape *landscape);
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void dilateLightingOnSurfaceCells();
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private:
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struct CPointLightRT;
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struct CInstanceInfo
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{
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// Center of the mesh to compute lighting.
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CVector CenterPos;
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// Pos of samples, for overSampling. if none, OverSamples[0]== CenterPos
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CVector OverSamples[MaxOverSamples];
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// Temp light which influence this instance.
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CPointLightRT *Light[CInstanceGroup::NumStaticLightPerInstance];
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// Temp Ambient light which influence this instance.
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CPointLightRT *LocalAmbientLight;
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};
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// Instance of the current ig to be lighted.
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std::vector<CInstanceGroup::CInstance> _Instances;
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// Instance Lighting Info of the current ig to be lighted.
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std::vector<CInstanceInfo> _InstanceInfos;
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// The current instance computed. Used to skip it in raytracing
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sint _CurrentInstanceComputed;
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// CIGSurfaceLight Info.
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CIGSurfaceLightBuild *_IGSurfaceLightBuild;
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// The RetrieverGridMap currently builded.
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CIGSurfaceLight::TRetrieverGridMap _IGRetrieverGridMap;
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/// A PointLight struct to test raytracing.
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struct CPointLightRT
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{
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CPointLightNamed PointLight;
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float OODeltaAttenuation;
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// BBox of the pointLight
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NLMISC::CBSphere BSphere;
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// Faces that may occlude the light. Only Back Faces (from the light pov) are inserted
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CCubeGrid<const CTriangle*> FaceCubeGrid;
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// Number of TileLightInfluences which use this PointLight.
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uint RefCount;
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// Final id of the pointLight in the Ig.
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uint DstId;
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CPointLightRT();
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/** Tells if a point is visible from this light. NB: test first if in BSphere.
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* If occluded or out of radius, return false, else return true.
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* if instanceComputed>=0, then skip obstacles with InstanceId==instanceComputed.
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* Also Skip if the light is an Ambient, and skip if the light is a spot and if the position is out of the cone
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*/
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bool testRaytrace(const CVector &v, sint instanceComputed= -1);
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};
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/// For sort()
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struct CPredPointLightToPoint
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{
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CVector Point;
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bool operator() (CPointLightRT *pla, CPointLightRT *plb) const;
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};
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/// List of PointLights
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std::vector<CPointLightRT> _StaticPointLights;
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/// QuadGrid of PointLights. Builded from _StaticPointLights
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CQuadGrid<CPointLightRT*> _StaticPointLightQuadGrid;
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/// Fill CubeGrid, and set PointLightRT in _StaticPointLightQuadGrid.
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void compilePointLightRT(uint gridSize, float gridCellSize, std::vector<CTriangle>& obstacles, bool doShadow);
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/** Process the IG, ie process _InstanceInfos. Also process SurfaceLightGrid
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* MultiCPU: not done for now. Be aware of CPointLightRT::RefCount!!!!
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*/
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void processIGPointLightRT(std::vector<CPointLightNamed> &listPointLight);
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private:
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/// \name Cell Iteration. ie iteration on _IGRetrieverGridMap cells and _IGSurfaceLightBuild cells
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// @{
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void beginCell();
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void nextCell();
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bool isEndCell();
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// get current cell iterated.
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CSurfaceLightGrid::CCellCorner &getCurrentCell();
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// get current cellInfo iterated.
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CIGSurfaceLightBuild::CCellCorner &getCurrentCellInfo();
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// Neighboring of the cell
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bool isCurrentNeighborCellInSurface(sint xnb, sint ynb);
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CSurfaceLightGrid::CCellCorner &getCurrentNeighborCell(sint xnb, sint ynb);
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CIGSurfaceLightBuild::CCellCorner &getCurrentNeighborCellInfo(sint xnb, sint ynb);
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uint getCurrentCellNumber() const {return _ItCurrentCellNumber;}
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uint getTotalCellNumber() const {return _TotalCellNumber;}
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void progressCell(const char *message);
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// Iteration Data.
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CIGSurfaceLight::ItRetrieverGridMap _ItRetriever;
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CIGSurfaceLightBuild::ItRetrieverGridMap _ItRetrieverInfo;
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uint _ItSurfId;
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uint _ItCellId;
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bool _IsEndCell;
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uint _ItCurrentCellNumber;
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uint _TotalCellNumber;
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float _LastCellProgress;
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// @}
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};
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} // NL3D
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#endif // NL_INSTANCE_LIGHTER_H
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/* End of instance_lighter.h */
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