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86 lines
2.3 KiB
C++
86 lines
2.3 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_LIGHT_INFLUENCE_INTERPOLATOR_H
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#define NL_LIGHT_INFLUENCE_INTERPOLATOR_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/point_light_influence.h"
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#include <vector>
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namespace NL3D
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{
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class CPointLightNamed;
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// ***************************************************************************
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/**
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* This class is used by CLandscape and IG/Pacs to compute interpolated influence of lights
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* (biLinear-like) on a square. It works only with CPointLightNamed.
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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 CLightInfluenceInterpolator
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{
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public:
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/// We support only 2 light per corner.
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enum {NumLightPerCorner= 2};
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public:
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struct CCorner
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{
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// List of lights on this corner
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CPointLightNamed *Lights[NumLightPerCorner];
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private:
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friend class CLightInfluenceInterpolator;
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// biLinear factor
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float Influence;
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};
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/** The User must setup Lights correctly for each corner (ie set NULL for each light not here).
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* Corner order is TL(0,0), TR(1,0), BL(0,1), BR(1,1).
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*/
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CCorner Corners[4];
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public:
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/// Constructor. No-op !!
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CLightInfluenceInterpolator() {}
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/** solve the biLinear (regrouping multiple influence of light at same id),
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* and add CPointLightInfluence to the list.
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* \param subX E [0, 1] is the x coord for biLinear
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* \param subY E [0, 1] is the y coord for biLinear
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*/
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void interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY);
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};
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} // NL3D
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#endif // NL_LIGHT_INFLUENCE_INTERPOLATOR_H
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/* End of light_influence_interpolator.h */
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