khanat-code-old/code/nel/include/nel/3d/light_influence_interpolator.h

86 lines
2.3 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_INFLUENCE_INTERPOLATOR_H
#define NL_LIGHT_INFLUENCE_INTERPOLATOR_H
#include "nel/misc/types_nl.h"
#include "nel/3d/point_light_influence.h"
#include <vector>
namespace NL3D
{
class CPointLightNamed;
// ***************************************************************************
/**
* This class is used by CLandscape and IG/Pacs to compute interpolated influence of lights
* (biLinear-like) on a square. It works only with CPointLightNamed.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CLightInfluenceInterpolator
{
public:
/// We support only 2 light per corner.
enum {NumLightPerCorner= 2};
public:
struct CCorner
{
// List of lights on this corner
CPointLightNamed *Lights[NumLightPerCorner];
private:
friend class CLightInfluenceInterpolator;
// biLinear factor
float Influence;
};
/** The User must setup Lights correctly for each corner (ie set NULL for each light not here).
* Corner order is TL(0,0), TR(1,0), BL(0,1), BR(1,1).
*/
CCorner Corners[4];
public:
/// Constructor. No-op !!
CLightInfluenceInterpolator() {}
/** solve the biLinear (regrouping multiple influence of light at same id),
* and add CPointLightInfluence to the list.
* \param subX E [0, 1] is the x coord for biLinear
* \param subY E [0, 1] is the y coord for biLinear
*/
void interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY);
};
} // NL3D
#endif // NL_LIGHT_INFLUENCE_INTERPOLATOR_H
/* End of light_influence_interpolator.h */