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104 lines
3.8 KiB
C++
104 lines
3.8 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_PS_LIGHT_H
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#define NL_PS_LIGHT_H
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#include "nel/3d/ps_located.h"
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#include "nel/3d/ps_attrib.h"
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namespace NL3D
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{
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class CPointLightModel;
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/**
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* A group of dynamic light created by a particle system
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CPSLight : public CPSLocatedBindable
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{
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public:
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///\name object
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//@{
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/// ctor
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CPSLight();
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// dtor
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~CPSLight();
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NLMISC_DECLARE_CLASS(CPSLight);
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/// Serialisation. Derivers must override this, and call their parent version
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virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
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//@}
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virtual uint32 getType(void) const;
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virtual uint32 getPriority(void) const { return 600; }
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/** From CPSLocatedBindable.
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* For lights, this update their pos, colors and attenuation distances in the engine
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*/
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virtual void step(TPSProcessPass pass);
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///\name Attributes
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//@{
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// Set a constant color, this removes any previous color scheme.
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void setColor(NLMISC::CRGBA color);
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// Get last contant color set
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NLMISC::CRGBA getColor() const { return _Color; }
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// Use an attribute maker for the color (NULL to discard)
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void setColorScheme(CPSAttribMaker<NLMISC::CRGBA> *scheme);
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// Get attribute maker that generate colors (or NULL if constant color is used)
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CPSAttribMaker<NLMISC::CRGBA> *getColorScheme() const { return _ColorScheme; }
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// Set a constant radius for attenuation start, must be > 0
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void setAttenStart(float radius);
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// Get last set radius for attenuation start
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float getAttenStart() const { return _AttenStart; }
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// Set an attribute maker that generate the radius at which light attenuation starts (or NULL to discard)
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void setAttenStartScheme(CPSAttribMaker<float> *scheme);
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// Get attribute maker that generate the radius for attenuation start (or NULL if constant radius is used)
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CPSAttribMaker<float> *getAttenStartScheme() const { return _AttenStartScheme; }
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// Set a constant radius for attenuation end
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void setAttenEnd(float radius);
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// Get last set radius for attenuation end
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float getAttenEnd() const { return _AttenEnd; }
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// Set an attribute maker that generate the radius at which light attenuation ends (or NULL to discard)
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void setAttenEndScheme(CPSAttribMaker<float> *scheme);
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// Get attribute maker that generate the radius for attenuation end (or NULL if constant radius is used)
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CPSAttribMaker<float> *getAttenEndScheme() const { return _AttenEndScheme; }
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//@}
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// from CPSLocatedBindable
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virtual void onShow(bool shown);
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protected:
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virtual void newElement(const CPSEmitterInfo &info);
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virtual void deleteElement(uint32 index);
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virtual void resize(uint32 size);
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virtual void releaseAllRef();
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/// Show the lights (edition mode)
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void show();
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private:
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CPSAttrib<CPointLightModel *> _Lights;
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NLMISC::CRGBA _Color;
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CPSAttribMaker<NLMISC::CRGBA> *_ColorScheme;
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float _AttenStart;
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CPSAttribMaker<float> *_AttenStartScheme;
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float _AttenEnd;
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CPSAttribMaker<float> *_AttenEndScheme;
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};
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} // namespace NL3D
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#endif
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