khanat-opennel-code/code/nel/include/nel/3d/light_user.h

324 lines
8 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_USER_H
#define NL_LIGHT_USER_H
#include "nel/misc/types_nl.h"
#include "nel/3d/u_light.h"
#include "nel/3d/light.h"
namespace NL3D
{
class CDriverUser;
// ***************************************************************************
/**
* ULight implementation.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class CLightUser : public ULight
{
protected:
CLight _Light;
friend class CDriverUser;
public:
virtual ~CLightUser() {}
/// \name Quick setup.
//@{
/// Quick setup a directional light
void setupDirectional (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& direction,
float constant=1, float linear=0, float quadratic=0)
{
_Light.setupDirectional (ambiant, diffuse, specular, direction, constant, linear, quadratic);
}
/// Quick setup a point light
void setupPointLight (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& position,
const NLMISC::CVector& direction, float constant=1, float linear=0, float quadratic=0)
{
_Light.setupPointLight (ambiant, diffuse, specular, position, direction, constant, linear, quadratic);
}
/// Quick setup a spotlight
void setupSpotLight (const NLMISC::CRGBA& ambiant, const NLMISC::CRGBA& diffuse, const NLMISC::CRGBA& specular, const NLMISC::CVector& position,
const NLMISC::CVector& direction, float exponent, float cutoff, float constant=1, float linear=0, float quadratic=0)
{
_Light.setupSpotLight (ambiant, diffuse, specular, position, direction, exponent, cutoff, constant, linear, quadratic);
}
/**
* Setup attenuation with begin and end attenuation distance.
*
* \param farAttenuationBegin is the distance of the begin of the attenuation (attenuation == 0.9f)
* \param farAttenuationEnd is the distance of the end of the attenuation (attenuation == 0.1f)
*/
void setupAttenuation (float farAttenuationBegin, float farAttenuationEnd)
{
_Light.setupAttenuation (farAttenuationBegin, farAttenuationEnd);
}
/**
* Set no attenuation.
*
* The light will not use attenuation.
*
*/
void setNoAttenuation ()
{
_Light.setNoAttenuation ();
}
/**
* Setup spot exponent with angle of the hotspot.
*
* \param hotSpotAngle is the angle in radian between the axis of the spot and the vector from light
* where attenuation is == 0.9.
*/
void setupSpotExponent (float hotSpotAngle)
{
_Light.setupSpotExponent (hotSpotAngle);
}
//@}
/// \name Set methods.
//@{
/**
* Set the light mode.
*/
void setMode (ULight::TLightMode mode)
{
_Light.setMode ((CLight::TLightMode)(uint32)mode);
}
/**
* Set the ambiant color of the light.
*/
void setAmbiant (const NLMISC::CRGBA& ambiant)
{
_Light.setAmbiant (ambiant);
}
/**
* Set the diffuse color of the light.
*/
void setDiffuse (const NLMISC::CRGBA& diffuse)
{
_Light.setDiffuse (diffuse);
}
/**
* Set the specular color of the light.
*/
void setSpecular (const NLMISC::CRGBA& specular)
{
_Light.setSpecular (specular);
}
/**
* Set the position of the light. Used only for SpotLight and PointLight.
*/
void setPosition (const NLMISC::CVector& position)
{
_Light.setPosition (position);
}
/**
* Set the direction of the light. Used only for DirectionalLight and SpotLight.
*/
void setDirection (const NLMISC::CVector& direction)
{
_Light.setDirection (direction);
}
/**
* Set the Intensity distribution of the light. Should be between [0, 1]. Used only for SpotLight.
*/
void setExponent (float exponent)
{
_Light.setExponent (exponent);
}
/**
* Set the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
*/
void setCutoff (float cutoff)
{
_Light.setCutoff (cutoff);
}
/**
* Set constant attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
void setConstantAttenuation (float constant)
{
_Light.setConstantAttenuation (constant);
}
/**
* Set linear attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
void setLinearAttenuation (float linear)
{
_Light.setLinearAttenuation (linear);
}
/**
* Set quadratic attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
void setQuadraticAttenuation (float quadratic)
{
_Light.setQuadraticAttenuation (quadratic);
}
//@}
/// \name Get methods.
//@{
/**
* Get the light mode.
*/
ULight::TLightMode getMode () const
{
return (ULight::TLightMode)(uint32)_Light.getMode ();
}
/**
* Get the ambiant color of the light.
*/
NLMISC::CRGBA getAmbiant () const
{
return _Light.getAmbiant ();
}
/**
* Get the diffuse color of the light.
*/
NLMISC::CRGBA getDiffuse () const
{
return _Light.getDiffuse ();
}
/**
* Get the specular color of the light.
*/
NLMISC::CRGBA getSpecular () const
{
return _Light.getSpecular ();
}
/**
* Get the position of the light. Used only for SpotLight and PointLight.
*/
NLMISC::CVector getPosition () const
{
return _Light.getPosition ();
}
/**
* Get the direction of the light. Used only for DirectionalLight and SpotLight.
*/
NLMISC::CVector getDirection () const
{
return _Light.getDirection ();
}
/**
* Get the exponent of the light. Used only for SpotLight.
*/
float getExponent () const
{
return _Light.getExponent ();
}
/**
* Get the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
*/
float getCutoff () const
{
return _Light.getCutoff ();
}
/**
* Get constant attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
float getConstantAttenuation () const
{
return _Light.getConstantAttenuation ();
}
/**
* Get linear attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
float getLinearAttenuation () const
{
return _Light.getLinearAttenuation ();
}
/**
* Get quadratic attenuation.
*
* The intensity of the light is attenuated this way:
* light_intensity = light_intensity / ( CONSTANT_ATTENUATION + vertex_light_distance * LINEAR_ATTENUATION +
* vertex_light_distance * vertex_light_distance * QUADRATIC_ATTENUATION );
*/
float getQuadraticAttenuation () const
{
return _Light.getQuadraticAttenuation ();
}
//@}
};
} // NL3D
#endif // NL_LIGHT_USER_H
/* End of light_user.h */