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