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190 lines
6.9 KiB
C++
190 lines
6.9 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_LIGHTING_MANAGER_H
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#define NL_LIGHTING_MANAGER_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/misc/bsphere.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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class CPointLight;
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class CLightContribution;
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class CTransform;
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class ILogicInfo;
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// ***************************************************************************
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// Yes, it's sound like a quadTree. same number of level for Light and Lighted models.
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#define NL3D_QUADGRID_LIGHT_NUM_LEVEL 4
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// ***************************************************************************
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/**
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* Owned by CLightingTrav. This class compute modelContributions.
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* It gets which dynamic light may influence a model, ask to ILogicInfo the contribution of staticLights
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* then decides which light are best suitable to influence the model.
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*
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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 CLightingManager
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{
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public:
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/// An iterator on a model inserted in the ObjectQuadGrid. An id used for eraseStaticLightedModel()
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struct CQGItLightedModel
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{
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private:
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friend class CLightingManager;
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CQuadGrid<CTransform*>::CIterator QgItes[NL3D_QUADGRID_LIGHT_NUM_LEVEL];
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};
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public:
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/// Constructor (bSmallScene is used to setup size of the grids)
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CLightingManager(bool bSmallScene);
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/// \name Parameters
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// @{
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/** set the max number of point light that can influence a model. NB: clamped by NL3D_MAX_LIGHT_CONTRIBUTION
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* Default is 3.
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* NB: the sun contribution is not taken into account
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*/
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void setMaxLightContribution(uint nlights);
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uint getMaxLightContribution() const {return _MaxLightContribution;}
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/** Advanced. When a light has no attenuation, it's still inserted in a quadgrid with some radius and won't
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* influence models beyond. You can setup this radius with this method. Default is 1000m.
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* NB: nlassert(noAttLightRadius>0);
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*/
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void setNoAttLightRadius(float noAttLightRadius);
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float getNoAttLightRadius() const {return _NoAttLightRadius;}
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/** Advanced. When a model is out of [AttBegin, AttEnd] of a light, the computed influence of the light
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* used to choose "best lights" is not constant, and is a function of distance multiplied by a factor you can
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* setup here. Default is 0.1f and is good for lights with att like (50, 100) (arbitrary).
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*/
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void setOutOfAttLightInfFactor(float outOfAttLightInfFactor);
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float getOutOfAttLightInfFactor() const {return _OutOfAttLightInfFactor;}
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/** Advanced. When a model is influenced by more light than allowed, or when it reach the limits
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* of the light (attenuationEnd), the light can be darkened according to some threshold.
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* The resultLightColor begin to fade when distModelToLight== attEnd- threshold*(attEnd-attBegin).
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* when distModelToLight== 0, resultLightColor==Black.
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* By default, this value is 0.1f. Setting higher values will smooth transition but will
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* generally darken the global effects of lights.
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* NB: clamp(value, 0, 1);
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*/
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void setLightTransitionThreshold(float lightTransitionThreshold);
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float getLightTransitionThreshold() const {return _LightTransitionThreshold;}
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// @}
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/// \name Dynamic Lights localisation.
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// @{
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/// clear for the pass all the lights.
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void clearDynamicLights();
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/** temp add a dynamic light to the manager. light is added to the _LightQuadGrid.
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* This method calls CTransform::resetLighting() for all models around the light.
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*
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* Additionaly light are added to a list (a vector of pointer), see getDynamicLightList()
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*/
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void addDynamicLight(CPointLight *light);
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/** retrieve (for this pass only) list of all pointLights visible in scene
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*/
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const std::vector<CPointLight*> &getAllDynamicLightList() const {return _DynamicLightList;}
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// @}
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/// \name Static Lighted Objects Localisation. Used for lights to touch nearest static models.
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// @{
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/** erase a lighted object to the _StaticLightedModelQuadGrid. must do it at deletion of the model or when it
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* leaves freeHRC state.
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* NB: default CQGItLightedModel (ie NULL) can be passed in.
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* \return quadgrid.end(), ie NULL iterator.
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*/
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CQGItLightedModel eraseStaticLightedModel(CQGItLightedModel ite);
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/** insert a lighted object to the _StaticLightedModelQuadGrid. must not be inserted before
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* must do it only for static objects, ie when freeHRC state is validated (see CTransform::update())
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* NB: only lightable models with no AncestorSkeletonModel should be inserted
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*/
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CQGItLightedModel insertStaticLightedModel(CTransform *model);
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// @}
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/** get the description of nearsest lights viewed for this model.
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* Dynamic lights are parsed to get list of lights, and ILogicInfo->getStaticLightDesc() is parsed too.
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* Then, maxLights are returned, which may be a blended result of max influence light.
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*
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* NB: model->_LightContribution is filled with real contributions of lights.
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* NB: model is append to the _LightedModelList of each contributed light
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* NB: this list is valid until model->isNeedUpdateLighting() is true.
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*/
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void computeModelLightContributions(NLMISC::CRGBA sunAmbient, CTransform *model, CLightContribution &lightContrib,
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ILogicInfo *logicInfo= NULL);
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// ***********
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private:
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/// get the list of dynamic light viewed from a position. append to lightList
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void getDynamicPointLightList(const CVector &worldPos, std::vector<CPointLightInfluence> &lightList);
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private:
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struct CPointLightInfo
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{
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CPointLight *Light;
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NLMISC::CBSphere Sphere;
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};
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// There is 4 levels of quadGrid for either Light and StaticLightedModels.
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// there is 4 _StaticLightedModelQuadGrid for addDynamicLight() with big light to not select too many squares.
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CQuadGrid<CTransform*> _StaticLightedModelQuadGrid[NL3D_QUADGRID_LIGHT_NUM_LEVEL];
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CQuadGrid<CPointLightInfo> _LightQuadGrid[NL3D_QUADGRID_LIGHT_NUM_LEVEL];
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// This is the radius a light can't override to fit in a quadGrid
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float _LightQuadGridRadiusLimit[NL3D_QUADGRID_LIGHT_NUM_LEVEL];
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// List of dynamic lights for a render pass
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std::vector<CPointLight*> _DynamicLightList;
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/// \name Parameters.
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// @{
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uint _MaxLightContribution;
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float _NoAttLightRadius;
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float _OutOfAttLightInfFactor;
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float _LightTransitionThreshold;
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// @}
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};
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} // NL3D
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#endif // NL_LIGHTING_MANAGER_H
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/* End of lighting_manager.h */
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