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151 lines
5.2 KiB
C++
151 lines
5.2 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_POINT_LIGHT_MODEL_H
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#define NL_POINT_LIGHT_MODEL_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/transform.h"
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#include "nel/3d/fast_ptr_list.h"
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namespace NL3D {
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class CLightTrav;
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// ***************************************************************************
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// ClassIds.
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const NLMISC::CClassId PointLightModelId=NLMISC::CClassId(0x7e842eba, 0x140b6c69);
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// ***************************************************************************
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/**
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* This model is a dynamic light. It handles a PointLight, where Pos is the worldPos updated by CScene
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* at each render(). CPointLightModel are linked to the LightModelList in the LightTrav.
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* It can handles SpotLight too, see PointLight.
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*
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* Hrc: Lights herit CTransform so they can be put in hierarchy, even sticked to a skeleton. They can be hide,
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* moved etc... (default CTransform).
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* Clip: Lights are always in frustum, not renderable (default CTransform).
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* Light: lightModels are not lightables (ie they can't be lighted). (default CTransform).
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* traverseLight() is specialised.
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*
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* PERFORMANCE WARNING: big lights (disabled attenuation and big attenuationEnd) slow down
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* performances. (by experience, with a factor of 2).
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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 CPointLightModel : public CTransform
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{
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public:
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/// Call at the beginning of the program, to register the model
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static void registerBasic();
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public:
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/** The pointLight setup (color/attenuation). Do not use PointLight.Pos to setup the position.
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* Use the CTransform interface to set the position.
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* To enable SpotLight, use PointLight.setType(), and use PointLight.setSpotAngle() but don't use
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* PointLight.setSpotDirection to setup the direction. The direction of the spotLight is driven by
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* the J vector of the Transform WorldMatrix.
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*/
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CPointLight PointLight;
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/** setup the deltaPosToSkeletonWhenOutOfFrustum
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* When a light is sticked to a skeleton, and if this skeleton is clipped, then the position of the light
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* can't be computed correctly without animating the skeleton. To allow good position of the light,
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* and to avoid recomputing the skeleton even if it is clipped, the light position is set to
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* skeletonMatrix * this "deltaPosToSkeletonWhenOutOfFrustum".
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*
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* Default is (0, 0, 1.5).
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* You may change this according to the approximate size of the skeleton (dwarf or giant), and you must
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* take into account any mount (horse etc...). eg for a man on a elephant, a good value would be (0,0,5) :)
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*/
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void setDeltaPosToSkeletonWhenOutOfFrustum(const CVector &deltaPos);
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/// see setDeltaPosToSkeletonWhenOutOfFrustum()
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const CVector &getDeltaPosToSkeletonWhenOutOfFrustum() const;
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/** Special For Lightmap dynamic Lighting. if true, this light will influence lightmaped objects.
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* Lightmaped objects can be lighted by ONLY ONE (preference big) dynamic light.
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* If you setup multiple CPointLightModel with this flag, then it will randomly choose between one
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* of those visible lights.
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* NB: Lighting is made hardware per vertex.
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*/
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void setInfluenceLightMap(bool enable) {_InfluenceLightMap= enable;}
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bool getInfluenceLightMap() const {return _InfluenceLightMap;}
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/** The traverse() method is called to update the worldPosition of the light, resetLightedModels(), and
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* re-insert the light in the lightingManager.
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*/
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virtual void traverseLight();
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protected:
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/// Constructor
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CPointLightModel();
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/// Destructor
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virtual ~CPointLightModel();
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/// Implement the initModel method: link to the LightModelList.
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virtual void initModel();
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// *********************
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private:
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friend class CLightTrav;
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static CTransform *creator() {return new CPointLightModel;}
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// Node for LightTrav
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CFastPtrListNode _PointLightNode;
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/** tells if the pointLightModel is not hidden by user
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* actually, it is the result of hrc Visibility.
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*/
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bool isHrcVisible() const
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{
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return _WorldVis;
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}
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/// see setDeltaPosToSkeletonWhenOutOfFrustum()
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CVector _DeltaPosToSkeletonWhenOutOfFrustum;
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/** Same problem as _DeltaPosToSkeletonWhenOutOfFrustum, but this one is computed at each Visible frame.
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* And we interpolate between actual direction and backuped direction when the spot become visible (5 frames, hardcoded)
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*/
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CVector _LastWorldSpotDirectionWhenOutOfFrustum;
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float _TimeFromLastClippedSpotDirection;
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/// see setInfluenceLightMap()
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bool _InfluenceLightMap;
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};
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} // NL3D
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#endif // NL_POINT_LIGHT_MODEL_H
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/* End of point_light_model.h */
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