mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-28 10:06:33 +00:00
171 lines
5 KiB
C++
171 lines
5 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/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/light.h"
|
|
|
|
using namespace NLMISC;
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
// ***************************************************************************
|
|
|
|
void CLight::setupDirectional (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& direction,
|
|
float constant, float linear, float quadratic)
|
|
{
|
|
// Set the mode
|
|
setMode (DirectionalLight);
|
|
|
|
// Set the colors
|
|
setAmbiant (ambiant);
|
|
setDiffuse (diffuse);
|
|
setSpecular (specular);
|
|
|
|
// Set the direction
|
|
setDirection (direction);
|
|
|
|
// Set attenuation
|
|
setConstantAttenuation (constant);
|
|
setLinearAttenuation (linear);
|
|
setQuadraticAttenuation (quadratic);
|
|
|
|
// Dummy to avoid uninit data, and problems of cache
|
|
setPosition(CVector::Null);
|
|
setExponent(0.f);
|
|
setCutoff(0.f);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CLight::setupPointLight (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& position,
|
|
const CVector& direction, float constant, float linear, float quadratic)
|
|
{
|
|
// Set the mode
|
|
setMode (PointLight);
|
|
|
|
// Set the colors
|
|
setAmbiant (ambiant);
|
|
setDiffuse (diffuse);
|
|
setSpecular (specular);
|
|
|
|
// Set the position and direction
|
|
setPosition (position);
|
|
setDirection (direction);
|
|
|
|
// Set attenuation
|
|
setConstantAttenuation (constant);
|
|
setLinearAttenuation (linear);
|
|
setQuadraticAttenuation (quadratic);
|
|
|
|
// Dummy to avoid uninit data, and problems of cache
|
|
setExponent(0.f);
|
|
setCutoff(0.f);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CLight::setupSpotLight (const CRGBA& ambiant, const CRGBA& diffuse, const CRGBA& specular, const CVector& position,
|
|
const CVector& direction, float exponent, float cutoff, float constant, float linear, float quadratic)
|
|
{
|
|
// Set the mode
|
|
setMode (SpotLight);
|
|
|
|
// Set the colors
|
|
setAmbiant (ambiant);
|
|
setDiffuse (diffuse);
|
|
setSpecular (specular);
|
|
|
|
// Set the position and direction
|
|
setPosition (position);
|
|
setDirection (direction);
|
|
|
|
// Set spotlight parameters
|
|
setExponent (exponent);
|
|
setCutoff (cutoff);
|
|
|
|
// Set attenuation
|
|
setConstantAttenuation (constant);
|
|
setLinearAttenuation (linear);
|
|
setQuadraticAttenuation (quadratic);
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CLight::setupAttenuation (float farAttenuationBegin, float farAttenuationEnd)
|
|
{
|
|
/* Yoyo: I changed this method because it did not work well for me
|
|
The most important in a light is its farAttenuationEnd (anything beyond should not be lighted)
|
|
The old compute had too smooth decrease, regarding this (at farAttenuationEnd, the light could be
|
|
attenuated by a factor of 0.7 (instead of 0) and slowly decreased).
|
|
*/
|
|
|
|
// limit case
|
|
if(farAttenuationEnd<=0)
|
|
{
|
|
_ConstantAttenuation= 1000000;
|
|
_LinearAttenuation= 0;
|
|
_QuadraticAttenuation= 0;
|
|
}
|
|
else
|
|
{
|
|
// The following factors are "it feels good for farAttenuationBegin=0/farAttenuationEnd=1" factors.
|
|
// btw, at r=farAttenuationEnd=1, att= 1/11 ~= 0.
|
|
const float constant= 1.0f;
|
|
const float linear= 0.f;
|
|
const float quadratic= 10.0f;
|
|
|
|
/*
|
|
With GL/D3D 'att=1/(c+l*r+q*r2)' formula, I think it is impossible to simulate correctly
|
|
farAttenuationBegin (very big decrase if for instance farAttenuationBegin is near farAttenuationEnd),
|
|
hence I simulate it very badly by multiplying the farAttenuationEnd by some factor
|
|
*/
|
|
float factor= 1.f;
|
|
if(farAttenuationBegin/farAttenuationEnd>0.5f)
|
|
factor= 2.f;
|
|
else if(farAttenuationBegin>0)
|
|
factor= 1.f + 2*farAttenuationBegin/farAttenuationEnd;
|
|
farAttenuationEnd*= factor;
|
|
|
|
// scale according to farAttenuationEnd.
|
|
_ConstantAttenuation= constant;
|
|
_LinearAttenuation= linear/farAttenuationEnd;
|
|
_QuadraticAttenuation= quadratic/sqr(farAttenuationEnd);
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CLight::setupSpotExponent (float hotSpotAngle)
|
|
{
|
|
float divid=(float)log (cos (hotSpotAngle));
|
|
if (divid==0.f)
|
|
divid=0.0001f;
|
|
setExponent ((float)(log (0.9)/divid));
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
void CLight::setNoAttenuation ()
|
|
{
|
|
_ConstantAttenuation=1.f;
|
|
_QuadraticAttenuation=0.f;
|
|
_LinearAttenuation=0.f;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
|
|
} // NL3D
|