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

251 lines
7.2 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_U_LIGHT_H
#define NL_U_LIGHT_H
#include "nel/misc/types_nl.h"
#include "nel/misc/rgba.h"
#include "nel/misc/vector.h"
namespace NL3D
{
// ***************************************************************************
/**
* ULight implementation.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2001
*/
class ULight
{
public:
// Three modes for the light
enum TLightMode
{
// The light is directional.
DirectionalLight,
// The light is a point.
PointLight,
// The light is a spotlight with a cone.
SpotLight
};
/**
* This is the static function create a stand alone light.
*/
static ULight *createLight ();
virtual ~ULight() {}
/// \name Quick setup.
//@{
/// Quick setup a directional light
virtual 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) = 0;
/// Quick setup a point light
virtual 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) = 0;
/// Quick setup a spotlight
virtual 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) = 0;
/**
* 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)
*/
virtual void setupAttenuation (float farAttenuationBegin, float farAttenuationEnd) = 0;
/**
* Set no attenuation.
*
* The light will not use attenuation.
*
*/
virtual void setNoAttenuation () = 0;
/**
* 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.
*/
virtual void setupSpotExponent (float hotSpotAngle) = 0;
//@}
/// \name Set methods.
//@{
/**
* Set the light mode.
*/
virtual void setMode (ULight::TLightMode mode) = 0;
/**
* Set the ambiant color of the light.
*/
virtual void setAmbiant (const NLMISC::CRGBA& ambiant) = 0;
/**
* Set the diffuse color of the light.
*/
virtual void setDiffuse (const NLMISC::CRGBA& diffuse) = 0;
/**
* Set the specular color of the light.
*/
virtual void setSpecular (const NLMISC::CRGBA& specular) = 0;
/**
* Set the position of the light. Used only for SpotLight and PointLight.
*/
virtual void setPosition (const NLMISC::CVector& position) = 0;
/**
* Set the direction of the light. Used only for DirectionalLight and SpotLight.
*/
virtual void setDirection (const NLMISC::CVector& direction) = 0;
/**
* Set the Intensity distribution of the light. Should be between [0, 1]. Used only for SpotLight.
*/
virtual void setExponent (float exponent) = 0;
/**
* Set the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
*/
virtual void setCutoff (float cutoff) = 0;
/**
* 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 );
*/
virtual void setConstantAttenuation (float constant) = 0;
/**
* 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 );
*/
virtual void setLinearAttenuation (float linear) = 0;
/**
* 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 );
*/
virtual void setQuadraticAttenuation (float quadratic) = 0;
//@}
/// \name Get methods.
//@{
/**
* Get the light mode.
*/
virtual ULight::TLightMode getMode () const = 0;
/**
* Get the ambiant color of the light.
*/
virtual NLMISC::CRGBA getAmbiant () const = 0;
/**
* Get the diffuse color of the light.
*/
virtual NLMISC::CRGBA getDiffuse () const = 0;
/**
* Get the specular color of the light.
*/
virtual NLMISC::CRGBA getSpecular () const = 0;
/**
* Get the position of the light. Used only for SpotLight and PointLight.
*/
virtual NLMISC::CVector getPosition () const = 0;
/**
* Get the direction of the light. Used only for DirectionalLight and SpotLight.
*/
virtual NLMISC::CVector getDirection () const = 0;
/**
* Get the exponent of the light. Used only for SpotLight.
*/
virtual float getExponent () const = 0;
/**
* Get the cutoff of the light in radian. Should be between [0, Pi/2]. Used only for SpotLight.
*/
virtual float getCutoff () const = 0;
/**
* 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 );
*/
virtual float getConstantAttenuation () const = 0;
/**
* 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 );
*/
virtual float getLinearAttenuation () const = 0;
/**
* 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 );
*/
virtual float getQuadraticAttenuation () const = 0;
//@}
};
} // NL3D
#endif // NL_U_LIGHT_H
/* End of u_light.h */