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<hr><h1>lod_character_manager.cpp</h1><a href="lod__character__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="lod__character__shape_8h.html">3d/lod_character_shape.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="lod__character__shape__bank_8h.html">3d/lod_character_shape_bank.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="lod__character__instance_8h.html">3d/lod_character_instance.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="lod__character__texture_8h.html">3d/lod_character_texture.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
00037 
00038 
00039 <font class="keyword">using</font>   <font class="keyword">namespace </font>std;
00040 <font class="keyword">using</font>   <font class="keyword">namespace </font>NLMISC;
00041 
00042 <font class="keyword">namespace </font>NL3D 
00043 {
00044 
00045 
00046 <a class="code" href="hierarchical__timer_8h.html#a6">H_AUTO_DECL</a> ( NL3D_CharacterLod_Render )
00047 
00048 
00049 <font class="comment">// ***************************************************************************</font>
00050 <font class="comment">// Dest is without Normal because precomputed</font>
<a name="l00051"></a><a class="code" href="lod__character__manager_8cpp.html#a0">00051</a> <font class="preprocessor">#define NL3D_CLOD_VERTEX_FORMAT (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::PrimaryColorFlag)</font>
<a name="l00052"></a><a class="code" href="lod__character__manager_8cpp.html#a1">00052</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_VERTEX_SIZE   24</font>
<a name="l00053"></a><a class="code" href="lod__character__manager_8cpp.html#a2">00053</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_UV_OFF                12</font>
<a name="l00054"></a><a class="code" href="lod__character__manager_8cpp.html#a3">00054</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_COLOR_OFF             20</font>
00055 <font class="preprocessor"></font>
00056 <font class="comment">// size (in block) of the big texture.</font>
<a name="l00057"></a><a class="code" href="lod__character__manager_8cpp.html#a4">00057</a> <font class="preprocessor">#define NL3D_CLOD_TEXT_NLOD_WIDTH       16</font>
<a name="l00058"></a><a class="code" href="lod__character__manager_8cpp.html#a5">00058</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_TEXT_NLOD_HEIGHT      16</font>
<a name="l00059"></a><a class="code" href="lod__character__manager_8cpp.html#a6">00059</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_TEXT_NUM_IDS          NL3D_CLOD_TEXT_NLOD_WIDTH*NL3D_CLOD_TEXT_NLOD_HEIGHT</font>
<a name="l00060"></a><a class="code" href="lod__character__manager_8cpp.html#a7">00060</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_BIGTEXT_WIDTH         NL3D_CLOD_TEXT_NLOD_WIDTH*NL3D_CLOD_TEXT_WIDTH</font>
<a name="l00061"></a><a class="code" href="lod__character__manager_8cpp.html#a8">00061</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_BIGTEXT_HEIGHT        NL3D_CLOD_TEXT_NLOD_HEIGHT*NL3D_CLOD_TEXT_HEIGHT</font>
00062 <font class="preprocessor"></font>
00063 <font class="comment">// Default texture color. Alpha must be 255</font>
<a name="l00064"></a><a class="code" href="lod__character__manager_8cpp.html#a9">00064</a> <font class="preprocessor">#define NL3D_CLOD_DEFAULT_TEXCOLOR      CRGBA(255,255,255,255)</font>
00065 <font class="preprocessor"></font>
00066 
00067 <font class="comment">// ***************************************************************************</font>
<a name="l00068"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#a0">00068</a> CLodCharacterManager::CLodCharacterManager()
00069 {
00070         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= NULL;
00071         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>= 3000;
00072         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">false</font>;
00073 
00074         <font class="comment">// Setup the format of render</font>
00075         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.setVertexFormat(<a class="code" href="lod__character__manager_8cpp.html#a0">NL3D_CLOD_VERTEX_FORMAT</a>);
00076 
00077         <font class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</font>
00078         <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a> == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getTexCoordOff());
00079         <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a> == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getColorOff());
00080 
00081         <font class="comment">// setup the texture.</font>
00082         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>= <font class="keyword">new</font> CTextureBlank;
00083         <font class="comment">// The texture always reside in memory... This take 1Mo of RAM. (16*32*16*32 * 4)</font>
00084         <font class="comment">// NB: this is simplier like that, and this is not a problem, since only 1 or 2 Mo are allocated :o)</font>
00085         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;setReleasable(<font class="keyword">false</font>);
00086         <font class="comment">// create the bitmap.</font>
00087         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;resize(<a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="code" href="lod__character__manager_8cpp.html#a8">NL3D_CLOD_BIGTEXT_HEIGHT</a>, CBitmap::RGBA);
00088         <font class="comment">// Format of texture, 16 bits and no mipmaps.</font>
00089         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;setUploadFormat(ITexture::RGB565);
00090         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
00091         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;setWrapS(ITexture::Clamp);
00092         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;setWrapT(ITexture::Clamp);
00093 
00094         <font class="comment">// Alloc free Ids</font>
00095         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.resize(<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>);
00096         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.size();i++)
00097         {
00098                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>[i]= i;
00099         }
00100 
00101         <font class="comment">// setup the material</font>
00102         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.initUnlit();
00103         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setAlphaTest(<font class="keyword">true</font>);
00104         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setDoubleSided(<font class="keyword">true</font>);
00105         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setTexture(0, <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>);
00106 
00107         <font class="comment">// setup for lighting, Default for Ryzom setup</font>
00108         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.rotateZ((<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2);
00109         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.invert();
00110 }
00111 
00112 
00113 <font class="comment">// ***************************************************************************</font>
<a name="l00114"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#a1">00114</a> CLodCharacterManager::~CLodCharacterManager()
00115 {
00116         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_0">reset</a>();
00117 }
00118 
00119 <font class="comment">// ***************************************************************************</font>
<a name="l00120"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_0">00120</a> <font class="keywordtype">void</font>                    CLodCharacterManager::reset()
00121 {
00122         <font class="comment">// delete shapeBanks.</font>
00123         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size();i++)
00124         {
00125                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i])
00126                         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i];
00127         }
00128 
00129         <font class="comment">// clears containers</font>
00130         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>);
00131         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>);
00132 
00133         <font class="comment">// reset render part.</font>
00134         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00135         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= NULL;
00136 }
00137 
00138 <font class="comment">// ***************************************************************************</font>
<a name="l00139"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_1">00139</a> uint32                  CLodCharacterManager::createShapeBank()
00140 {
00141         <font class="comment">// search a free entry</font>
00142         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size();i++)
00143         {
00144                 <font class="comment">// if ree, use it.</font>
00145                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]==NULL)
00146                 {
00147                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]= <font class="keyword">new</font> CLodCharacterShapeBank;
00148                         <font class="keywordflow">return</font> i;
00149                 }
00150         }
00151 
00152         <font class="comment">// no free entrey, resize array.</font>
00153         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.push_back(<font class="keyword">new</font> CLodCharacterShapeBank);
00154         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size()-1;
00155 }
00156 
00157 <font class="comment">// ***************************************************************************</font>
<a name="l00158"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_2">00158</a> <font class="keyword">const</font> CLodCharacterShapeBank    *CLodCharacterManager::getShapeBank(uint32 bankId)<font class="keyword"> const</font>
00159 <font class="keyword"></font>{
00160         <font class="keywordflow">if</font>(bankId&gt;=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00161                 <font class="keywordflow">return</font> NULL;
00162         <font class="keywordflow">else</font>
00163                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00164 }
00165 
00166 <font class="comment">// ***************************************************************************</font>
<a name="l00167"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_3">00167</a> CLodCharacterShapeBank  *CLodCharacterManager::getShapeBank(uint32 bankId)
00168 {
00169         <font class="keywordflow">if</font>(bankId&gt;=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00170                 <font class="keywordflow">return</font> NULL;
00171         <font class="keywordflow">else</font>
00172                 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00173 }
00174 
00175 <font class="comment">// ***************************************************************************</font>
<a name="l00176"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_4">00176</a> <font class="keywordtype">void</font>                    CLodCharacterManager::deleteShapeBank(uint32 bankId)
00177 {
00178         <font class="keywordflow">if</font>(bankId&gt;=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00179         {
00180                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId])
00181                 {
00182                         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00183                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId]= NULL;
00184                 }
00185         }
00186 }
00187 
00188 <font class="comment">// ***************************************************************************</font>
<a name="l00189"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_5">00189</a> sint32                  CLodCharacterManager::getShapeIdByName(<font class="keyword">const</font> std::string &amp;name)<font class="keyword"> const</font>
00190 <font class="keyword"></font>{
00191         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#u2">CstItStrIdMap</a>   it= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.find(name);
00192         <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.end())
00193                 <font class="keywordflow">return</font> -1;
00194         <font class="keywordflow">else</font>
00195                 <font class="keywordflow">return</font> it-&gt;second;
00196 }
00197 
00198 <font class="comment">// ***************************************************************************</font>
<a name="l00199"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">00199</a> <font class="keyword">const</font> CLodCharacterShape        *CLodCharacterManager::getShape(uint32 shapeId)<font class="keyword"> const</font>
00200 <font class="keyword"></font>{
00201         <font class="comment">// split the id</font>
00202         uint    bankId= shapeId &gt;&gt; 16;
00203         uint    shapeInBankId= shapeId &amp;0xFFFF;
00204 
00205         <font class="comment">// if valid bankId</font>
00206         <font class="keyword">const</font> CLodCharacterShapeBank    *shapeBank= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_2">getShapeBank</a>(bankId);
00207         <font class="keywordflow">if</font>(shapeBank)
00208         {
00209                 <font class="comment">// return the shape from the bank</font>
00210                 <font class="keywordflow">return</font> shapeBank-&gt;getShape(shapeInBankId);
00211         }
00212         <font class="keywordflow">else</font>
00213                 <font class="keywordflow">return</font> NULL;
00214 }
00215 
00216 <font class="comment">// ***************************************************************************</font>
<a name="l00217"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_7">00217</a> <font class="keywordtype">bool</font>                    CLodCharacterManager::compile()
00218 {
00219         <font class="keywordtype">bool</font>    error= <font class="keyword">false</font>;
00220 
00221         <font class="comment">// clear the map</font>
00222         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>);
00223 
00224         <font class="comment">// build the map</font>
00225         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size(); i++)
00226         {
00227                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i])
00228                 {
00229                         <font class="comment">// Parse all Shapes</font>
00230                         <font class="keywordflow">for</font>(uint j=0; j&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]-&gt;getNumShapes(); j++)
00231                         {
00232                                 <font class="comment">// build the shape Id</font>
00233                                 uint    shapeId= (i&lt;&lt;16) + j;
00234 
00235                                 <font class="comment">// get the shape</font>
00236                                 <font class="keyword">const</font> CLodCharacterShape        *shape= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]-&gt;getShape(j);
00237                                 <font class="keywordflow">if</font>(shape)
00238                                 {
00239                                         <font class="keyword">const</font> string &amp;name= shape-&gt;getName();
00240                                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#u1">ItStrIdMap</a>      it= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.find(name);
00241                                         <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.end())
00242                                                 <font class="comment">// insert the id in the map</font>
00243                                                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.insert(make_pair(name, shapeId));
00244                                         <font class="keywordflow">else</font>
00245                                         {
00246                                                 error= <font class="keyword">true</font>;
00247                                                 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Found a Character Lod with same name in the manager: %s"</font>, name.c_str());
00248                                         }
00249                                 }
00250                         }
00251                 }
00252         }
00253 
00254         <font class="keywordflow">return</font> error;
00255 }
00256 
00257 <font class="comment">// ***************************************************************************</font>
00258 <font class="comment">// ***************************************************************************</font>
00259 <font class="comment">// Render</font>
00260 <font class="comment">// ***************************************************************************</font>
00261 <font class="comment">// ***************************************************************************</font>
00262 
00263 
00264 <font class="comment">// ***************************************************************************</font>
<a name="l00265"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_0">00265</a> <font class="keywordtype">void</font>                    CLodCharacterManager::setMaxVertex(uint32 maxVertex)
00266 {
00267         <font class="comment">// we must not be beewteen beginRender() and endRender()</font>
00268         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00269         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>= maxVertex;
00270 }
00271 
00272 <font class="comment">// ***************************************************************************</font>
<a name="l00273"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">00273</a> <font class="keywordtype">void</font>                    CLodCharacterManager::deleteVertexBuffer()
00274 {
00275         <font class="comment">// test (refptr) if the object still exist in memory.</font>
00276         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>!=NULL)
00277         {
00278                 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
00279                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>!=NULL);
00280 
00281                 <font class="comment">// must unlock VBhard before. ATI: No need to update any vertices.</font>
00282                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>-&gt;unlock(0,0);
00283 
00284                 <font class="comment">// delete it from driver.</font>
00285                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>);
00286                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>= NULL;
00287         }
00288 
00289         <font class="comment">// delete the soft one.</font>
00290         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.deleteAllVertices();
00291 }
00292 
00293 
00294 <font class="comment">// ***************************************************************************</font>
<a name="l00295"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_2">00295</a> <font class="keywordtype">void</font>                    CLodCharacterManager::beginRender(IDriver *driver, <font class="keyword">const</font> CVector &amp;managerPos)
00296 {
00297         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00298 
00299         <font class="comment">// we must not be beewteen beginRender() and endRender()</font>
00300         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00301 
00302         <font class="comment">// Reset render</font>
00303         <font class="comment">//=================</font>
00304         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>=0;
00305         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>= 0;
00306 
00307         <font class="comment">// update Driver.</font>
00308         <font class="comment">//=================</font>
00309         <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00310 
00311         <font class="comment">// test change of driver.</font>
00312         <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00313         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>==NULL || driver!=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a> )
00314         {
00315                 <font class="comment">// must restart build of VB.</font>
00316                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00317                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= driver;
00318                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_8">_VBHardOk</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;supportVertexBufferHard();
00319         }
00320 
00321         <font class="comment">// If the vbhard exist, but size is different from cur max size, reset.</font>
00322         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>-&gt;getNumVertices()!=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>)
00323                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00324 
00325         <font class="comment">// If VBHard is possible, and if not already allocated, try to create it.</font>
00326         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_8">_VBHardOk</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>==NULL)
00327         {
00328                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>= driver-&gt;createVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getValueTypePointer(), 
00329                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>, IDriver::VBHardAGP);
00330         }
00331 
00332         <font class="comment">// Last try to create a std VertexBuffer if the VBHard does not exist.</font>
00333         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>==NULL)
00334         {
00335                 <font class="comment">// just resize the std VB.</font>
00336                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.setNumVertices(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>);
00337         }
00338 
00339         <font class="comment">// prepare for render.</font>
00340         <font class="comment">//=================</font>
00341 
00342         <font class="comment">// Lock Buffer.</font>
00343         <font class="keywordflow">if</font>(_VBHard)
00344         {
00345                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a>= (uint8*)<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>-&gt;lock();
00346                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>-&gt;getVertexSize();
00347         }
00348         <font class="keywordflow">else</font>
00349         {
00350                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a>= (uint8*)<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexCoordPointer();
00351                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexSize();
00352         }
00353         <font class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</font>
00354         <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a> == <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a> );       <font class="comment">// Vector + Normal + UV + RGBA</font>
00355 
00356 
00357         <font class="comment">// Alloc a minimum of primitives (2*vertices), to avoid as possible reallocation in addRenderCharacterKey</font>
00358         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.size()&lt;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a> * 2)
00359                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a> * 2);
00360 
00361         <font class="comment">// Local manager matrix</font>
00362         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>= managerPos;
00363 
00364         <font class="comment">// Ok, start rendering</font>
00365         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">true</font>;
00366 }
00367 
00368 
00369 <font class="comment">// ***************************************************************************</font>
00370 <font class="keyword">static</font> <font class="keyword">inline</font> CRGBA     <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(<font class="keyword">const</font> CVector &amp;lightObjectSpace, <font class="keyword">const</font> CVector &amp;normalPtr, CRGBA ambient, CRGBA diffuse)
00371 {
00372         <font class="comment">// \todo yoyo: TODO_OPTIMIZE</font>
00373         <font class="keywordtype">float</font>   f= lightObjectSpace * normalPtr;
00374         f= max(0.f,f);
00375         sint    f8= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*255);
00376         CRGBA   lightRes;
00377         lightRes.modulateFromuiRGBOnly(diffuse, f8);
00378         lightRes.addRGBOnly(lightRes, ambient);
00379         <font class="keywordflow">return</font> lightRes;
00380 }
00381 
00382 
00383 <font class="comment">// ***************************************************************************</font>
<a name="l00384"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_3">00384</a> <font class="keywordtype">bool</font>                    CLodCharacterManager::addRenderCharacterKey(CLodCharacterInstance &amp;instance, <font class="keyword">const</font> CMatrix &amp;worldMatrix, 
00385         CRGBA ambient, CRGBA diffuse, <font class="keyword">const</font> CVector &amp;lightDir)
00386 {
00387         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00388 
00389         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>);
00390         <font class="comment">// we must be beewteen beginRender() and endRender()</font>
00391         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00392 
00393         CVector         unPackScaleFactor;
00394         uint            numVertices;
00395 
00396         <font class="comment">// Get the Shape and current key.</font>
00397         <font class="comment">//=============</font>
00398 
00399         <font class="comment">// get the shape</font>
00400         <font class="keyword">const</font> CLodCharacterShape        *clod= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">getShape</a>(instance.ShapeId);
00401         <font class="comment">// if not found quit, return true</font>
00402         <font class="keywordflow">if</font>(!clod)
00403                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00404 
00405         <font class="comment">// get UV/Normal array. NULL =&gt; error</font>
00406         <font class="keyword">const</font> CVector   *normalPtr= clod-&gt;getNormals();
00407         <font class="comment">// get UV of the instance</font>
00408         <font class="keyword">const</font> CUV               *uvPtr= instance.getUVs();
00409         <font class="comment">// uvPtr is NULL means that initInstance() has not been called!!</font>
00410         <a class="code" href="debug_8h.html#a6">nlassert</a>(normalPtr &amp;&amp; uvPtr);
00411 
00412         <font class="comment">// get the anim key</font>
00413         <font class="keyword">const</font> CLodCharacterShape::CVector3s             *vertPtr;
00414         vertPtr= clod-&gt;getAnimKey(instance.AnimId, instance.AnimTime, instance.WrapMode, unPackScaleFactor);
00415         <font class="comment">// if not found quit, return true</font>
00416         <font class="keywordflow">if</font>(!vertPtr)
00417                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00418         <font class="comment">// get num verts</font>
00419         numVertices= clod-&gt;getNumVertices();
00420 
00421         <font class="comment">// empty shape??</font>
00422         <font class="keywordflow">if</font>(numVertices==0)
00423                 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00424 
00425         <font class="comment">// If too many vertices, quit, returning false.</font>
00426         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>+numVertices &gt; <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>)
00427                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00428 
00429         <font class="comment">// verify colors.</font>
00430         <font class="keywordtype">bool</font>    vertexColor= instance.VertexColors.size() == numVertices;
00431         <font class="comment">// if error, take white as global color.</font>
00432 
00433 
00434         <font class="comment">// Transform and Add vertices.</font>
00435         <font class="comment">//=============</font>
00436 
00437         <font class="comment">// Get matrix pos.</font>
00438         CVector         matPos= worldMatrix.getPos();
00439         <font class="comment">// compute in manager space.</font>
00440         matPos -= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>;
00441         <font class="comment">// Get rotation line vectors</font>
00442         <font class="keywordtype">float</font>   <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>= worldMatrix.get()[0]; <font class="keywordtype">float</font>        <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>= worldMatrix.get()[4]; <font class="keywordtype">float</font>        <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>= worldMatrix.get()[8]; 
00443         <font class="keywordtype">float</font>   <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a>= worldMatrix.get()[1]; <font class="keywordtype">float</font>        a11= worldMatrix.get()[5]; <font class="keywordtype">float</font>        a12= worldMatrix.get()[9]; 
00444         <font class="keywordtype">float</font>   <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>= worldMatrix.get()[2]; <font class="keywordtype">float</font>        a21= worldMatrix.get()[6]; <font class="keywordtype">float</font>        a22= worldMatrix.get()[10];
00445 
00446         <font class="comment">// get the light in object space.</font>
00447         CVector         lightObjectSpace;
00448         <font class="comment">// Multiply light dir with transpose of worldMatrix. This may be not exact (not uniform scale) but sufficient.</font>
00449         lightObjectSpace.x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * lightDir.x + <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * lightDir.y + <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * lightDir.z;
00450         lightObjectSpace.y= <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * lightDir.x + a11 * lightDir.y + a21 * lightDir.z;
00451         lightObjectSpace.z= <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * lightDir.x + a12 * lightDir.y + a22 * lightDir.z;
00452         <font class="comment">// animation User correction</font>
00453         lightObjectSpace= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.mulVector(lightObjectSpace);
00454         <font class="comment">// normalize, and neg for Dot Product.</font>
00455         lightObjectSpace.normalize();
00456         lightObjectSpace= -lightObjectSpace;
00457 
00458         <font class="comment">// multiply matrix with scale factor for Pos.</font>
00459         <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>*= unPackScaleFactor.x; <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>*= unPackScaleFactor.y; <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>*= unPackScaleFactor.z; 
00460         <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a>*= unPackScaleFactor.x; a11*= unPackScaleFactor.y; a12*= unPackScaleFactor.z; 
00461         <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>*= unPackScaleFactor.x; a21*= unPackScaleFactor.y; a22*= unPackScaleFactor.z; 
00462 
00463 
00464         <font class="comment">// get dst Array.</font>
00465         uint8   *dstPtr;
00466         dstPtr= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a> + <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a> * <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>;
00467 
00468         <font class="comment">// 2 modes, with or without per vertexColor</font>
00469         <font class="keywordflow">if</font>(vertexColor)
00470         {
00471                 <font class="comment">// get color array</font>
00472                 <font class="keyword">const</font> CRGBA             *colorPtr= &amp;instance.VertexColors[0];
00473                 <font class="keywordflow">for</font>(;numVertices&gt;0;numVertices--)
00474                 {
00475                         <font class="comment">// NB: order is important for AGP filling optimisation</font>
00476                         <font class="comment">// transform vertex, and store.</font>
00477                         CVector         *dstVector= (CVector*)dstPtr;
00478                         dstVector-&gt;x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * vertPtr-&gt;x + <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * vertPtr-&gt;y + <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * vertPtr-&gt;z + matPos.x;
00479                         dstVector-&gt;y= <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * vertPtr-&gt;x + a11 * vertPtr-&gt;y + a12 * vertPtr-&gt;z + matPos.y;
00480                         dstVector-&gt;z= <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * vertPtr-&gt;x + a21 * vertPtr-&gt;y + a22 * vertPtr-&gt;z + matPos.z;
00481                         <font class="comment">// Copy UV</font>
00482                         *(CUV*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a>)= *uvPtr;
00483 
00484                         <font class="comment">// Compute Lighting.</font>
00485                         CRGBA   lightRes= <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(lightObjectSpace, *normalPtr, ambient, diffuse);
00486                         <font class="comment">// modulate color and store.</font>
00487                         ((CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>))-&gt;modulateFromColorRGBOnly(*colorPtr, lightRes);
00488                         <font class="comment">// Copy Alpha.</font>
00489                         ((CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>))-&gt;A= colorPtr-&gt;A;
00490 
00491                         <font class="comment">// next</font>
00492                         vertPtr++;
00493                         uvPtr++;
00494                         normalPtr++;
00495                         colorPtr++;
00496                         dstPtr+= <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a>;
00497                 }
00498         }
00499         <font class="keywordflow">else</font>
00500         {
00501                 <font class="keywordflow">for</font>(;numVertices&gt;0;numVertices--)
00502                 {
00503                         <font class="comment">// NB: order is important for AGP filling optimisation</font>
00504                         <font class="comment">// transform vertex, and store.</font>
00505                         CVector         *dstVector= (CVector*)dstPtr;
00506                         dstVector-&gt;x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * vertPtr-&gt;x + <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * vertPtr-&gt;y + <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * vertPtr-&gt;z + matPos.x;
00507                         dstVector-&gt;y= <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * vertPtr-&gt;x + a11 * vertPtr-&gt;y + a12 * vertPtr-&gt;z + matPos.y;
00508                         dstVector-&gt;z= <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * vertPtr-&gt;x + a21 * vertPtr-&gt;y + a22 * vertPtr-&gt;z + matPos.z;
00509                         <font class="comment">// Copy UV</font>
00510                         *(CUV*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a>)= *uvPtr;
00511 
00512                         <font class="comment">// Compute Lighting.</font>
00513                         CRGBA   lightRes= <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(lightObjectSpace, *normalPtr, ambient, diffuse);
00514                         lightRes.A= 255;
00515                         <font class="comment">// store global color</font>
00516                         *(CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>)= lightRes;
00517 
00518                         <font class="comment">// next</font>
00519                         vertPtr++;
00520                         uvPtr++;
00521                         normalPtr++;
00522                         dstPtr+= <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a>;
00523                 }
00524         }
00525 
00526 
00527         <font class="comment">// Add Primitives.</font>
00528         <font class="comment">//=============</font>
00529 
00530         <font class="comment">// get number of tri indexes</font>
00531         uint    numTriIdxs= clod-&gt;getNumTriangles() * 3;
00532 
00533         <font class="comment">// realloc tris if needed.</font>
00534         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+numTriIdxs &gt; <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.size())
00535         {
00536                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+numTriIdxs);
00537         }
00538 
00539         <font class="comment">// reindex and copy tris</font>
00540         <font class="keyword">const</font> uint32    *srcIdx= clod-&gt;getTriangleArray();
00541         uint32                  *dstIdx= &amp;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>[<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>];
00542         <font class="keywordflow">for</font>(;numTriIdxs&gt;0;numTriIdxs--, srcIdx++, dstIdx++)
00543         {
00544                 *dstIdx= *srcIdx + <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>;
00545         }
00546 
00547 
00548         <font class="comment">// Next</font>
00549         <font class="comment">//=============</font>
00550 
00551         <font class="comment">// Inc Vertex count.</font>
00552         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>+= clod-&gt;getNumVertices();
00553         <font class="comment">// Inc Prim count.</font>
00554         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+= clod-&gt;getNumTriangles() * 3;
00555 
00556 
00557         <font class="comment">// key added</font>
00558         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00559 }
00560 
00561 <font class="comment">// ***************************************************************************</font>
<a name="l00562"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_4">00562</a> <font class="keywordtype">void</font>                    CLodCharacterManager::endRender()
00563 {
00564         <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00565 
00566         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>);
00567         <font class="comment">// we must be beewteen beginRender() and endRender()</font>
00568         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00569 
00570         <font class="comment">// UnLock Buffer.</font>
00571         <font class="keywordflow">if</font>(_VBHard)
00572         {
00573                 <font class="comment">// ATI: copy only used vertices.</font>
00574                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>-&gt;unlock(0, <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>);
00575         }
00576 
00577         <font class="comment">// Render the VBuffer and the primitives.</font>
00578         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>&gt;0)
00579         {
00580                 <font class="comment">// setup matrix.</font>
00581                 CMatrix         managerMatrix; 
00582                 managerMatrix.setPos(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>);
00583                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;setupModelMatrix(managerMatrix);
00584 
00585                 <font class="comment">// active VB</font>
00586                 <font class="keywordflow">if</font>(_VBHard)
00587                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;activeVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>);
00588                 <font class="keywordflow">else</font>
00589                         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;activeVertexBuffer(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>);
00590 
00591                 <font class="comment">// render triangles</font>
00592                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>-&gt;renderTriangles(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>, &amp;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>[0], <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>/3);
00593         }
00594 
00595         <font class="comment">// Ok, end rendering</font>
00596         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">false</font>;
00597 }
00598 
00599 <font class="comment">// ***************************************************************************</font>
<a name="l00600"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_6">00600</a> <font class="keywordtype">void</font>                    CLodCharacterManager::setupNormalCorrectionMatrix(<font class="keyword">const</font> CMatrix &amp;normalMatrix)
00601 {
00602         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>= normalMatrix;
00603         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.setPos(CVector::Null);
00604         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.invert();
00605 }
00606 
00607 
00608 <font class="comment">// ***************************************************************************</font>
00609 <font class="comment">// ***************************************************************************</font>
00610 <font class="comment">// Texturing.</font>
00611 <font class="comment">// ***************************************************************************</font>
00612 <font class="comment">// ***************************************************************************</font>
00613 
00614 
00615 <font class="comment">// ***************************************************************************</font>
<a name="l00616"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a0">00616</a> CLodCharacterTmpBitmap::CLodCharacterTmpBitmap()
00617 {
00618         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">reset</a>();
00619 }
00620 
00621 <font class="comment">// ***************************************************************************</font>
<a name="l00622"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">00622</a> <font class="keywordtype">void</font>                    CLodCharacterTmpBitmap::reset()
00623 {
00624         <font class="comment">// setup a 1*1 bitmap</font>
00625         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(1);
00626         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>[0]= CRGBA::Black;
00627         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o1">_WidthPower</a>=0;
00628         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o2">_UShift</a>= 8;
00629         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o3">_VShift</a>= 8;
00630 }
00631 
00632 <font class="comment">// ***************************************************************************</font>
<a name="l00633"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a2">00633</a> <font class="keywordtype">void</font>                    CLodCharacterTmpBitmap::build(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CBitmap.html">NLMISC::CBitmap</a> &amp;bmpIn)
00634 {
00635         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>= bmpIn.<a class="code" href="classNLMISC_1_1CBitmap.html#a6">getWidth</a>();
00636         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>= bmpIn.<a class="code" href="classNLMISC_1_1CBitmap.html#a7">getHeight</a>();
00637         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>&gt;0 &amp;&amp; <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>&lt;=256);
00638         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>&gt;0 &amp;&amp; <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>&lt;=256);
00639 
00640         <font class="comment">// resize bitmap.</font>
00641         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
00642         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o1">_WidthPower</a>= <a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
00643         <font class="comment">// compute shift</font>
00644         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o2">_UShift</a>= 8-<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
00645         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o3">_VShift</a>= 8-<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
00646 
00647         <font class="comment">// convert the bitmap.</font>
00648         CBitmap         bmp= bmpIn;
00649         bmp.<a class="code" href="classNLMISC_1_1CBitmap.html#a4">convertToType</a>(CBitmap::RGBA);
00650         CRGBA   *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= (CRGBA*)&amp;bmp.getPixels()[0];
00651         CRGBA   *dst= <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_2">getPtr</a>();
00652         <font class="keywordflow">for</font>(sint nPix= <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;nPix&gt;0;nPix--, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>++, dst++)
00653         {
00654                 *dst= *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>;
00655         }
00656 }
00657 
00658 <font class="comment">// ***************************************************************************</font>
<a name="l00659"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a3">00659</a> <font class="keywordtype">void</font>                    CLodCharacterTmpBitmap::build(CRGBA col)
00660 {
00661         <font class="comment">// setup a 1*1 bitmap and set it with col</font>
00662         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">reset</a>();
00663         <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>[0]= col;
00664 }
00665 
00666 
00667 <font class="comment">// ***************************************************************************</font>
<a name="l00668"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_0">00668</a> <font class="keywordtype">void</font>                    CLodCharacterManager::initInstance(CLodCharacterInstance &amp;instance)
00669 {
00670         <font class="comment">// first release in (maybe) other manager.</font>
00671         <font class="keywordflow">if</font>(instance._Owner)
00672                 instance._Owner-&gt;releaseInstance(instance);
00673 
00674         <font class="comment">// get the shape</font>
00675         <font class="keyword">const</font> CLodCharacterShape        *clod= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">getShape</a>(instance.ShapeId);
00676         <font class="comment">// if not found quit</font>
00677         <font class="keywordflow">if</font>(!clod)
00678                 <font class="keywordflow">return</font>;
00679         <font class="comment">// get Uvs.</font>
00680         <font class="keyword">const</font> CUV       *uvSrc= clod-&gt;getUVs();
00681         <a class="code" href="debug_8h.html#a6">nlassert</a>(uvSrc);
00682 
00683 
00684         <font class="comment">// Ok, init header</font>
00685         instance._Owner= <font class="keyword">this</font>;
00686         instance._UVs.resize(clod-&gt;getNumVertices());
00687 
00688         <font class="comment">// allocate an id. If cannot, then fill Uvs with 0 =&gt; filled with Black. (see endTextureCompute() why).</font>
00689         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.empty())
00690         {
00691                 <font class="comment">// set a "Not enough memory" id</font>
00692                 instance._TextureId= <a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>;
00693                 CUV             uv(0,0);
00694                 fill(instance._UVs.begin(), instance._UVs.end(), uv);
00695         }
00696         <font class="comment">// else OK, can instanciate the Uvs.</font>
00697         <font class="keywordflow">else</font>
00698         {
00699                 <font class="comment">// get the id.</font>
00700                 instance._TextureId= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.back();
00701                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.pop_back();
00702                 <font class="comment">// get the x/y.</font>
00703                 uint    xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00704                 uint    yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00705                 <font class="comment">// compute the scale/bias to apply to Uvs.</font>
00706                 <font class="keywordtype">float</font>   scaleU= 1.0f / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00707                 <font class="keywordtype">float</font>   scaleV= 1.0f / <a class="code" href="lod__character__manager_8cpp.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00708                 <font class="keywordtype">float</font>   biasU= (float)xId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00709                 <font class="keywordtype">float</font>   biasV= (float)yId / <a class="code" href="lod__character__manager_8cpp.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00710                 <font class="comment">// apply it to each UVs.</font>
00711                 CUV             *uvDst= &amp;instance._UVs[0];
00712                 <font class="keywordflow">for</font>(uint i=0; i&lt;instance._UVs.size();i++)
00713                 {
00714                         uvDst[i].U= biasU + uvSrc[i].U*scaleU;
00715                         uvDst[i].V= biasV + uvSrc[i].V*scaleV;
00716                 }
00717         }
00718 }
00719 
00720 <font class="comment">// ***************************************************************************</font>
<a name="l00721"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_1">00721</a> <font class="keywordtype">void</font>                    CLodCharacterManager::releaseInstance(CLodCharacterInstance &amp;instance)
00722 {
00723         <font class="keywordflow">if</font>(instance._Owner==NULL)
00724                 <font class="keywordflow">return</font>;
00725         <a class="code" href="debug_8h.html#a6">nlassert</a>(<font class="keyword">this</font>==instance._Owner);
00726 
00727         <font class="comment">// if the id is not a "Not enough memory" id, release it.</font>
00728         <font class="keywordflow">if</font>(instance._TextureId&gt;=0 &amp;&amp; instance._TextureId&lt;<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00729                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.push_back(instance._TextureId);
00730 
00731         <font class="comment">// reset the instance</font>
00732         instance._Owner= NULL;
00733         instance._TextureId= -1;
00734         <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(instance._UVs);
00735 }
00736 
00737 
00738 <font class="comment">// ***************************************************************************</font>
<a name="l00739"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">00739</a> CRGBA                   *CLodCharacterManager::getTextureInstance(CLodCharacterInstance &amp;instance)
00740 {
00741         <a class="code" href="debug_8h.html#a6">nlassert</a>(instance._Owner==<font class="keyword">this</font>);
00742         <a class="code" href="debug_8h.html#a6">nlassert</a>(instance._TextureId!=-1);
00743         <font class="comment">// if the texture id is a "not enough memory", quit.</font>
00744         <font class="keywordflow">if</font>(instance._TextureId==<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00745                 <font class="keywordflow">return</font> NULL;
00746 
00747         <font class="comment">// get the x/y.</font>
00748         uint    xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00749         uint    yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00750 
00751         <font class="comment">// get the ptr on the correct pixel.</font>
00752         CRGBA   *pix= (CRGBA*)&amp;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;getPixels(0)[0];
00753         <font class="keywordflow">return</font> pix + yId*<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>*<a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a> + xId*<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00754 }
00755 
00756 
00757 <font class="comment">// ***************************************************************************</font>
<a name="l00758"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_2">00758</a> <font class="keywordtype">bool</font>                    CLodCharacterManager::startTextureCompute(CLodCharacterInstance &amp;instance)
00759 {
00760         CRGBA   *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00761         <font class="keywordflow">if</font>(!dst)
00762                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00763 
00764         <font class="comment">// erase the texture with 0,0,0,255. Alpha is actually the min "Quality" part of the CTUVQ.</font>
00765         CRGBA   col= <a class="code" href="lod__character__manager_8cpp.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
00766         <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00767         {
00768                 <font class="comment">// erase the line</font>
00769                 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00770                         dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= col;
00771                 <font class="comment">// Next line</font>
00772                 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00773         }
00774 
00775         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00776 }
00777 
00778 <font class="comment">// ***************************************************************************</font>
<a name="l00779"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_4">00779</a> <font class="keywordtype">void</font>                    CLodCharacterManager::addTextureCompute(CLodCharacterInstance &amp;instance, <font class="keyword">const</font> CLodCharacterTexture &amp;lodTexture)
00780 {
00781         CRGBA   *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00782         <font class="keywordflow">if</font>(!dst)
00783                 <font class="keywordflow">return</font>;
00784 
00785         <font class="comment">// get lookup ptr.</font>
00786         <a class="code" href="debug_8h.html#a6">nlassert</a>(lodTexture.Texture.size()==<a class="code" href="lod__character__texture_8h.html#a2">NL3D_CLOD_TEXT_SIZE</a>);
00787         <font class="keyword">const</font> CLodCharacterTexture::CTUVQ               *lookUpPtr= &amp;lodTexture.Texture[0];
00788 
00789         <font class="comment">// apply the lodTexture, taking only better quality (ie nearer 0)</font>
00790         <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00791         {
00792                 <font class="comment">// erase the line</font>
00793                 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00794                 {
00795                         CLodCharacterTexture::CTUVQ             lut= *lookUpPtr;
00796                         <font class="comment">// if this quality is better than the one stored</font>
00797                         <font class="keywordflow">if</font>(lut.Q&lt;dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>].A)
00798                         {
00799                                 <font class="comment">// get what texture to read, and read the pixel.</font>
00800                                 CRGBA   col= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_3">_TmpBitmaps</a>[lut.T].getPixel(lut.U, lut.V);
00801                                 <font class="comment">// set quality.</font>
00802                                 col.A= lut.Q;
00803                                 <font class="comment">// set in dest</font>
00804                                 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= col;
00805                         }
00806 
00807                         <font class="comment">// next lookup</font>
00808                         lookUpPtr++;
00809                 }
00810                 <font class="comment">// Next line</font>
00811                 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00812         }
00813 }
00814 
00815 <font class="comment">// ***************************************************************************</font>
<a name="l00816"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_5">00816</a> <font class="keywordtype">void</font>                    CLodCharacterManager::endTextureCompute(CLodCharacterInstance &amp;instance, uint numBmpToReset)
00817 {
00818         CRGBA   *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00819         <font class="keywordflow">if</font>(!dst)
00820                 <font class="keywordflow">return</font>;
00821 
00822         <font class="comment">// reset All Alpha values to 255 =&gt; no AlphaTest problems</font>
00823         <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00824         {
00825                 <font class="comment">// erase the line</font>
00826                 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00827                 {
00828                         dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>].A= 255;
00829                 }
00830                 <font class="comment">// Next line</font>
00831                 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00832         }
00833 
00834         <font class="comment">// If the id == 0 then must reset the 0,0 Pixel to black. for the "Not Enough memory" case in initInstance().</font>
00835         <font class="keywordflow">if</font>(instance._TextureId==0)
00836                 *(CRGBA*)&amp;<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;getPixels(0)[0]= <a class="code" href="lod__character__manager_8cpp.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
00837 
00838         <font class="comment">// get the x/y.</font>
00839         uint    xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00840         uint    yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00841         <font class="comment">// touch the texture for Driver update.</font>
00842         <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>-&gt;touchRect(
00843                 CRect(xId*<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>, yId*<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>, <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>) );
00844 
00845         <font class="comment">// reset tmpBitmaps / free memory.</font>
00846         <font class="keywordflow">for</font>(uint i=0; i&lt;numBmpToReset; i++)
00847         {
00848                 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_3">_TmpBitmaps</a>[i].reset();
00849         }
00850 
00851         <font class="comment">// TestYoyo</font>
00852         <font class="comment">/*NLMISC::COFile        f("tam.tga");</font>
00853 <font class="comment">        _BigTexture-&gt;writeTGA(f,32);*/</font>
00854 }
00855 
00856 
00857 } <font class="comment">// NL3D</font>
</pre></div>

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