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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>coarse_mesh_build.cpp</h1><a href="coarse__mesh__build_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2001 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="coarse__mesh__build_8h.html">3d/coarse_mesh_build.h</a>"</font>
+00029
+00030 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font>
+00031
+00032 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00033
+00034 <font class="keyword">namespace </font>NL3D
+00035 {
+00036
+00037 <font class="comment">// ***************************************************************************</font>
+00038
+<a name="l00039"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#a0">00039</a> <font class="keywordtype">bool</font> CCoarseMeshBuild::build (<font class="keyword">const</font> std::vector&lt;CCoarseMeshDesc&gt;&amp; coarseMeshes, CBitmap&amp; bitmap, CStats&amp; stats, <font class="keywordtype">float</font> mulArea)
+00040 {
+00041 <font class="comment">// 1. build the bitmap</font>
+00042 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#u0">MapBitmapDesc</a> desc;
+00043 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c1">buildBitmap</a> (coarseMeshes, bitmap, stats, desc, mulArea)==<font class="keyword">false</font>)
+00044 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00045
+00046 <font class="comment">// 2. remap coordinates</font>
+00047 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c2">remapCoordinates</a> (coarseMeshes, desc);
+00048
+00049 <font class="comment">// 3. ok</font>
+00050 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00051 }
+00052
+00053 <font class="comment">// ***************************************************************************</font>
+00054
+00055 <font class="comment">// Class descriptor for bitmap inserted</font>
+<a name="l00056"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html">00056</a> <font class="keyword">class </font>CInsertedBitmap
+00057 {
+00058 <font class="keyword">public</font>:
+00059 <font class="comment">// Width and height</font>
+<a name="l00060"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m0">00060</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m0">Width</a>;
+<a name="l00061"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m1">00061</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m1">Height</a>;
+00062
+00063 <font class="comment">// Coordinates</font>
+<a name="l00064"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m2">00064</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m2">U</a>;
+<a name="l00065"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m3">00065</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m3">V</a>;
+00066 };
+00067
+00068 <font class="comment">// ***************************************************************************</font>
+00069
+<a name="l00070"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c1">00070</a> <font class="keywordtype">bool</font> CCoarseMeshBuild::buildBitmap (<font class="keyword">const</font> std::vector&lt;CCoarseMeshDesc&gt;&amp; coarseMeshes, CBitmap&amp; bitmap, CStats&amp; stats, MapBitmapDesc&amp; desc, <font class="keywordtype">float</font> mulArea)
+00071 {
+00072 <font class="comment">// Total area used by texture</font>
+00073 uint totalArea=0;
+00074
+00075 <font class="comment">// ***************************************************************************</font>
+00076
+00077 <font class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</font>
+00078 <font class="keyword">typedef</font> std::multimap&lt;uint, CBitmapDesc&gt; MapAreaBitmap;
+00079 MapAreaBitmap mapArea;
+00080 uint mesh;
+00081 <font class="keywordflow">for</font> (mesh=0; mesh&lt;coarseMeshes.size(); mesh++)
+00082 {
+00083 <font class="comment">// Geom mesh pointer</font>
+00084 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom;
+00085
+00086 <font class="comment">// Base mesh pointer</font>
+00087 <font class="keyword">const</font> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase;
+00088
+00089 <font class="comment">// For each matrix block</font>
+00090 uint matrixBlock;
+00091 uint nbMatrixBlock=meshGeom-&gt;getNbMatrixBlock();
+00092 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;nbMatrixBlock; matrixBlock++)
+00093 {
+00094 <font class="comment">// For each render pass</font>
+00095 uint renderPass;
+00096 uint numRenderPass=meshGeom-&gt;getNbRdrPass(matrixBlock);
+00097 <font class="keywordflow">for</font> (renderPass=0; renderPass&lt;numRenderPass; renderPass++)
+00098 {
+00099 <font class="comment">// Render pass material</font>
+00100 uint32 matId=meshGeom-&gt;getRdrPassMaterial(matrixBlock, renderPass);
+00101
+00102 <font class="comment">// Checks</font>
+00103 <a class="code" href="debug_8h.html#a6">nlassert</a> (matId&lt;meshBase-&gt;getNbMaterial());
+00104
+00105 <font class="comment">// Get the material</font>
+00106 <font class="keyword">const</font> CMaterial &amp;material=meshBase-&gt;getMaterial(matId);
+00107
+00108 <font class="comment">// Get the texture</font>
+00109 ITexture *texture=material.getTexture(0);
+00110 <font class="keywordflow">if</font> (texture)
+00111 {
+00112 <font class="comment">// Get its name</font>
+00113 std::string name;
+00114 <font class="keywordflow">if</font> (texture-&gt;supportSharing())
+00115 {
+00116 <font class="comment">// Get sharing name</font>
+00117 name=texture-&gt;getShareName();
+00118 }
+00119 <font class="keywordflow">else</font>
+00120 {
+00121 <font class="comment">// Build a name</font>
+00122 name=toString ((uint)texture);
+00123 }
+00124
+00125 <font class="comment">// Already added ?</font>
+00126 <font class="keywordflow">if</font> (desc.find (name)==desc.end())
+00127 {
+00128 <font class="comment">// Add it..</font>
+00129
+00130 <font class="comment">// Generate the texture</font>
+00131 texture-&gt;generate();
+00132
+00133 <font class="comment">// Convert to RGBA</font>
+00134 texture-&gt;convertToType (CBitmap::RGBA);
+00135
+00136 <font class="comment">// Backup original size</font>
+00137 <font class="keywordtype">float</font> originalWidth = (float)texture-&gt;getWidth();
+00138 <font class="keywordtype">float</font> originalHeight = (float)texture-&gt;getHeight();
+00139
+00140 <font class="comment">// Expand the texture</font>
+00141 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c0">expand</a> (*texture);
+00142
+00143 <font class="comment">// Descriptor for this texture</font>
+00144 CBitmapDesc descBitmap;
+00145 uint area = texture-&gt;getWidth() * texture-&gt;getHeight();
+00146 descBitmap.Texture = texture;
+00147 descBitmap.Name = name;
+00148 descBitmap.FactorU = originalWidth;
+00149 descBitmap.FactorV = originalHeight;
+00150
+00151 <font class="comment">// Insert it in the maps</font>
+00152 desc.insert (MapBitmapDesc::value_type (name, descBitmap));
+00153 mapArea.insert (MapAreaBitmap::value_type(area, descBitmap));
+00154
+00155 <font class="comment">// Sum area if added</font>
+00156 totalArea+=area;
+00157 }
+00158 }
+00159 }
+00160 }
+00161 }
+00162
+00163 <font class="comment">// ***************************************************************************</font>
+00164
+00165 <font class="comment">// 2. Calc the best area for the dest texture and resize the bitmap</font>
+00166
+00167 <font class="comment">// Total area used by the textures + a little more</font>
+00168 uint newArea=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (<a class="code" href="namespaceNLMISC.html#a223">raiseToNextPowerOf2</a> (totalArea));
+00169 <font class="keywordflow">while</font> ((1&lt;&lt;newArea)&lt;(sint)(mulArea*(float)totalArea))
+00170 {
+00171 newArea++;
+00172 }
+00173
+00174 <font class="comment">// Calc width and height with HEIGHT==WIDTH or HEIGHT=2*WIDTH</font>
+00175 uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=1&lt;&lt;(newArea/2);
+00176 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=1&lt;&lt;(newArea/2 + (newArea&amp;1));
+00177
+00178 <font class="comment">// Resize the bitmap and set the pixel format</font>
+00179 bitmap.resize (<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>, CBitmap::RGBA);
+00180
+00181 <font class="comment">// Checks</font>
+00182 <font class="keywordflow">if</font> (totalArea==0)
+00183 {
+00184 <font class="comment">// No texture, ok computed.</font>
+00185 stats.TextureUsed=1;
+00186
+00187 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00188 }
+00189
+00190 <font class="comment">// ***************************************************************************</font>
+00191
+00192 <font class="comment">// 3. Place each texture in the bitmap in uncreasing order</font>
+00193 <font class="keyword">typedef</font> std::multimap&lt;sint, CInsertedBitmap&gt; mapInsertedBitmap;
+00194
+00195 <font class="comment">// For each texture</font>
+00196 MapAreaBitmap::iterator ite=mapArea.end();
+00197
+00198 <font class="comment">// Inserted bitmap desc</font>
+00199 mapInsertedBitmap inserted;
+00200
+00201 <font class="comment">// Max texture height</font>
+00202 uint maxTexHeight=0;
+00203
+00204 <font class="keywordflow">do</font>
+00205 {
+00206 ite--;
+00207 <a class="code" href="debug_8h.html#a6">nlassert</a> (ite!=mapArea.end());
+00208
+00209 <font class="comment">// Texture</font>
+00210 ITexture *texture=ite-&gt;second.Texture;
+00211
+00212 <font class="comment">// Size of the texture</font>
+00213 uint widthTex=texture-&gt;getWidth();
+00214 uint heightTex=texture-&gt;getHeight();
+00215
+00216 <font class="comment">// Width and height max</font>
+00217 uint widthMax=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-widthTex;
+00218 uint heightMax=<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-heightTex;
+00219
+00220 <font class="comment">// Test against others..</font>
+00221 <font class="keywordtype">bool</font> enter=<font class="keyword">false</font>;
+00222
+00223 <font class="comment">// For each row and each column</font>
+00224 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>&lt;heightMax; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>++)
+00225 {
+00226 <font class="keywordflow">for</font> (uint u=0; u&lt;widthMax; u++)
+00227 {
+00228 <font class="comment">// Test against others..</font>
+00229 enter=<font class="keyword">true</font>;
+00230
+00231 <font class="comment">// Get the first to test</font>
+00232 mapInsertedBitmap::iterator toTest=inserted.lower_bound ((sint)<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>-(sint)maxTexHeight);
+00233 <font class="keywordflow">while</font> (toTest!=inserted.end())
+00234 {
+00235 <font class="comment">// Make a test ?</font>
+00236 <font class="keywordflow">if</font> ((sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+heightTex)&lt;=(toTest-&gt;first))
+00237 {
+00238 <font class="comment">// Ok, end test</font>
+00239 <font class="keywordflow">break</font>;
+00240 }
+00241
+00242 <font class="comment">// Test it</font>
+00243 uint otherU=toTest-&gt;second.U;
+00244 uint otherV=toTest-&gt;second.V;
+00245 uint otherWidth=toTest-&gt;second.Width;
+00246 uint otherHeight=toTest-&gt;second.Height;
+00247 <font class="keywordflow">if</font> ((v&lt;otherV+otherHeight) &amp;&amp; (v+heightTex&gt;otherV) &amp;&amp;
+00248 (u&lt;otherU+otherWidth) &amp;&amp; (u+widthTex&gt;otherU))
+00249 {
+00250 <font class="comment">// Collision</font>
+00251 enter=<font class="keyword">false</font>;
+00252 u=toTest-&gt;second.U+otherWidth-1;
+00253 <font class="keywordflow">break</font>;
+00254 }
+00255
+00256 <font class="comment">// Next to test</font>
+00257 toTest++;
+00258 }
+00259
+00260 <font class="comment">// Enter ?</font>
+00261 <font class="keywordflow">if</font> (enter)
+00262 {
+00263 <font class="comment">// Ok, enter</font>
+00264
+00265 <font class="comment">// Insert an inserted descriptor</font>
+00266 CInsertedBitmap descInserted;
+00267 descInserted.Width=widthTex;
+00268 descInserted.Height=heightTex;
+00269 descInserted.U=u;
+00270 descInserted.V=<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
+00271 inserted.insert (mapInsertedBitmap::value_type (<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, descInserted));
+00272
+00273 <font class="comment">// Max height</font>
+00274 <font class="keywordflow">if</font> (heightTex&gt;maxTexHeight)
+00275 maxTexHeight=heightTex;
+00276
+00277 <font class="comment">// Blit in the texture</font>
+00278 bitmap.blit (texture, u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
+00279
+00280 <font class="comment">// Get the descriptor by the name</font>
+00281 MapBitmapDesc::iterator iteInserted=desc.find (ite-&gt;second.Name);
+00282 <a class="code" href="debug_8h.html#a6">nlassert</a> (iteInserted!=desc.end());
+00283
+00284 <font class="comment">// Set the U and V texture coordinates</font>
+00285 iteInserted-&gt;second.U=(float)(u+1)/(float)<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>;
+00286 iteInserted-&gt;second.V=(float)(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+1)/(float)<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;
+00287
+00288 <font class="comment">// Set ratio</font>
+00289 iteInserted-&gt;second.FactorU /= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>;
+00290 iteInserted-&gt;second.FactorV /= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;
+00291
+00292 <font class="comment">// End</font>
+00293 <font class="keywordflow">break</font>;
+00294 }
+00295
+00296 <font class="comment">// next..</font>
+00297 }
+00298
+00299 <font class="comment">// Enter ?</font>
+00300 <font class="keywordflow">if</font> (enter)
+00301 <font class="keywordflow">break</font>;
+00302 }
+00303
+00304 <font class="comment">// Not enter ?</font>
+00305 <font class="keywordflow">if</font> (!enter)
+00306 <font class="comment">// Texture too small..</font>
+00307 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00308 }
+00309 <font class="keywordflow">while</font> (ite!=mapArea.begin());
+00310
+00311 <font class="comment">// Some stats</font>
+00312 stats.TextureUsed=(float)totalArea/(float)(<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>);
+00313
+00314 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00315 }
+00316
+00317 <font class="comment">// ***************************************************************************</font>
+00318
+<a name="l00319"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c0">00319</a> <font class="keywordtype">void</font> CCoarseMeshBuild::expand (CBitmap&amp; bitmap)
+00320 {
+00321 <font class="comment">// Get size</font>
+00322 uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=bitmap.getWidth();
+00323 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=bitmap.getHeight();
+00324
+00325 <font class="comment">// Valid size ?</font>
+00326 <font class="keywordflow">if</font> ((<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>!=0) &amp;&amp; (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>!=0))
+00327 {
+00328 <font class="comment">// Copy the bitmap</font>
+00329 CBitmap copy=bitmap;
+00330
+00331 <font class="comment">// Resize the bitmap</font>
+00332 bitmap.resize (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+2);
+00333
+00334 <font class="comment">// Copy old bitmap</font>
+00335 bitmap.blit (&amp;copy, 1, 1);
+00336
+00337 <font class="comment">// Make a top and bottom border</font>
+00338 uint32 *topSrc=(uint32*)&amp;(copy.getPixels()[0]);
+00339 uint32 *topDest=((uint32*)&amp;(bitmap.getPixels()[0]))+1;
+00340 memcpy (topDest, topSrc, 4*<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
+00341 uint32 *bottomSrc=topSrc+<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>-1);
+00342 uint32 *bottomDest=((uint32*)&amp;(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+1)+1;
+00343 memcpy (bottomDest, bottomSrc, 4*<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
+00344
+00345 <font class="comment">// Make a left and right border</font>
+00346 uint32 *leftSrc=(uint32*)&amp;(copy.getPixels()[0]);
+00347 uint32 *leftDest=((uint32*)&amp;(bitmap.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2;
+00348 uint32 *rightSrc=leftSrc+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-1;
+00349 uint32 *rightDest=leftDest+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+1;
+00350 uint i;
+00351 <font class="keywordflow">for</font> (i=0; i&lt;<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>; i++)
+00352 {
+00353 <font class="comment">// Copy the borders</font>
+00354 *leftDest=*leftSrc;
+00355 *rightDest=*rightSrc;
+00356
+00357 <font class="comment">// Move pointers</font>
+00358 leftDest+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2;
+00359 rightDest+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2;
+00360 leftSrc+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>;
+00361 rightSrc+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>;
+00362 }
+00363
+00364 <font class="comment">// Make corners</font>
+00365
+00366 <font class="comment">// Left top</font>
+00367 *(uint32*)&amp;(bitmap.getPixels()[0])=*(uint32*)&amp;(copy.getPixels()[0]);
+00368
+00369 <font class="comment">// Rigth top</font>
+00370 *(((uint32*)&amp;(bitmap.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+1)=*(((uint32*)&amp;(copy.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-1);
+00371
+00372 <font class="comment">// Rigth bottom</font>
+00373 *(((uint32*)&amp;(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+2)-1)=*(((uint32*)&amp;(copy.getPixels()[0]))+<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>-1);
+00374
+00375 <font class="comment">// Left bottom</font>
+00376 *(((uint32*)&amp;(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+1))=*(((uint32*)&amp;(copy.getPixels()[0]))+<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>-1));
+00377 }
+00378 }
+00379
+00380 <font class="comment">// ***************************************************************************</font>
+00381
+<a name="l00382"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c2">00382</a> <font class="keywordtype">void</font> CCoarseMeshBuild::remapCoordinates (<font class="keyword">const</font> std::vector&lt;CCoarseMeshDesc&gt;&amp; coarseMeshes, <font class="keyword">const</font> MapBitmapDesc&amp; desc)
+00383 {
+00384 <font class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</font>
+00385 <font class="keyword">typedef</font> std::multimap&lt;float, CBitmapDesc&gt; MapAreaBitmap;
+00386 MapAreaBitmap mapArea;
+00387 uint mesh;
+00388 <font class="keywordflow">for</font> (mesh=0; mesh&lt;coarseMeshes.size(); mesh++)
+00389 {
+00390 <font class="comment">// Geom mesh pointer</font>
+00391 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom;
+00392
+00393 <font class="comment">// Base mesh pointer</font>
+00394 <font class="keyword">const</font> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase;
+00395
+00396 <font class="comment">// The vertex buffer</font>
+00397 CVertexBuffer &amp;vertexBuffer=const_cast&lt;CVertexBuffer&amp;&gt; (meshGeom-&gt;getVertexBuffer());
+00398
+00399 <font class="comment">// For each matrix block</font>
+00400 uint matrixBlock;
+00401 uint nbMatrixBlock=meshGeom-&gt;getNbMatrixBlock();
+00402 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock&lt;nbMatrixBlock; matrixBlock++)
+00403 {
+00404 <font class="comment">// For each render pass</font>
+00405 uint renderPass;
+00406 uint numRenderPass=meshGeom-&gt;getNbRdrPass(matrixBlock);
+00407 <font class="keywordflow">for</font> (renderPass=0; renderPass&lt;numRenderPass; renderPass++)
+00408 {
+00409 <font class="comment">// Render pass material</font>
+00410 uint32 matId=meshGeom-&gt;getRdrPassMaterial(matrixBlock, renderPass);
+00411
+00412 <font class="comment">// Checks</font>
+00413 <a class="code" href="debug_8h.html#a6">nlassert</a> (matId&lt;meshBase-&gt;getNbMaterial());
+00414
+00415 <font class="comment">// Get the material</font>
+00416 <font class="keyword">const</font> CMaterial &amp;material=meshBase-&gt;getMaterial(matId);
+00417
+00418 <font class="comment">// Get the texture</font>
+00419 ITexture *texture=material.getTexture(0);
+00420 <font class="keywordflow">if</font> (texture)
+00421 {
+00422 <font class="comment">// Get its name</font>
+00423 std::string name;
+00424 <font class="keywordflow">if</font> (texture-&gt;supportSharing())
+00425 {
+00426 <font class="comment">// Get sharing name</font>
+00427 name=texture-&gt;getShareName();
+00428 }
+00429 <font class="keywordflow">else</font>
+00430 {
+00431 <font class="comment">// Build a name</font>
+00432 name=toString ((uint)texture);
+00433 }
+00434
+00435 <font class="comment">// Find the texture</font>
+00436 MapBitmapDesc::const_iterator ite=desc.find (name);
+00437 <a class="code" href="debug_8h.html#a6">nlassert</a> (ite!=desc.end());
+00438
+00439 <font class="comment">// Descriptor ref</font>
+00440 <font class="keyword">const</font> CBitmapDesc&amp; descBitmap=ite-&gt;second;
+00441
+00442 <font class="comment">// Get primitives</font>
+00443 <font class="keyword">const</font> CPrimitiveBlock &amp;primitiveBlock=meshGeom-&gt;getRdrPassPrimitiveBlock(matrixBlock,renderPass);
+00444
+00445 <font class="comment">// Set of vertex to remap</font>
+00446 std::set&lt;uint&gt; vertexToRemap;
+00447
+00448 <font class="comment">// Remap triangles</font>
+00449 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
+00450 <font class="keyword">const</font> uint32 *indexPtr=primitiveBlock.getTriPointer();
+00451 uint32 numIndex=3*primitiveBlock.getNumTri();
+00452 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>&lt;numIndex; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>++)
+00453 vertexToRemap.insert (indexPtr[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]);
+00454
+00455 <font class="comment">// Remap quad</font>
+00456 indexPtr=primitiveBlock.getQuadPointer();
+00457 numIndex=4*primitiveBlock.getNumQuad();
+00458 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>&lt;numIndex; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>++)
+00459 vertexToRemap.insert (indexPtr[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]);
+00460
+00461 <font class="comment">// Remap the vertex</font>
+00462 std::set&lt;uint&gt;::iterator iteRemap=vertexToRemap.begin();
+00463 <font class="keywordflow">while</font> (iteRemap!=vertexToRemap.end())
+00464 {
+00465 <font class="comment">// Remap the vertex</font>
+00466 <font class="keywordtype">float</font> *UVCoordinate=(<font class="keywordtype">float</font>*)vertexBuffer.getTexCoordPointer(*iteRemap);
+00467 UVCoordinate[0]=UVCoordinate[0]*descBitmap.FactorU+descBitmap.U;
+00468 UVCoordinate[1]=UVCoordinate[1]*descBitmap.FactorV+descBitmap.V;
+00469
+00470 <font class="comment">// Next vertex</font>
+00471 iteRemap++;
+00472 }
+00473 }
+00474 }
+00475 }
+00476 }
+00477 }
+00478
+00479 <font class="comment">// ***************************************************************************</font>
+00480
+00481 } <font class="comment">// NL3D</font>
+</pre></div>
+
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