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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>ig_surface_light_build.cpp</h1><a href="ig__surface__light__build_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="ig__surface__light__build_8h.html">3d/ig_surface_light_build.h</a>"</font>
+00029
+00030
+00031 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00032 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00033
+00034 <font class="keyword">namespace </font>NL3D
+00035 {
+00036
+00037
+00038 <font class="comment">// ***************************************************************************</font>
+<a name="l00039"></a><a class="code" href="classNL3D_1_1CIGSurfaceLightBuild.html#a0">00039</a> <font class="keywordtype">void</font> CIGSurfaceLightBuild::buildSunDebugMesh(CMesh::CMeshBuild &amp;meshBuild,
+00040 CMeshBase::CMeshBaseBuild &amp;meshBaseBuild, <font class="keyword">const</font> CVector &amp;deltaPos)
+00041 {
+00042 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(meshBuild);
+00043 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(meshBaseBuild);
+00044 meshBaseBuild.Materials.resize(1);
+00045 meshBaseBuild.Materials[0].initUnlit();
+00046 meshBaseBuild.Materials[0].setBlend(<font class="keyword">true</font>);
+00047 meshBaseBuild.Materials[0].setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
+00048
+00049 meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
+00050
+00051 <font class="comment">// For all grids.</font>
+00052 <a class="code" href="classNL3D_1_1CIGSurfaceLightBuild.html#s1">ItRetrieverGridMap</a> it;
+00053 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CIGSurfaceLightBuild.html#m1">RetrieverGridMap</a>.begin(); it!= <a class="code" href="classNL3D_1_1CIGSurfaceLightBuild.html#m1">RetrieverGridMap</a>.end(); it++)
+00054 {
+00055 <font class="keywordflow">for</font>(uint iSurf= 0; iSurf&lt;it-&gt;second.Grids.size(); iSurf++)
+00056 {
+00057 CSurface &amp;surface= it-&gt;second.Grids[iSurf];
+00058
+00059 <font class="comment">// Resize vector and faces.</font>
+00060 uint wVert= surface.Width;
+00061 uint hVert= surface.Height;
+00062 uint wCell= wVert-1;
+00063 uint hCell= hVert-1;
+00064 uint vId0= meshBuild.Vertices.size();
+00065 <font class="comment">// Allocate vertices / colors</font>
+00066 meshBuild.Vertices.resize(vId0 + wVert*hVert);
+00067 vector&lt;CRGBA&gt; colors;
+00068 colors.resize(wVert*hVert);
+00069 <font class="comment">// Allocate enough space for faces.</font>
+00070 meshBuild.Faces.reserve(meshBuild.Faces.size() + wCell*hCell *2);
+00071
+00072 <font class="comment">// Build vertices pos and colors.</font>
+00073 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+00074 <font class="keywordflow">for</font>(<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;hVert; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00075 {
+00076 <font class="keywordflow">for</font>(<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;wVert; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00077 {
+00078 uint vId= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wVert + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+00079 <font class="comment">// Copy Pos.</font>
+00080 meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
+00081 <font class="comment">// Copy Color.</font>
+00082 uint8 col= surface.Cells[vId].SunContribution;
+00083 colors[vId].set(col, col, col, 128);
+00084 <font class="comment">// Force Blue color, to simulate ambiant.</font>
+00085 colors[vId].B= 128 + colors[vId].B/2;
+00086 <font class="comment">// OutSurface =&gt; green is 128.</font>
+00087 <font class="keywordflow">if</font>(!surface.Cells[vId].InSurface)
+00088 colors[vId].G= 128;
+00089
+00090 }
+00091 }
+00092
+00093 <font class="comment">// Build faces</font>
+00094 <font class="keywordflow">for</font>(<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;hCell; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00095 {
+00096 <font class="keywordflow">for</font>(<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;wCell; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00097 {
+00098 uint v00= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wVert + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+00099 uint v10= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wVert + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1;
+00100 uint v01= (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*wVert + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+00101 uint v11= (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*wVert + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1;
+00102
+00103 <font class="comment">// Skip this cell??</font>
+00104 <font class="keywordtype">bool</font> skip= <font class="keyword">false</font>;
+00105 <font class="keywordflow">if</font>(!surface.Cells[v00].InSurface &amp;&amp; !surface.Cells[v00].Dilated) skip= <font class="keyword">true</font>;
+00106 <font class="keywordflow">if</font>(!surface.Cells[v10].InSurface &amp;&amp; !surface.Cells[v10].Dilated) skip= <font class="keyword">true</font>;
+00107 <font class="keywordflow">if</font>(!surface.Cells[v01].InSurface &amp;&amp; !surface.Cells[v01].Dilated) skip= <font class="keyword">true</font>;
+00108 <font class="keywordflow">if</font>(!surface.Cells[v11].InSurface &amp;&amp; !surface.Cells[v11].Dilated) skip= <font class="keyword">true</font>;
+00109
+00110
+00111 <font class="keywordflow">if</font>(!skip)
+00112 {
+00113 <font class="comment">// 1st triangle.</font>
+00114 CMesh::CFace face0;
+00115 face0.MaterialId= 0;
+00116 face0.Corner[0].Vertex= vId0+ v00;
+00117 face0.Corner[0].Color= colors[v00];
+00118 face0.Corner[1].Vertex= vId0+ v10;
+00119 face0.Corner[1].Color= colors[v10];
+00120 face0.Corner[2].Vertex= vId0+ v01;
+00121 face0.Corner[2].Color= colors[v01];
+00122
+00123 <font class="comment">// 2nd triangle.</font>
+00124 CMesh::CFace face1;
+00125 face1.MaterialId= 0;
+00126 face1.Corner[0].Vertex= vId0+ v10;
+00127 face1.Corner[0].Color= colors[v10];
+00128 face1.Corner[1].Vertex= vId0+ v11;
+00129 face1.Corner[1].Color= colors[v11];
+00130 face1.Corner[2].Vertex= vId0+ v01;
+00131 face1.Corner[2].Color= colors[v01];
+00132
+00133 <font class="comment">// Add 2 triangles</font>
+00134 meshBuild.Faces.push_back(face0);
+00135 meshBuild.Faces.push_back(face1);
+00136 }
+00137 }
+00138 }
+00139
+00140
+00141 }
+00142 }
+00143
+00144
+00145 }
+00146
+00147
+00148
+00149 } <font class="comment">// NL3D</font>
+</pre></div>
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