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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>lighting_manager.cpp</h1><a href="lighting__manager_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="lighting__manager_8h.html">3d/lighting_manager.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="point__light_8h.html">3d/point_light.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="logic__info_8h.html">nel/3d/logic_info.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="aabbox_8h.html">nel/misc/aabbox.h</a>"</font>
+00034
+00035
+00036 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00038
+00039
+00040 <font class="keyword">namespace </font>NL3D {
+00041
+00042
+00043 <font class="comment">// ***************************************************************************</font>
+00044 <font class="comment">/* LightQuadGrid setup. This is the same setup for StaticLightedModelQuadGrid setup.</font>
+00045 <font class="comment"> NB: with this setup, a light will lies into 4*4=16 squares of a quadGrid at max.</font>
+00046 <font class="comment">*/</font>
+<a name="l00047"></a><a class="code" href="lighting__manager_8cpp.html#a0">00047</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_SIZE 256</font>
+<a name="l00048"></a><a class="code" href="lighting__manager_8cpp.html#a1">00048</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_ELTSIZE 10.f</font>
+<a name="l00049"></a><a class="code" href="lighting__manager_8cpp.html#a2">00049</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT 20.f</font>
+00050 <font class="preprocessor"></font><font class="comment">// Factor for a level to the next: size/=factor, eltSize*=factor, and radiusLimit*=factor.</font>
+<a name="l00051"></a><a class="code" href="lighting__manager_8cpp.html#a3">00051</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_FACTOR 4</font>
+00052 <font class="preprocessor"></font>
+00053
+00054 <font class="comment">// this is a big radius for light that don't have attenuation</font>
+<a name="l00055"></a><a class="code" href="lighting__manager_8cpp.html#a4">00055</a> <font class="preprocessor">#define NL3D_DEFAULT_NOATT_LIGHT_RADIUS 1000.f</font>
+00056 <font class="preprocessor"></font><font class="comment">// this is used when the model is out of attBegin/attEnd, to modulate the influence</font>
+<a name="l00057"></a><a class="code" href="lighting__manager_8cpp.html#a5">00057</a> <font class="preprocessor">#define NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR 0.1f</font>
+00058 <font class="preprocessor"></font><font class="comment">// Defualt LightTransitionThreshold</font>
+<a name="l00059"></a><a class="code" href="lighting__manager_8cpp.html#a6">00059</a> <font class="preprocessor">#define NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD 0.1f</font>
+00060 <font class="preprocessor"></font>
+00061
+00062 <font class="comment">// ***************************************************************************</font>
+<a name="l00063"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a0">00063</a> CLightingManager::CLightingManager()
+00064 {
+00065 <font class="comment">// Init the lightQuadGrids and StaticLightedModelQuadGrid</font>
+00066 <font class="comment">// finer level.</font>
+00067 uint qgSize= <a class="code" href="lighting__manager_8cpp.html#a0">NL3D_LIGHT_QUAD_GRID_SIZE</a>;
+00068 <font class="keywordtype">float</font> eltSize= <a class="code" href="lighting__manager_8cpp.html#a1">NL3D_LIGHT_QUAD_GRID_ELTSIZE</a>;
+00069 <font class="keywordtype">float</font> radiusLimit= <a class="code" href="lighting__manager_8cpp.html#a2">NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT</a>;
+00070 <font class="comment">// for all levels</font>
+00071 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
+00072 {
+00073 <font class="comment">// init _LightQuadGrid and _StaticLightedModelQuadGrid</font>
+00074 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].create(qgSize, eltSize);
+00075 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].create(qgSize, eltSize);
+00076 <a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[i]= radiusLimit;
+00077
+00078 <font class="comment">// coarser quadGrid level</font>
+00079 qgSize/= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
+00080 qgSize= max(qgSize, 1U);
+00081 eltSize*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
+00082 radiusLimit*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
+00083 }
+00084
+00085
+00086 <font class="comment">// default paramters</font>
+00087 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= <a class="code" href="lighting__manager_8cpp.html#a4">NL3D_DEFAULT_NOATT_LIGHT_RADIUS</a>;
+00088 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= <a class="code" href="lighting__manager_8cpp.html#a5">NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR</a>;
+00089 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= <a class="code" href="lighting__manager_8cpp.html#a6">NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD</a>;
+00090
+00091
+00092 <font class="comment">// Default number of pointLight on an object.</font>
+00093 <a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">setMaxLightContribution</a>(3);
+00094 }
+00095
+00096
+00097 <font class="comment">// ***************************************************************************</font>
+<a name="l00098"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">00098</a> <font class="keywordtype">void</font> CLightingManager::setMaxLightContribution(uint nlights)
+00099 {
+00100 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(nlights, (uint)<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>);
+00101 }
+00102
+00103
+00104 <font class="comment">// ***************************************************************************</font>
+<a name="l00105"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_2">00105</a> <font class="keywordtype">void</font> CLightingManager::setNoAttLightRadius(<font class="keywordtype">float</font> noAttLightRadius)
+00106 {
+00107 <a class="code" href="debug_8h.html#a6">nlassert</a>(noAttLightRadius&gt;0);
+00108 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= noAttLightRadius;
+00109 }
+00110
+00111
+00112 <font class="comment">// ***************************************************************************</font>
+<a name="l00113"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_4">00113</a> <font class="keywordtype">void</font> CLightingManager::setOutOfAttLightInfFactor(<font class="keywordtype">float</font> outOfAttLightInfFactor)
+00114 {
+00115 outOfAttLightInfFactor= max(0.f, outOfAttLightInfFactor);
+00116 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= outOfAttLightInfFactor;
+00117 }
+00118
+00119
+00120 <font class="comment">// ***************************************************************************</font>
+<a name="l00121"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_6">00121</a> <font class="keywordtype">void</font> CLightingManager::setLightTransitionThreshold(<font class="keywordtype">float</font> lightTransitionThreshold)
+00122 {
+00123 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lightTransitionThreshold, 0.f, 1.f);
+00124 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= lightTransitionThreshold;
+00125 }
+00126
+00127
+00128
+00129 <font class="comment">// ***************************************************************************</font>
+<a name="l00130"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_0">00130</a> <font class="keywordtype">void</font> CLightingManager::clearDynamicLights()
+00131 {
+00132 <font class="comment">// for all levels</font>
+00133 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
+00134 {
+00135 <font class="comment">// clear all the lights in the quadGrid.</font>
+00136 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].clear();
+00137 }
+00138
+00139 <font class="comment">// clear the list.</font>
+00140 <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.clear();
+00141 }
+00142
+00143 <font class="comment">// ***************************************************************************</font>
+<a name="l00144"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_1">00144</a> <font class="keywordtype">void</font> CLightingManager::addDynamicLight(CPointLight *light)
+00145 {
+00146
+00147 <font class="comment">// Insert the light in the quadGrid.</font>
+00148 <font class="comment">//----------</font>
+00149 CPointLightInfo plInfo;
+00150 plInfo.Light= light;
+00151
+00152 <font class="comment">// build the bounding sphere for this light, with the AttenuationEnd of the light</font>
+00153 <font class="keywordtype">float</font> radius=light-&gt;getAttenuationEnd();
+00154 <font class="comment">// if attenuation is disabled (ie getAttenuationEnd() return 0), then have a dummy radius</font>
+00155 <font class="keywordflow">if</font>(radius==0)
+00156 radius= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>;
+00157 plInfo.Sphere.Center= light-&gt;getPosition();
+00158 plInfo.Sphere.Radius= radius;
+00159
+00160 <font class="comment">// build a bbox, so it includes the sphere</font>
+00161 CVector bbmin= light-&gt;getPosition();
+00162 bbmin-= CVector(radius, radius, radius);
+00163 CVector bbmax= light-&gt;getPosition();
+00164 bbmax+= CVector(radius, radius, radius);
+00165
+00166 <font class="comment">// choose the correct quadgrid according to the radius of the light.</font>
+00167 uint qgId;
+00168 <font class="keywordflow">for</font>(qgId= 0; qgId&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>-1; qgId++)
+00169 {
+00170 <font class="comment">// if radius is inferior to the requested radius for this quadGrid, ok!</font>
+00171 <font class="keywordflow">if</font>(radius&lt;<a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[qgId])
+00172 <font class="keywordflow">break</font>;
+00173 }
+00174 <font class="comment">// insert this light in the correct quadgrid.</font>
+00175 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId].insert(bbmin, bbmax, plInfo);
+00176
+00177
+00178 <font class="comment">// touch the objects around the lights.</font>
+00179 <font class="comment">//----------</font>
+00180
+00181 <font class="comment">// Select the static lightedModels to update around this light.</font>
+00182 <font class="comment">// Use the same level of _StaticLightedModelQuadGrid than me to not select too many squares in the quadGrid</font>
+00183 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].select(bbmin, bbmax);
+00184 <font class="comment">// For all those models.</font>
+00185 CQuadGrid&lt;CTransform*&gt;::CIterator itModel= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].begin();
+00186 <font class="keywordflow">while</font>(itModel != <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].end() )
+00187 {
+00188 CTransform *model= *itModel;
+00189 <font class="keyword">const</font> CVector &amp;modelPos= model-&gt;getWorldMatrix().getPos();
+00190
+00191 <font class="comment">// test first if this model is in the area of the light.</font>
+00192 <font class="keywordflow">if</font>( plInfo.Sphere.include(modelPos) )
+00193 {
+00194 <font class="comment">// yes, then this model must recompute his lighting, because a dynamic light touch him.</font>
+00195 model-&gt;resetLighting();
+00196 }
+00197
+00198 <font class="comment">// next.</font>
+00199 itModel++;
+00200 }
+00201
+00202
+00203 <font class="comment">// insert the light in the list.</font>
+00204 <font class="comment">//----------</font>
+00205 <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.push_back(light);
+00206
+00207 }
+00208
+00209 <font class="comment">// ***************************************************************************</font>
+<a name="l00210"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_0">00210</a> CLightingManager::CQGItLightedModel CLightingManager::eraseStaticLightedModel(CQGItLightedModel ite)
+00211 {
+00212 <font class="comment">// Erase the iterator for all levels</font>
+00213 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
+00214 {
+00215 <font class="comment">// NB: it is possible here that the iterator is NULL (ie end()).</font>
+00216 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].erase(ite.QgItes[i]);
+00217 }
+00218
+00219 <font class="comment">// return end(), ie NULL iterators</font>
+00220 <font class="keywordflow">return</font> CQGItLightedModel();
+00221 }
+00222
+00223 <font class="comment">// ***************************************************************************</font>
+<a name="l00224"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_1">00224</a> CLightingManager::CQGItLightedModel CLightingManager::insertStaticLightedModel(CTransform *model)
+00225 {
+00226 CQGItLightedModel ite;
+00227 <font class="keyword">const</font> CVector &amp;worldPos= model-&gt;getWorldMatrix().getPos();
+00228
+00229 <font class="comment">// Insert the models in all levels, because addDynamicLight() may choose the best suited level to select</font>
+00230 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
+00231 {
+00232 ite.QgItes[i]= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].insert(worldPos, worldPos, model);
+00233 }
+00234
+00235 <font class="comment">// return the iterator</font>
+00236 <font class="keywordflow">return</font> ite;
+00237 }
+00238
+00239
+00240 <font class="comment">// ***************************************************************************</font>
+<a name="l00241"></a><a class="code" href="structNL3D_1_1CSortLight.html">00241</a> <font class="keyword">struct </font>CSortLight
+00242 {
+<a name="l00243"></a><a class="code" href="structNL3D_1_1CSortLight.html#m0">00243</a> CPointLight *<a class="code" href="structNL3D_1_1CSortLight.html#m0">PointLight</a>;
+<a name="l00244"></a><a class="code" href="structNL3D_1_1CSortLight.html#m1">00244</a> <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSortLight.html#m1">Influence</a>;
+00245
+00246 };
+00247
+00248 <font class="comment">// ***************************************************************************</font>
+<a name="l00249"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a1">00249</a> <font class="keywordtype">void</font> CLightingManager::computeModelLightContributions(CTransform *model, CLightContribution &amp;lightContrib,
+00250 ILogicInfo *logicInfo)
+00251 {
+00252 sint i;
+00253
+00254 <font class="comment">// This is the list of light which touch this model.</font>
+00255 <font class="keyword">static</font> std::vector&lt;CPointLightInfluence&gt; lightList;
+00256 <font class="comment">// static, for malloc perf.</font>
+00257 lightList.clear();
+00258
+00259 <font class="comment">// the position of the model.</font>
+00260 CVector modelPos;
+00261 <font class="keywordtype">float</font> modelRadius;
+00262
+00263 <font class="comment">// get the untransformed bbox from the model.</font>
+00264 CAABBox bbox;
+00265 model-&gt;getAABBox(bbox);
+00266 <font class="comment">// get transformed center pos of bbox</font>
+00267 modelPos= model-&gt;getWorldMatrix() * bbox.getCenter();
+00268 <font class="comment">// If the model is a big lightable, must take radius from aabbox, else suppose 0 radius.</font>
+00269 <font class="keywordflow">if</font>(model-&gt;isBigLightable())
+00270 {
+00271 <font class="comment">// get size of the bbox (bounding sphere)</font>
+00272 modelRadius= bbox.getRadius();
+00273 }
+00274 <font class="keywordflow">else</font>
+00275 {
+00276 <font class="comment">// Assume 0 radius =&gt; faster computeLinearAttenuation()</font>
+00277 modelRadius= 0;
+00278 }
+00279
+00280
+00281 <font class="comment">// First pass, fill the list of light which touch this model.</font>
+00282 <font class="comment">//=========</font>
+00283 <font class="comment">// get the dynamic lights around the model</font>
+00284 <a class="code" href="classNL3D_1_1CLightingManager.html#c0">getDynamicPointLightList</a>(modelPos, lightList);
+00285
+00286 <font class="comment">// if not already precomputed, append staticLights to this list.</font>
+00287 <font class="keywordflow">if</font>( !lightContrib.FrozenStaticLightSetup )
+00288 {
+00289 <font class="comment">// If no logicInfo provided</font>
+00290 <font class="keywordflow">if</font>(!logicInfo)
+00291 {
+00292 <font class="comment">// Default: suppose full SunLight and no PointLights.</font>
+00293 lightContrib.SunContribution= 255;
+00294 <font class="comment">// Take full SunAmbient.</font>
+00295 lightContrib.LocalAmbient.set(0,0,0,0);
+00296 <font class="comment">// do not append any pointLight to the setup</font>
+00297 }
+00298 <font class="keywordflow">else</font>
+00299 {
+00300 <font class="comment">// NB: SunContribution is computed by logicInfo</font>
+00301 logicInfo-&gt;getStaticLightSetup(lightList, lightContrib.SunContribution, lightContrib.LocalAmbient);
+00302 }
+00303 }
+00304
+00305 <font class="comment">// Second pass, in the lightList, choose the best suited light to lit this model</font>
+00306 <font class="comment">//=========</font>
+00307
+00308 <font class="comment">// for each light, modulate the factor of influence</font>
+00309 <font class="keywordflow">for</font>(i=0; i&lt;(sint)lightList.size();i++)
+00310 {
+00311 CPointLight *pl= lightList[i].PointLight;
+00312
+00313 <font class="comment">// get the distance from the light to the model</font>
+00314 <font class="keywordtype">float</font> dist= (pl-&gt;getPosition() - modelPos).norm();
+00315 <font class="keywordtype">float</font> distMinusRadius= dist - modelRadius;
+00316
+00317 <font class="comment">// modulate the factor by the distance and the attenuation distance.</font>
+00318 <font class="keywordtype">float</font> inf;
+00319 <font class="keywordtype">float</font> attBegin= pl-&gt;getAttenuationBegin();
+00320 <font class="keywordtype">float</font> attEnd= pl-&gt;getAttenuationEnd();
+00321 <font class="comment">// if no attenuation</font>
+00322 <font class="keywordflow">if</font>( attEnd==0 )
+00323 {
+00324 <font class="comment">// influence is awlays 1.</font>
+00325 inf= 1;
+00326
+00327 <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font>
+00328 <font class="keywordflow">if</font>(pl-&gt;getType() == CPointLight::SpotLight)
+00329 inf*= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
+00330 }
+00331 <font class="keywordflow">else</font>
+00332 {
+00333 <font class="comment">// if correct attenuation radius</font>
+00334 <font class="keywordflow">if</font>(distMinusRadius&lt;attBegin)
+00335 {
+00336 <font class="comment">// NB: we are sure that attBegin&gt;0, because dist&gt;=0.</font>
+00337 <font class="comment">// if &lt; attBegin, inf should be ==1, but must select the nearest lights; for better</font>
+00338 <font class="comment">// understanding of the scene</font>
+00339 inf= 1 + <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attBegin - distMinusRadius); <font class="comment">// inf E [1, +oo[</font>
+00340 <font class="comment">// NB: this formula favour big lights (ie light with big attBegin).</font>
+00341
+00342 <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font>
+00343 <font class="keywordflow">if</font>(pl-&gt;getType() == CPointLight::SpotLight)
+00344 inf*= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
+00345 }
+00346 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(distMinusRadius&lt;attEnd)
+00347 {
+00348 <font class="comment">// we are sure attEnd-attBegin&gt;0 because of the test</font>
+00349 <font class="comment">// compute influence of the light: attenuation and SpotAttenuation</font>
+00350 inf= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
+00351 }
+00352 <font class="keywordflow">else</font>
+00353 {
+00354 <font class="comment">// if &gt;= attEnd, inf should be ==0, but must select the nearest lights; for better</font>
+00355 <font class="comment">// understanding of the scene</font>
+00356 inf= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attEnd - distMinusRadius); <font class="comment">// inf E ]-oo, 0]</font>
+00357 }
+00358 }
+00359
+00360 <font class="comment">// modulate the influence with this factor</font>
+00361 lightList[i].BkupInfluence= lightList[i].Influence;
+00362 lightList[i].Influence*= inf;
+00363
+00364 <font class="comment">// Bkup distance to model.</font>
+00365 lightList[i].DistanceToModel= dist;
+00366 }
+00367
+00368 <font class="comment">// sort the light by influence</font>
+00369 sort(lightList.begin(), lightList.end());
+00370
+00371
+00372 <font class="comment">// and choose only max light.</font>
+00373 uint startId= 0;
+00374 uint ligthSrcId= 0;
+00375 <font class="comment">// skip already setuped light (statically)</font>
+00376 <font class="keywordflow">if</font>(lightContrib.FrozenStaticLightSetup)
+00377 startId= lightContrib.NumFrozenStaticLight;
+00378
+00379 <font class="comment">// If there is still place for Dynamic lights.</font>
+00380 <font class="keywordflow">if</font>(startId &lt; <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>)
+00381 {
+00382 <font class="comment">// setup the transition.</font>
+00383 <font class="keywordtype">float</font> deltaMinInfluence= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>;
+00384 <font class="keywordtype">float</font> minInfluence= 0;
+00385 <font class="comment">// If there is more light that we can accept, </font>
+00386 <font class="keywordflow">if</font>(lightList.size() &gt; <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId)
+00387 {
+00388 <font class="comment">// the minInfluence is the influence of the first light not taken.</font>
+00389 minInfluence= lightList[<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId].Influence;
+00390 <font class="comment">// but must still be &gt;=0.</font>
+00391 minInfluence= max(minInfluence, 0.f);
+00392 }
+00393 <font class="comment">// Any light under this minInfluence+deltaMinInfluence will be smoothly darken.</font>
+00394 <font class="keywordtype">float</font> minInfluenceStart = minInfluence + deltaMinInfluence;
+00395 <font class="keywordtype">float</font> OOdeltaMinInfluencex255= 255.f / deltaMinInfluence;
+00396
+00397 <font class="comment">// fill maxLight at max.</font>
+00398 <font class="keywordflow">for</font>(i=startId;i&lt;(sint)<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>; i++)
+00399 {
+00400 <font class="comment">// if not so many pointLights found, end!!</font>
+00401 <font class="keywordflow">if</font>(ligthSrcId&gt;=lightList.size())
+00402 <font class="keywordflow">break</font>;
+00403 <font class="keywordflow">else</font>
+00404 {
+00405 CPointLight *pl= lightList[ligthSrcId].PointLight;
+00406 <font class="keywordtype">float</font> inf= lightList[ligthSrcId].Influence;
+00407 <font class="keywordtype">float</font> bkupInf= lightList[ligthSrcId].BkupInfluence;
+00408 <font class="keywordtype">float</font> distToModel= lightList[ligthSrcId].DistanceToModel;
+00409 <font class="comment">// else fill it.</font>
+00410 lightContrib.PointLight[i]= pl;
+00411
+00412 <font class="comment">// Compute the Final factor of influence of the light.</font>
+00413 <font class="keywordflow">if</font>(inf &gt;= minInfluenceStart)
+00414 {
+00415 <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font>
+00416 <font class="comment">// don't worry about the precision of floor, because of *255.</font>
+00417 lightContrib.Factor[i]= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(bkupInf*255);
+00418 }
+00419 <font class="keywordflow">else</font>
+00420 {
+00421 <font class="keywordtype">float</font> f= (inf-minInfluence) * OOdeltaMinInfluencex255;
+00422 sint fi;
+00423 <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font>
+00424 <font class="comment">// don't worry about the precision of floor, because of *255.</font>
+00425 fi= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( bkupInf*f );
+00426 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(fi, 0, 255);
+00427 lightContrib.Factor[i]= fi;
+00428 }
+00429
+00430 <font class="comment">// Compute the Final Att factor for models using Global Attenuation. NB: modulate with Factor</font>
+00431 <font class="comment">// don't worry about the precision of floor, because of *255.</font>
+00432 <font class="comment">// NB: compute att on the center of the model =&gt; modelRadius==0</font>
+00433 sint attFactor= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( lightContrib.Factor[i] * pl-&gt;computeLinearAttenuation(modelPos, distToModel) );
+00434 lightContrib.AttFactor[i]= (uint8)attFactor;
+00435
+00436 <font class="comment">// must append this lightedModel to the list in the light.</font>
+00437 lightContrib.TransformIterator[i]= pl-&gt;appendLightedModel(model);
+00438
+00439 <font class="comment">// next light.</font>
+00440 ligthSrcId++;
+00441 }
+00442 }
+00443 }
+00444 <font class="keywordflow">else</font>
+00445 {
+00446 <font class="comment">// point to end the list</font>
+00447 i= startId;
+00448 }
+00449
+00450 <font class="comment">// End the list.</font>
+00451 <font class="keywordflow">if</font>(i&lt;<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>)
+00452 {
+00453 lightContrib.PointLight[i]= NULL;
+00454 }
+00455
+00456 }
+00457
+00458
+00459 <font class="comment">// ***************************************************************************</font>
+<a name="l00460"></a><a class="code" href="classNL3D_1_1CLightingManager.html#c0">00460</a> <font class="keywordtype">void</font> CLightingManager::getDynamicPointLightList(<font class="keyword">const</font> CVector &amp;worldPos, std::vector&lt;CPointLightInfluence&gt; &amp;lightList)
+00461 {
+00462 <font class="comment">// For all quadGrids.</font>
+00463 <font class="keywordflow">for</font>(uint qgId=0; qgId&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>; qgId++)
+00464 {
+00465 CQuadGrid&lt;CPointLightInfo&gt; &amp;quadGrid= <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId];
+00466
+00467 <font class="comment">// select the lights around this position in the quadGrids.</font>
+00468 quadGrid.select(worldPos, worldPos);
+00469
+00470 <font class="comment">// for all possible found lights</font>
+00471 CQuadGrid&lt;CPointLightInfo&gt;::CIterator itLight;
+00472 <font class="keywordflow">for</font>(itLight= quadGrid.begin(); itLight!=quadGrid.end(); itLight++)
+00473 {
+00474 <font class="comment">// verify it includes the entity</font>
+00475 <font class="keywordflow">if</font>( (*itLight).Sphere.include(worldPos) )
+00476 {
+00477 <font class="comment">// ok, insert in list.</font>
+00478 CPointLightInfluence pli;
+00479 pli.PointLight= (*itLight).Light;
+00480 <font class="comment">// No special Influence degradation scheme for Dynamic lighting</font>
+00481 pli.Influence= 1;
+00482 lightList.push_back( pli );
+00483 }
+00484 }
+00485 }
+00486 }
+00487
+00488
+00489
+00490 } <font class="comment">// NL3D</font>
+</pre></div>
+
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