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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>render_trav.cpp</h1><a href="render__trav_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 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="render__trav_8h.html">3d/render_trav.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="hrc__trav_8h.html">3d/hrc_trav.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="light_8h.html">3d/light.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="coarse__mesh__manager_8h.html">3d/coarse_mesh_manager.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
+00038 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
+00039
+00040 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font>
+00041 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
+00042 <font class="preprocessor">#include "<a class="code" href="mesh__skin__manager_8h.html">3d/mesh_skin_manager.h</a>"</font>
+00043
+00044 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00045 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00046
+00047
+00048 <font class="keyword">namespace </font>NL3D
+00049 {
+00050
+00051
+00052 <font class="comment">// ***************************************************************************</font>
+00053 <font class="comment">// ***************************************************************************</font>
+00054 <font class="comment">// CRenderTrav</font>
+00055 <font class="comment">// ***************************************************************************</font>
+00056 <font class="comment">// ***************************************************************************</font>
+00057
+00058
+00059 <font class="comment">// ***************************************************************************</font>
+<a name="l00060"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#a0">00060</a> CRenderTrav::CRenderTrav()
+00061 {
+00062 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.reserve(1024);
+00063 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.init(1024);
+00064 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.init(1024);
+00065 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a> = NULL;
+00066 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">true</font>;
+00067
+00068 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a>= NULL;
+00069
+00070 <font class="comment">// Default light Setup.</font>
+00071 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>= <font class="keyword">false</font>;
+00072 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>= CRGBA(50, 50, 50);
+00073 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>= CRGBA::Black;
+00074 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_5">SunDiffuse</a>= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_6">SunSpecular</a>= CRGBA::White;
+00075 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.set(0, 0.5, -0.5);
+00076 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.normalize();
+00077
+00078 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
+00079
+00080 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>= NULL;
+00081
+00082 <a class="code" href="classNL3D_1_1CRenderTrav.html#o6">_LayersRenderingOrder</a>= <font class="keyword">true</font>;
+00083 }
+00084 <font class="comment">// ***************************************************************************</font>
+<a name="l00085"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z745_0">00085</a> IObs *CRenderTrav::createDefaultObs()<font class="keyword"> const</font>
+00086 <font class="keyword"></font>{
+00087 <font class="keywordflow">return</font> <font class="keyword">new</font> CDefaultRenderObs;
+00088 }
+00089 <font class="comment">// ***************************************************************************</font>
+<a name="l00090"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z745_3">00090</a> <font class="keywordtype">void</font> CRenderTrav::traverse()
+00091 {
+00092 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_TravRender );
+00093
+00094 ITravCameraScene::update();
+00095
+00096 <font class="comment">// Bind to Driver.</font>
+00097 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()-&gt;setFrustum(<a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_0">Left</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_1">Right</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_2">Bottom</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_3">Top</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_4">Near</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_5">Far</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_6">Perspective</a>);
+00098 <font class="comment">// Use setupViewMatrixEx() for ZBuffer precision.</font>
+00099 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()-&gt;setupViewMatrixEx(<a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_8">ViewMatrix</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>);
+00100 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()-&gt;setupViewport(<a class="code" href="classNL3D_1_1CRenderTrav.html#o4">_Viewport</a>);
+00101
+00102 <font class="comment">// reset the light setup, and set global ambient.</font>
+00103 <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">resetLightSetup</a>();
+00104
+00105
+00106 <font class="comment">// reset the Skin manager, if needed</font>
+00107 <font class="keywordflow">if</font>(_MeshSkinManager)
+00108 {
+00109 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>!=<a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>-&gt;getDriver())
+00110 {
+00111 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>-&gt;release();
+00112 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>-&gt;init(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>, <a class="code" href="render__trav_8h.html#a0">NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT</a>, <a class="code" href="render__trav_8h.html#a1">NL3D_MESH_SKIN_MANAGER_MAXVERTICES</a>);
+00113 }
+00114 }
+00115
+00116
+00117 <font class="comment">// Fill OT with observers, for both Opaque and transparent pass</font>
+00118 <font class="comment">// =============================</font>
+00119
+00120 <font class="comment">// Sort the observers by distance from camera</font>
+00121 <font class="comment">// This is done here and not in the addRenderObs because of the LoadBalancing traversal which can modify</font>
+00122 <font class="comment">// the transparency flag (multi lod for instance)</font>
+00123
+00124 <font class="comment">// clear the OTs, and prepare to allocate max element space</font>
+00125 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.reset(<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size());
+00126 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.reset(<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size());
+00127
+00128 <font class="comment">// fill the OTs.</font>
+00129 IBaseRenderObs **itRdrObs= NULL;
+00130 uint32 nNbObs = <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size();
+00131 <font class="keywordflow">if</font>(nNbObs)
+00132 itRdrObs= &amp;<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>[0];
+00133 <font class="keywordtype">float</font> rPseudoZ, rPseudoZ2;
+00134
+00135 <font class="comment">// Some precalc</font>
+00136 <font class="keywordtype">float</font> OOFar= 1.0f / this-&gt;<a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_5">Far</a>;
+00137 uint32 opaqueOtSize= <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.getSize();
+00138 uint32 opaqueOtMax= <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.getSize()-1;
+00139 uint32 transparentOtSize= <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.getSize();
+00140 uint32 transparentOtMax= <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.getSize()-1;
+00141 uint32 otId;
+00142 <font class="comment">// fast floor</font>
+00143 <a class="code" href="namespaceNL3D.html#a360">OptFastFloorBegin</a>();
+00144 <font class="comment">// For all rdr observers</font>
+00145 <font class="keywordflow">for</font>( ; nNbObs&gt;0; itRdrObs++, nNbObs-- )
+00146 {
+00147 IBaseRenderObs *pObs= *itRdrObs;
+00148 <font class="comment">// Only rdrObserver of transform models can be inserted!! It's a requirement</font>
+00149 CTransform *pTransform = safe_cast&lt;CTransform*&gt;(pObs-&gt;Model);
+00150 CTransformHrcObs *trHrcObs= safe_cast&lt;CTransformHrcObs*&gt;(pObs-&gt;HrcObs);
+00151
+00152 <font class="comment">// Yoyo: skins are rendered through skeletons, so models WorldMatrix are all good here (even sticked objects)</font>
+00153 rPseudoZ = (trHrcObs-&gt;WorldMatrix.getPos() - <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>).norm();
+00154
+00155 <font class="comment">// rPseudoZ from 0.0 -&gt; 1.0</font>
+00156 rPseudoZ = sqrtf( rPseudoZ * OOFar );
+00157
+00158 <font class="keywordflow">if</font>( pTransform-&gt;isOpaque() )
+00159 {
+00160 <font class="comment">// since norm, we are sure that rPseudoZ&gt;=0</font>
+00161 rPseudoZ2 = rPseudoZ * opaqueOtSize;
+00162 otId= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(rPseudoZ2);
+00163 otId= <a class="code" href="bit__set_8cpp.html#a0">min</a>(otId, opaqueOtMax);
+00164 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.insert( otId, pObs );
+00165 }
+00166 <font class="keywordflow">if</font>( pTransform-&gt;isTransparent() )
+00167 {
+00168 <font class="comment">// since norm, we are sure that rPseudoZ&gt;=0</font>
+00169 rPseudoZ2 = rPseudoZ * transparentOtSize;
+00170 otId= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(rPseudoZ2);
+00171 otId= <a class="code" href="bit__set_8cpp.html#a0">min</a>(otId, transparentOtMax);
+00172 <font class="comment">// must invert id, because transparent, sort from back to front</font>
+00173 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.insert( pTransform-&gt;getOrderingLayer(), pObs, transparentOtMax-otId );
+00174 }
+00175
+00176 }
+00177 <font class="comment">// fast floor</font>
+00178 <a class="code" href="namespaceNL3D.html#a361">OptFastFloorEnd</a>();
+00179
+00180
+00181 <font class="comment">// Standard traverse (maybe not used)</font>
+00182 <font class="comment">// =============================</font>
+00183
+00184 <font class="comment">// First traverse the root.</font>
+00185 <font class="keywordflow">if</font>(Root)
+00186 <a class="code" href="classNL3D_1_1ITrav.html#n0">Root</a>-&gt;traverse(NULL);
+00187
+00188
+00189
+00190 <font class="comment">// Render Opaque stuff.</font>
+00191 <font class="comment">// =============================</font>
+00192
+00193 <font class="comment">// TestYoyo</font>
+00194 <font class="comment">//OrderOpaqueList.reset(0);</font>
+00195 <font class="comment">//OrderTransparentList.reset(0);</font>
+00196
+00197 <font class="comment">// Start LodCharacter Manager render.</font>
+00198 CLodCharacterManager *clodMngr= <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>-&gt;getLodCharacterManager();
+00199 <font class="keywordflow">if</font>(clodMngr)
+00200 clodMngr-&gt;beginRender(<a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>(), <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>);
+00201
+00202 <font class="comment">// Render the opaque materials</font>
+00203 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">true</font>;
+00204 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.begin();
+00205 IBaseRenderObs *pBRO;
+00206 <font class="keywordflow">while</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.get() != NULL )
+00207 {
+00208 pBRO = <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.get();
+00209 pBRO-&gt;traverse(NULL);
+00210 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.next();
+00211 }
+00212
+00213 <font class="comment">/* Render MeshBlock Manager. </font>
+00214 <font class="comment"> Some Meshs may be render per block. Interesting to remove VertexBuffer and Material setup overhead.</font>
+00215 <font class="comment"> Faster if rendered before lods, for ZBuffer optimisation: render first near objects then far. </font>
+00216 <font class="comment"> Lods are usually far objects.</font>
+00217 <font class="comment"> */</font>
+00218 <a class="code" href="classNL3D_1_1CRenderTrav.html#z749_0">MeshBlockManager</a>.flush(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>, <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>, <font class="keyword">this</font>);
+00219
+00220
+00221 <font class="comment">// End LodCharacter Manager render.</font>
+00222 <font class="keywordflow">if</font>(clodMngr)
+00223 clodMngr-&gt;endRender();
+00224
+00225
+00226 <font class="comment">/* Render Scene CoarseMeshManager. </font>
+00227 <font class="comment"> Important to render them at end of Opaque rendering, because coarses instances are created/removed during</font>
+00228 <font class="comment"> this model opaque rendering pass.</font>
+00229 <font class="comment"> */</font>
+00230 <font class="comment">// Render dynamic one.</font>
+00231 <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>-&gt;getDynamicCoarseMeshManager()-&gt;render(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>);
+00232 <font class="comment">// Render static one.</font>
+00233 <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>-&gt;getStaticCoarseMeshManager()-&gt;render(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>);
+00234
+00235
+00236 <font class="comment">// Render Transparent stuff.</font>
+00237 <font class="comment">// =============================</font>
+00238
+00239 <font class="comment">// Render transparent materials</font>
+00240 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">false</font>;
+00241 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.begin(<a class="code" href="classNL3D_1_1CRenderTrav.html#o6">_LayersRenderingOrder</a>);
+00242 <font class="keywordflow">while</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.get() != NULL )
+00243 {
+00244 pBRO = <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.get();
+00245 pBRO-&gt;traverse(NULL);
+00246 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.next();
+00247 }
+00248
+00249
+00250 <font class="comment">// END!</font>
+00251 <font class="comment">// =============================</font>
+00252
+00253 <font class="comment">// clean: reset the light setup</font>
+00254 <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">resetLightSetup</a>();
+00255
+00256 }
+00257 <font class="comment">// ***************************************************************************</font>
+<a name="l00258"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z746_0">00258</a> <font class="keywordtype">void</font> CRenderTrav::clearRenderList()
+00259 {
+00260 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.clear();
+00261 }
+00262 <font class="comment">// ***************************************************************************</font>
+<a name="l00263"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z746_1">00263</a> <font class="keywordtype">void</font> CRenderTrav::addRenderObs(IBaseRenderObs *o)
+00264 {
+00265 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.push_back(o);
+00266 }
+00267
+00268
+00269 <font class="comment">// ***************************************************************************</font>
+<a name="l00270"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z747_0">00270</a> <font class="keywordtype">void</font> CRenderTrav::setSunDirection(<font class="keyword">const</font> CVector &amp;dir)
+00271 {
+00272 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>= dir;
+00273 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.normalize();
+00274 }
+00275
+00276
+00277 <font class="comment">// ***************************************************************************</font>
+<a name="l00278"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#a8">00278</a> <font class="keywordtype">void</font> CRenderTrav::setMeshSkinManager(CMeshSkinManager *msm)
+00279 {
+00280 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>= msm;
+00281 }
+00282
+00283
+00284 <font class="comment">// ***************************************************************************</font>
+00285 <font class="comment">// ***************************************************************************</font>
+00286 <font class="comment">// LightSetup</font>
+00287 <font class="comment">// ***************************************************************************</font>
+00288 <font class="comment">// ***************************************************************************</font>
+00289
+00290
+00291 <font class="comment">// ***************************************************************************</font>
+<a name="l00292"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">00292</a> <font class="keywordtype">void</font> CRenderTrav::resetLightSetup()
+00293 {
+00294 <font class="comment">// If lighting System disabled, skip</font>
+00295 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>)
+00296 {
+00297 <font class="comment">// Dont modify Driver lights, but setup default lighting For VertexProgram Lighting.</font>
+00298 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 1;
+00299 <font class="comment">// Setup A default directionnal.</font>
+00300 CVector defDir(-0.5f, 0.0, -0.85f);
+00301 defDir.normalize();
+00302 CRGBA aday= CRGBA(130, 105, 119);
+00303 CRGBA dday= CRGBA(238, 225, 204);
+00304 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(aday, dday, dday, defDir);
+00305
+00306 <font class="keywordflow">return</font>;
+00307 }
+00308 <font class="keywordflow">else</font>
+00309 {
+00310 uint i;
+00311
+00312 <font class="comment">// Disable all lights.</font>
+00313 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;getMaxLight(); i++)
+00314 {
+00315 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;enableLight(i, <font class="keyword">false</font>);
+00316 }
+00317
+00318
+00319 <font class="comment">// setup the precise cache, and setup lights according to this cache?</font>
+00320 <font class="comment">// setup blackSun (factor==0).</font>
+00321 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= 0;
+00322 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(0,0,0,255);
+00323 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
+00324 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setLight(0, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0]);
+00325 <font class="comment">// setup NULL point lights (=&gt; cache will fail), so no need to setup other lights in Driver.</font>
+00326 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>; i++)
+00327 {
+00328 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[i]= NULL;
+00329 }
+00330
+00331
+00332 <font class="comment">// setup the precise cache, and setup lights according to this cache?</font>
+00333 <font class="comment">// setup blackSun (factor==0).</font>
+00334 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= 0;
+00335 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(0,0,0,255);
+00336 CLight light;
+00337 light.setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
+00338 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
+00339 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setLight(0, light);
+00340 <font class="comment">// setup NULL point lights (=&gt; cache will fail), so no need to setup other lights in Driver.</font>
+00341 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>; i++)
+00342 {
+00343 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[i]= NULL;
+00344 }
+00345
+00346 <font class="comment">// Set the global ambientColor</font>
+00347 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setAmbientColor(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>);
+00348
+00349
+00350 <font class="comment">// clear the cache.</font>
+00351 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a>= NULL;
+00352 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 0;
+00353
+00354 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
+00355 }
+00356 }
+00357
+00358
+00359 <font class="comment">// ***************************************************************************</font>
+<a name="l00360"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_2">00360</a> <font class="keywordtype">void</font> CRenderTrav::changeLightSetup(CLightContribution *lightContribution, <font class="keywordtype">bool</font> useLocalAttenuation)
+00361 {
+00362 <font class="comment">// If lighting System disabled, skip</font>
+00363 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>)
+00364 <font class="keywordflow">return</font>;
+00365
+00366 uint i;
+00367
+00368 <font class="comment">// if same lightContribution, no-op.</font>
+00369 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> == lightContribution &amp;&amp; <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_1">_LastLocalAttenuation</a> == useLocalAttenuation)
+00370 <font class="keywordflow">return</font>;
+00371 <font class="comment">// else, must setup the lights into driver.</font>
+00372 <font class="keywordflow">else</font>
+00373 {
+00374 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
+00375 <font class="comment">// if the setup is !NULL</font>
+00376 <font class="keywordflow">if</font>(lightContribution)
+00377 {
+00378 <font class="comment">// Compute SunAmbient / LocalAmbient</font>
+00379 <font class="comment">//-----------</font>
+00380 CRGBA finalAmbient;
+00381 <font class="comment">// Different case if the contribution is frozen or not.</font>
+00382 <font class="keywordflow">if</font>(lightContribution-&gt;FrozenStaticLightSetup)
+00383 {
+00384 <font class="comment">// Any FrozenAmbientLight provided??</font>
+00385 <font class="keywordflow">if</font>(lightContribution-&gt;FrozenAmbientLight)
+00386 <font class="comment">// Take his current (maybe animated) ambient</font>
+00387 finalAmbient= lightContribution-&gt;FrozenAmbientLight-&gt;getAmbient();
+00388 <font class="keywordflow">else</font>
+00389 <font class="comment">// Take the sun ones.</font>
+00390 finalAmbient= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>;
+00391 }
+00392 <font class="keywordflow">else</font>
+00393 {
+00394 <font class="comment">// must interpolate between SunAmbient and localAmbient</font>
+00395 uint uAmbFactor= lightContribution-&gt;LocalAmbient.<a class="code" href="classNLMISC_1_1CRGBA.html#m3">A</a>;
+00396 <font class="comment">// expand 0..255 to 0..256, to avoid loss of precision.</font>
+00397 uAmbFactor+= uAmbFactor&gt;&gt;7;
+00398 <font class="comment">// Blend, but LocalAmbient.r/g/b is already multiplied by a.</font>
+00399 finalAmbient.modulateFromuiRGBOnly(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>, 256 - uAmbFactor);
+00400 finalAmbient.addRGBOnly(finalAmbient, lightContribution-&gt;LocalAmbient);
+00401 }
+00402 <font class="comment">// Force Alpha to 255 for good cache test.</font>
+00403 finalAmbient.A= 255;
+00404
+00405
+00406 <font class="comment">// Setup the directionnal Sunlight.</font>
+00407 <font class="comment">//-----------</font>
+00408 <font class="comment">// expand 0..255 to 0..256, to avoid loss of precision.</font>
+00409 uint ufactor= lightContribution-&gt;SunContribution;
+00410 <font class="comment">// different SunLight as in cache ??</font>
+00411 <font class="comment">// NB: sunSetup can't change during renderPass, so need only to test factor.</font>
+00412 <font class="keywordflow">if</font>(ufactor != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a> || finalAmbient != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>)
+00413 {
+00414 <font class="comment">// cache (before expanding!!)</font>
+00415 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= ufactor;
+00416 <font class="comment">// Cache final ambient light</font>
+00417 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>= finalAmbient;
+00418
+00419 <font class="comment">// expand to 0..256.</font>
+00420 ufactor+= ufactor&gt;&gt;7; <font class="comment">// add 0 or 1.</font>
+00421 <font class="comment">// modulate color with factor of the lightContribution.</font>
+00422 CRGBA sunDiffuse, sunSpecular;
+00423 sunDiffuse.<a class="code" href="classNLMISC_1_1CRGBA.html#z321_1">modulateFromuiRGBOnly</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_5">SunDiffuse</a>, ufactor);
+00424 sunSpecular.modulateFromuiRGBOnly(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_6">SunSpecular</a>, ufactor);
+00425 <font class="comment">// setup driver light</font>
+00426 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(finalAmbient, sunDiffuse, sunSpecular, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
+00427 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setLight(0, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0]);
+00428 }
+00429
+00430
+00431 <font class="comment">// Setup other point lights</font>
+00432 <font class="comment">//-----------</font>
+00433 uint plId=0;
+00434 <font class="comment">// for the list of light.</font>
+00435 <font class="keywordflow">while</font>(lightContribution-&gt;PointLight[plId]!=NULL)
+00436 {
+00437 CPointLight *pl= lightContribution-&gt;PointLight[plId];
+00438 uint inf;
+00439 <font class="keywordflow">if</font>(useLocalAttenuation)
+00440 inf= lightContribution-&gt;Factor[plId];
+00441 <font class="keywordflow">else</font>
+00442 inf= lightContribution-&gt;AttFactor[plId];
+00443
+00444 <font class="comment">// different PointLight setup than in cache??</font>
+00445 <font class="comment">// NB: pointLight setup can't change during renderPass, so need only to test pointer, </font>
+00446 <font class="comment">// attenuation mode and factor.</font>
+00447 <font class="keywordflow">if</font>( pl!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[plId] ||
+00448 inf!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_6">_LastPointLightFactor</a>[plId] ||
+00449 useLocalAttenuation!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_7">_LastPointLightLocalAttenuation</a>[plId] )
+00450 {
+00451 <font class="comment">// need to resetup the light. Cache it.</font>
+00452 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[plId]= pl;
+00453 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_6">_LastPointLightFactor</a>[plId]= inf;
+00454 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_7">_LastPointLightLocalAttenuation</a>[plId]= useLocalAttenuation;
+00455
+00456 <font class="comment">// compute the driver light</font>
+00457 <font class="keywordflow">if</font>(useLocalAttenuation)
+00458 pl-&gt;setupDriverLight(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1], inf);
+00459 <font class="keywordflow">else</font>
+00460 <font class="comment">// Compute it with user Attenuation</font>
+00461 pl-&gt;setupDriverLightUserAttenuation(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1], inf);
+00462
+00463 <font class="comment">// setup driver. decal+1 because of sun.</font>
+00464 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setLight(plId+1, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1]);
+00465 }
+00466
+00467 <font class="comment">// next light?</font>
+00468 plId++;
+00469 <font class="keywordflow">if</font>(plId&gt;=<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>)
+00470 <font class="keywordflow">break</font>;
+00471 }
+00472
+00473
+00474 <font class="comment">// Disable olds, enable news, and cache.</font>
+00475 <font class="comment">//-----------</font>
+00476 <font class="comment">// count new number of light enabled.</font>
+00477 uint newNumLightEnabled;
+00478 <font class="comment">// number of pointLight + the sun </font>
+00479 newNumLightEnabled= plId + 1;
+00480
+00481 <font class="comment">// enable lights which are used now and were not before.</font>
+00482 <font class="keywordflow">for</font>(i=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i&lt;newNumLightEnabled; i++)
+00483 {
+00484 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;enableLight(i, <font class="keyword">true</font>);
+00485 }
+00486
+00487 <font class="comment">// disable lights which are no more used.</font>
+00488 <font class="keywordflow">for</font>(i=newNumLightEnabled; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i++)
+00489 {
+00490 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;enableLight(i, <font class="keyword">false</font>);
+00491 }
+00492
+00493 <font class="comment">// cache the setup.</font>
+00494 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> = lightContribution;
+00495 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= newNumLightEnabled;
+00496 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_1">_LastLocalAttenuation</a>= useLocalAttenuation;
+00497 }
+00498 <font class="keywordflow">else</font>
+00499 {
+00500 <font class="comment">// Disable old lights, and cache.</font>
+00501 <font class="comment">//-----------</font>
+00502 <font class="comment">// disable lights which are no more used.</font>
+00503 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i++)
+00504 {
+00505 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;enableLight(i, <font class="keyword">false</font>);
+00506 }
+00507
+00508 <font class="comment">// cache the setup.</font>
+00509 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> = NULL;
+00510 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 0;
+00511 }
+00512
+00513
+00514 }
+00515 }
+00516
+00517 <font class="comment">// ***************************************************************************</font>
+00518 <font class="comment">// ***************************************************************************</font>
+00519 <font class="comment">// VertexProgram LightSetup</font>
+00520 <font class="comment">// ***************************************************************************</font>
+00521 <font class="comment">// ***************************************************************************</font>
+00522
+00523
+00524 <font class="comment">// ***************************************************************************</font>
+<a name="l00525"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_3">00525</a> <font class="keywordtype">void</font> CRenderTrav::beginVPLightSetup(uint ctStart, <font class="keywordtype">bool</font> supportSpecular, <font class="keyword">const</font> CMatrix &amp;invObjectWM)
+00526 {
+00527 uint i;
+00528 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>==4);
+00529 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>, (uint)<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>);
+00530 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>= ctStart;
+00531 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_14">_VPSupportSpecular</a>= supportSpecular;
+00532
+00533 <font class="comment">// Prepare Colors (to be multiplied by material)</font>
+00534 <font class="comment">//================</font>
+00535 <font class="comment">// Ambient. _VPCurrentCtStart+0</font>
+00536 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a>= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>;
+00537 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00538 {
+00539 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a>+= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getAmbiant();
+00540 }
+00541 <font class="comment">// Diffuse. _VPCurrentCtStart+1 to 4</font>
+00542 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00543 {
+00544 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i]= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getDiffuse();
+00545 }
+00546 <font class="comment">// reset other to 0.</font>
+00547 <font class="keywordflow">for</font>(; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>; i++)
+00548 {
+00549 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i]= CRGBA::Black;
+00550 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+1+i, 0.f, 0.f, 0.f, 0.f);
+00551 }
+00552 <font class="comment">// Specular. _VPCurrentCtStart+5 to 8 (only if supportSpecular)</font>
+00553 <font class="keywordflow">if</font>(supportSpecular)
+00554 {
+00555 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00556 {
+00557 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i]= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getSpecular();
+00558 }
+00559 <font class="comment">// reset other to 0.</font>
+00560 <font class="keywordflow">for</font>(; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>; i++)
+00561 {
+00562 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i]= CRGBA::Black;
+00563 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5+i, 0.f, 0.f, 0.f, 0.f);
+00564 }
+00565 }
+00566
+00567
+00568 <font class="comment">// Compute Eye position in Object space.</font>
+00569 CVector eye= invObjectWM * <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>;
+00570
+00571
+00572 <font class="comment">// Setup Sun Directionnal light.</font>
+00573 <font class="comment">//================</font>
+00574 CVector lightDir;
+00575 <font class="comment">// in objectSpace.</font>
+00576 lightDir= invObjectWM.mulVector(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].getDirection());
+00577 lightDir.normalize();
+00578 lightDir= -lightDir;
+00579 <font class="keywordflow">if</font>(supportSpecular)
+00580 {
+00581 <font class="comment">// Setup lightDir.</font>
+00582 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+9, lightDir);
+00583 }
+00584 <font class="keywordflow">else</font>
+00585 {
+00586 <font class="comment">// Setup lightDir. NB: no specular color!</font>
+00587 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5, lightDir);
+00588 }
+00589
+00590
+00591 <font class="comment">// Setup PointLights</font>
+00592 <font class="comment">//================</font>
+00593 uint startPLPos;
+00594 <font class="keywordflow">if</font>(supportSpecular)
+00595 {
+00596 <font class="comment">// Setup eye in objectSpace for localViewer</font>
+00597 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+11, eye);
+00598 <font class="comment">// Start at 12.</font>
+00599 startPLPos= 12;
+00600 }
+00601 <font class="keywordflow">else</font>
+00602 {
+00603 <font class="comment">// Start at 6.</font>
+00604 startPLPos= 6;
+00605 }
+00606 <font class="comment">// For all pointLight enabled (other are black: don't matter)</font>
+00607 <font class="keywordflow">for</font>(i=1; i&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00608 {
+00609 <font class="comment">// Setup position of light.</font>
+00610 CVector lightPos;
+00611 lightPos= invObjectWM * <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getPosition();
+00612 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+startPLPos+(i-1), lightPos);
+00613 }
+00614
+00615
+00616 <font class="comment">// Must force real light setup at least the first time, in changeVPLightSetupMaterial()</font>
+00617 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>= <font class="keyword">true</font>;
+00618 }
+00619
+00620 <font class="comment">// ***************************************************************************</font>
+<a name="l00621"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_4">00621</a> <font class="keywordtype">void</font> CRenderTrav::changeVPLightSetupMaterial(<font class="keyword">const</font> CMaterial &amp;mat, <font class="keywordtype">bool</font> excludeStrongest)
+00622 {
+00623 <font class="comment">// Must test if at least done one time.</font>
+00624 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>)
+00625 {
+00626 <font class="comment">// Must test if same as in cache</font>
+00627 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_21">_VPMaterialCacheEmissive</a> == mat.getEmissive().getPacked() &amp;&amp;
+00628 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_22">_VPMaterialCacheAmbient</a> == mat.getAmbient().getPacked() &amp;&amp;
+00629 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_23">_VPMaterialCacheDiffuse</a> == mat.getDiffuse().getPacked() )
+00630 {
+00631 <font class="comment">// Same Diffuse part, test if same specular if necessary</font>
+00632 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_14">_VPSupportSpecular</a> ||
+00633 ( <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_24">_VPMaterialCacheSpecular</a> == mat.getSpecular().getPacked() &amp;&amp;
+00634 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_25">_VPMaterialCacheShininess</a> == mat.getShininess() ) )
+00635 {
+00636 <font class="comment">// Then ok, skip.</font>
+00637 <font class="keywordflow">return</font>;
+00638 }
+00639 }
+00640 }
+00641
+00642 <font class="comment">// If not skiped, cache now. cache all for simplification</font>
+00643 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>= <font class="keyword">false</font>;
+00644 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_21">_VPMaterialCacheEmissive</a>= mat.getEmissive().getPacked();
+00645 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_22">_VPMaterialCacheAmbient</a>= mat.getDiffuse().getPacked();
+00646 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_23">_VPMaterialCacheDiffuse</a>= mat.getDiffuse().getPacked();
+00647 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_24">_VPMaterialCacheSpecular</a>= mat.getSpecular().getPacked();
+00648 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_25">_VPMaterialCacheShininess</a>= mat.getShininess();
+00649
+00650 <font class="comment">// Setup constants</font>
+00651 CRGBAF color;
+00652 uint i;
+00653 CRGBAF matDiff= mat.getDiffuse();
+00654 CRGBAF matSpec= mat.getSpecular();
+00655 <font class="keywordtype">float</font> specExp= mat.getShininess();
+00656
+00657 uint strongestLightIndex = excludeStrongest ? <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">getStrongestLightIndex</a>() : <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>;
+00658
+00659 <font class="comment">// setup Ambient + Emissive</font>
+00660 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a> * mat.getAmbient();
+00661 color+= mat.getEmissive();
+00662 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+0, 1, &amp;color.R);
+00663
+00664
+00665 <font class="comment">// is the strongest light is not excluded, its index should have been setup to _VPNumLights</font>
+00666
+00667 <font class="comment">// setup Diffuse.</font>
+00668 <font class="keywordflow">for</font>(i = 0; i &lt; strongestLightIndex; ++i)
+00669 {
+00670 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
+00671 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+1+i, 1, &amp;color.R);
+00672 }
+00673
+00674
+00675 <font class="keywordflow">if</font> (i != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>)
+00676 {
+00677 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
+00678 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_18">_StrongestLightDiffuse</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A));
+00679 <font class="comment">// setup strongest light to black for the gouraud part</font>
+00680 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 1 + i, 0.f, 0.f, 0.f, 0.f);
+00681 ++i;
+00682 <font class="comment">// setup other lights</font>
+00683 <font class="keywordflow">for</font>(; i &lt; <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00684 {
+00685 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
+00686 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 1 + i, 1, &amp;color.R);
+00687 }
+00688 }
+00689
+00690 <font class="comment">// setup Specular</font>
+00691 <font class="keywordflow">if</font>(_VPSupportSpecular)
+00692 {
+00693 <font class="keywordflow">for</font>(i = 0; i &lt; strongestLightIndex; ++i)
+00694 {
+00695 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
+00696 color.<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>= specExp;
+00697 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5+i, 1, &amp;color.R);
+00698 }
+00699
+00700 <font class="keywordflow">if</font> (i != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>)
+00701 {
+00702 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
+00703 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_19">_StrongestLightSpecular</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A));
+00704
+00705 <font class="comment">// setup strongest light to black (for gouraud part)</font>
+00706 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 5 + i, 0.f, 0.f, 0.f, 0.f);
+00707 ++i;
+00708 <font class="comment">// setup other lights</font>
+00709 <font class="keywordflow">for</font>(; i &lt; <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
+00710 {
+00711 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
+00712 color.<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>= specExp;
+00713 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 5 + i, 1, &amp;color.R);
+00714 }
+00715 }
+00716 }
+00717
+00718 <font class="comment">// setup alpha.</font>
+00719 <font class="keyword">static</font> <font class="keywordtype">float</font> alphaCte[4]= {0,0,1,0};
+00720 alphaCte[3]= matDiff.A;
+00721 <font class="comment">// setup at good place</font>
+00722 <font class="keywordflow">if</font>(_VPSupportSpecular)
+00723 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+10, 1, alphaCte);
+00724 <font class="keywordflow">else</font>
+00725 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+9, 1, alphaCte);
+00726 }
+00727
+00728 <font class="comment">// ***************************************************************************</font>
+<a name="l00729"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">00729</a> sint CRenderTrav::getStrongestLightIndex()<font class="keyword"> const</font>
+00730 <font class="keyword"></font>{
+00731 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a>) <font class="keywordflow">return</font> -1;
+00732 uint vpNumLights = <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>, (uint)<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>);
+00733 <font class="comment">// If there is only a directionnal light, use it</font>
+00734 <font class="comment">// If there is any point light, use the nearest, or the directionnal light if it is brighter</font>
+00735 <font class="keywordflow">if</font> (vpNumLights == 0) <font class="keywordflow">return</font> -1;
+00736 <font class="keywordflow">if</font> (vpNumLights == 1) <font class="keywordflow">return</font> 0;
+00737 <font class="comment">// First point light is brightest ?</font>
+00738 <font class="keywordtype">float</font> lumDir = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>
+00739 + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>;
+00740 <font class="keywordtype">float</font> lumOmni = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>
+00741 + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>;
+00742 <font class="keywordflow">return</font> lumDir &gt; lumOmni ? 0 : 1;
+00743 }
+00744
+00745 <font class="comment">// ***************************************************************************</font>
+<a name="l00746"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_7">00746</a> <font class="keywordtype">void</font> CRenderTrav::getStrongestLightColors(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;diffuse, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;specular)
+00747 {
+00748 sint strongestLightIndex = <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">getStrongestLightIndex</a>();
+00749 <font class="keywordflow">if</font> (strongestLightIndex == -1)
+00750 {
+00751 diffuse = specular = <a class="code" href="classNLMISC_1_1CRGBA.html#p0">NLMISC::CRGBA::Black</a>;
+00752 }
+00753 <font class="keywordflow">else</font>
+00754 {
+00755 diffuse = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_18">_StrongestLightDiffuse</a>;
+00756 specular = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_19">_StrongestLightSpecular</a>;
+00757 }
+00758 }
+00759
+00760
+00761 <font class="comment">// ***************************************************************************</font>
+00762 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a225">LightingVPFragmentNormalize</a>=
+00763 <font class="stringliteral">" # normalize normal \n\</font>
+00764 <font class="stringliteral"> DP3 R6.w, R6, R6; \n\</font>
+00765 <font class="stringliteral"> RSQ R6.w, R6.w; \n\</font>
+00766 <font class="stringliteral"> MUL R6, R6, R6.w; \n\</font>
+00767 <font class="stringliteral">"</font>;
+00768
+00769
+00770 <font class="comment">// ***************************************************************************</font>
+00771 <font class="comment">// NB: all CTS+x are replaced with good cte index.</font>
+00772 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a226">LightingVPFragmentNoSpecular_Begin</a>=
+00773 <font class="stringliteral">" \n\</font>
+00774 <font class="stringliteral"> # Global Ambient. \n\</font>
+00775 <font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
+00776 <font class="stringliteral"> \n\</font>
+00777 <font class="stringliteral"> # Diffuse Sun \n\</font>
+00778 <font class="stringliteral"> DP3 R0.x, R6, c[CTS+5]; # R0.x= normal*-lightDir \n\</font>
+00779 <font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
+00780 <font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
+00781 <font class="stringliteral">"</font>;
+00782
+00783 <font class="comment">// The 3 point Light code.</font>
+00784 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a227">LightingVPFragmentNoSpecular_PL</a>[]=
+00785 {
+00786 <font class="stringliteral">" # Diffuse PointLight 0. \n\</font>
+00787 <font class="stringliteral"> ADD R0, c[CTS+6], -R5; # R0= lightPos-vertex \n\</font>
+00788 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+00789 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+00790 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+00791 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00792 <font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
+00793 <font class="stringliteral"> MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\</font>
+00794 <font class="stringliteral">"</font>,
+00795 <font class="stringliteral">" # Diffuse PointLight 1. \n\</font>
+00796 <font class="stringliteral"> ADD R0, c[CTS+7], -R5; # R0= lightPos-vertex \n\</font>
+00797 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+00798 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+00799 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+00800 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00801 <font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
+00802 <font class="stringliteral"> MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\</font>
+00803 <font class="stringliteral">"</font>,
+00804 <font class="stringliteral">" # Diffuse PointLight 2. \n\</font>
+00805 <font class="stringliteral"> ADD R0, c[CTS+8], -R5; # R0= lightPos-vertex \n\</font>
+00806 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+00807 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+00808 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+00809 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00810 <font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
+00811 <font class="stringliteral"> MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\</font>
+00812 <font class="stringliteral">"</font>
+00813 };
+00814
+00815 <font class="comment">// The End code.</font>
+00816 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a228">LightingVPFragmentNoSpecular_End</a>=
+00817 <font class="stringliteral">" # output to o[COL0] only, replacing alpha with material alpha. \n\</font>
+00818 <font class="stringliteral"> MAD o[COL0], R2, c[CTS+9].zzzx, c[CTS+9].xxxw; \n\</font>
+00819 <font class="stringliteral">"</font>;
+00820
+00821
+00822 <font class="comment">// ***************************************************************************</font>
+00823 <font class="comment">// NB: all CTS+x are replaced with good cte index.</font>
+00824 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a229">LightingVPFragmentSpecular_Begin</a>=
+00825 <font class="stringliteral">" \n\</font>
+00826 <font class="stringliteral"> # Global Ambient. \n\</font>
+00827 <font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
+00828 <font class="stringliteral"> \n\</font>
+00829 <font class="stringliteral"> # Always keep Specular exponent in R0.w \n\</font>
+00830 <font class="stringliteral"> MOV R0.w, c[CTS+5].w; \n\</font>
+00831 <font class="stringliteral"> \n\</font>
+00832 <font class="stringliteral"> # Compute vertex-to-eye vector normed. \n\</font>
+00833 <font class="stringliteral"> ADD R4, c[CTS+11], -R5; \n\</font>
+00834 <font class="stringliteral"> DP3 R4.w, R4, R4; \n\</font>
+00835 <font class="stringliteral"> RSQ R4.w, R4.w; \n\</font>
+00836 <font class="stringliteral"> MUL R4, R4, R4.w; \n\</font>
+00837 <font class="stringliteral"> \n\</font>
+00838 <font class="stringliteral"> # Diffuse-Specular Sun \n\</font>
+00839 <font class="stringliteral"> # Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\</font>
+00840 <font class="stringliteral"> ADD R1.xyz, c[CTS+9], R4; # R1= halfAngleVector \n\</font>
+00841 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
+00842 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00843 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
+00844 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
+00845 <font class="stringliteral"> DP3 R0.x, R6, c[CTS+9]; # R0.x= normal*-lightDir \n\</font>
+00846 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
+00847 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
+00848 <font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
+00849 <font class="stringliteral"> MUL R3, R0.z, c[CTS+5]; # R3= specular color. \n\</font>
+00850 <font class="stringliteral">"</font>;
+00851
+00852 <font class="comment">// The 3 point Light code.</font>
+00853 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a230">LightingVPFragmentSpecular_PL</a>[]=
+00854 {
+00855 <font class="stringliteral">" # Diffuse-Specular PointLight 0. \n\</font>
+00856 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
+00857 <font class="stringliteral"> ADD R0.xyz, c[CTS+12], -R5; # R0= lightPos-vertex \n\</font>
+00858 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
+00859 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00860 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
+00861 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
+00862 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
+00863 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
+00864 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00865 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
+00866 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
+00867 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00868 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
+00869 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
+00870 <font class="stringliteral"> MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\</font>
+00871 <font class="stringliteral"> MAD R3, R0.z, c[CTS+6], R3; # R3= summed specular color. \n\</font>
+00872 <font class="stringliteral">"</font>,
+00873 <font class="stringliteral">" # Diffuse-Specular PointLight 1. \n\</font>
+00874 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
+00875 <font class="stringliteral"> ADD R0.xyz, c[CTS+13], -R5; # R0= lightPos-vertex \n\</font>
+00876 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
+00877 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00878 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
+00879 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
+00880 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
+00881 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
+00882 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00883 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
+00884 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
+00885 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00886 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
+00887 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
+00888 <font class="stringliteral"> MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\</font>
+00889 <font class="stringliteral"> MAD R3, R0.z, c[CTS+7], R3; # R3= summed specular color. \n\</font>
+00890 <font class="stringliteral">"</font>,
+00891 <font class="stringliteral">" # Diffuse-Specular PointLight 2. \n\</font>
+00892 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
+00893 <font class="stringliteral"> ADD R0.xyz, c[CTS+14], -R5; # R0= lightPos-vertex \n\</font>
+00894 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
+00895 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00896 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
+00897 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
+00898 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
+00899 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
+00900 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+00901 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
+00902 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
+00903 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+00904 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
+00905 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
+00906 <font class="stringliteral"> MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\</font>
+00907 <font class="stringliteral">"</font>
+00908 };
+00909
+00910
+00911 <font class="comment">// The End code.</font>
+00912 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a231">LightingVPFragmentSpecular_End</a>=
+00913 <font class="stringliteral">" # output directly to secondary color. \n\</font>
+00914 <font class="stringliteral"> MAD o[COL1], R0.z, c[CTS+8], R3; # final summed specular color. \n\</font>
+00915 <font class="stringliteral"> \n\</font>
+00916 <font class="stringliteral"> # output diffuse to o[COL0], replacing alpha with material alpha. \n\</font>
+00917 <font class="stringliteral"> MAD o[COL0], R2, c[CTS+10].zzzx, c[CTS+10].xxxw; \n\</font>
+00918 <font class="stringliteral">"</font>;
+00919
+00920 <font class="comment">// ***************************************************************************</font>
+00921 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a456">strReplaceAll</a>(string &amp;strInOut, <font class="keyword">const</font> string &amp;tokenSrc, <font class="keyword">const</font> string &amp;tokenDst)
+00922 {
+00923 uint32 pos;
+00924 sint srcLen= tokenSrc.size();
+00925 <font class="keywordflow">while</font>( (pos=strInOut.find(tokenSrc)) != string::npos)
+00926 {
+00927 strInOut.replace(pos, srcLen, tokenDst);
+00928 }
+00929 }
+00930
+00931 <font class="comment">// ***************************************************************************</font>
+<a name="l00932"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_9">00932</a> std::string CRenderTrav::getLightVPFragment(uint numActivePointLights, uint ctStart, <font class="keywordtype">bool</font> supportSpecular, <font class="keywordtype">bool</font> normalize)
+00933 {
+00934 string ret;
+00935
+00936 <font class="comment">// Code frag written for 4 light max.</font>
+00937 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>==4);
+00938 <a class="code" href="debug_8h.html#a6">nlassert</a>(numActivePointLights&lt;=<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>-1);
+00939
+00940 <font class="comment">// Add LightingVPFragmentNormalize fragment?</font>
+00941 <font class="keywordflow">if</font>(normalize)
+00942 ret+= <a class="code" href="namespaceNL3D.html#a225">LightingVPFragmentNormalize</a>;
+00943
+00944 <font class="comment">// Which fragment to use...</font>
+00945 <font class="keywordflow">if</font>(supportSpecular)
+00946 {
+00947 <font class="comment">// Add start of VP.</font>
+00948 ret+= <a class="code" href="namespaceNL3D.html#a229">LightingVPFragmentSpecular_Begin</a>;
+00949
+00950 <font class="comment">// Add needed pointLights.</font>
+00951 <font class="keywordflow">for</font>(uint i=0;i&lt;numActivePointLights;i++)
+00952 {
+00953 ret+= <a class="code" href="namespaceNL3D.html#a230">LightingVPFragmentSpecular_PL</a>[i];
+00954 }
+00955
+00956 <font class="comment">// Add end of VP.</font>
+00957 ret+= <a class="code" href="namespaceNL3D.html#a231">LightingVPFragmentSpecular_End</a>;
+00958 }
+00959 <font class="keywordflow">else</font>
+00960 {
+00961 <font class="comment">// Add start of VP.</font>
+00962 ret+= <a class="code" href="namespaceNL3D.html#a226">LightingVPFragmentNoSpecular_Begin</a>;
+00963
+00964 <font class="comment">// Add needed pointLights.</font>
+00965 <font class="keywordflow">for</font>(uint i=0;i&lt;numActivePointLights;i++)
+00966 {
+00967 ret+= <a class="code" href="namespaceNL3D.html#a227">LightingVPFragmentNoSpecular_PL</a>[i];
+00968 }
+00969
+00970 <font class="comment">// Add end of VP.</font>
+00971 ret+= <a class="code" href="namespaceNL3D.html#a228">LightingVPFragmentNoSpecular_End</a>;
+00972 }
+00973
+00974 <font class="comment">// Replace all CTS+x with good index. do it for 15 possible indices: 0 to 14 if specular.</font>
+00975 <font class="comment">// run from 14 to 0 so CTS+14 will not be taken for a CTS+1 !!</font>
+00976 <font class="keywordflow">for</font>(sint i=14; i&gt;=0; i--)
+00977 {
+00978 <font class="keywordtype">char</font> tokenSrc[256];
+00979 sprintf(tokenSrc, <font class="stringliteral">"CTS+%d"</font>, i);
+00980 <font class="keywordtype">char</font> tokenDst[256];
+00981 sprintf(tokenDst, <font class="stringliteral">"%d"</font>, ctStart+i);
+00982 <font class="comment">// replace all in the string</font>
+00983 <a class="code" href="namespaceNL3D.html#a456">strReplaceAll</a>(ret, tokenSrc, tokenDst);
+00984 }
+00985
+00986 <font class="comment">// verify no CTS+ leaved... (not all ctes parsed!!!)</font>
+00987 <a class="code" href="debug_8h.html#a6">nlassert</a>( ret.find(<font class="stringliteral">"CTS+"</font>)==string::npos );
+00988
+00989 <font class="keywordflow">return</font> ret;
+00990 }
+00991
+00992
+00993 }
+</pre></div>
+
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