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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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+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>zone_lighter.cpp</h1><a href="zone__lighter_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="zone__lighter_8h.html">3d/zone_lighter.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="patchuv__locator_8h.html">3d/patchuv_locator.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="shape_8h.html">3d/shape.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="mesh__multi__lod_8h.html">3d/mesh_multi_lod.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="mesh__mrm_8h.html">3d/mesh_mrm.h</a>"</font>
+00035 <font class="preprocessor">#include "<a class="code" href="transform__shape_8h.html">3d/transform_shape.h</a>"</font>
+00036 <font class="preprocessor">#include "<a class="code" href="water__shape_8h.html">3d/water_shape.h</a>"</font>
+00037 <font class="preprocessor">#include "<a class="code" href="texture__file_8h.html">3d/texture_file.h</a>"</font>
+00038
+00039
+00040
+00041
+00042
+00043 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
+00044 <font class="preprocessor">#include "<a class="code" href="thread_8h.html">nel/misc/thread.h</a>"</font>
+00045 <font class="preprocessor">#include "<a class="code" href="path_8h.html">nel/misc/path.h</a>"</font>
+00046 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
+00047 <font class="preprocessor">#include "<a class="code" href="aabbox_8h.html">nel/misc/aabbox.h</a>"</font>
+00048
+00049
+00050 <font class="comment">// Define this to use hardware soft shadows</font>
+00051 <font class="comment">//#define HARDWARE_SOFT_SHADOWS</font>
+00052
+00053 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+00054 <font class="preprocessor"></font>
+00055 <font class="preprocessor">#include "<a class="code" href="u__driver_8h.html">nel/3d/u_driver.h</a>"</font>
+00056
+00057 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+00058 <font class="preprocessor"></font>
+00059
+00060 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
+00061 <font class="preprocessor"></font><font class="preprocessor"># define WIN32_LEAN_AND_MEAN</font>
+00062 <font class="preprocessor"></font><font class="preprocessor"># include "windows.h"</font>
+00063 <font class="preprocessor"># include "winbase.h"</font>
+00064 <font class="preprocessor"># ifdef min</font>
+00065 <font class="preprocessor"></font><font class="preprocessor"># undef min</font>
+00066 <font class="preprocessor"></font><font class="preprocessor"># endif</font>
+00067 <font class="preprocessor"></font><font class="preprocessor"># ifdef max</font>
+00068 <font class="preprocessor"></font><font class="preprocessor"># undef max</font>
+00069 <font class="preprocessor"></font><font class="preprocessor"># endif</font>
+00070 <font class="preprocessor"></font><font class="preprocessor">#endif // NL_OS_WINDOWS</font>
+00071 <font class="preprocessor"></font>
+00072 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00073 <font class="keyword">using</font> <font class="keyword">namespace </font>NL3D;
+00074 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00075
+00076 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+00077 <font class="preprocessor"></font>
+00078 UDriver *drv=NULL;
+00079
+00080 <font class="preprocessor">#define LIGHT_BUFFER_SIZE 16</font>
+00081 <font class="preprocessor"></font>
+00082 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+00083 <font class="preprocessor"></font>
+00084
+00085 <font class="comment">// Bad coded: don't set too big else it allocates too much memory.</font>
+<a name="l00086"></a><a class="code" href="zone__lighter_8cpp.html#a0">00086</a> <font class="preprocessor">#define NL3D_ZONE_LIGHTER_CUBE_GRID_SIZE 16</font>
+00087 <font class="preprocessor"></font>
+00088
+00089 <font class="comment">// ***************************************************************************</font>
+00090
+00091
+<a name="l00092"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a0">00092</a> CZoneLighter::CZoneLighter () : _PatchComputed ("PatchComputed"), _TriangleListAllocateur(100000)
+00093 {
+00094
+00095 }
+00096
+00097 <font class="comment">// ***************************************************************************</font>
+00098
+<a name="l00099"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a2">00099</a> <font class="keywordtype">void</font> CZoneLighter::init ()
+00100 {
+00101 <font class="comment">// Precalc some values</font>
+00102 <font class="keywordflow">for</font> (uint i=0; i&lt;8; i++)
+00103 {
+00104 <font class="comment">// Precalc sinP and cosP</font>
+00105 <font class="keywordtype">float</font> sinP=(float)(sin((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/4)*(i+0.5))-sin((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/4)*(i-0.5)));
+00106 <font class="keywordtype">float</font> cosP=(float)(cos((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/4)*(i-0.5))-cos((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/4)*(i+0.5)));
+00107
+00108 <font class="keywordflow">for</font> (uint phi=0; phi&lt;256; phi++)
+00109 {
+00110 <font class="comment">// Real phi</font>
+00111 <font class="keywordtype">float</font> fPhi=(float)((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2)*phi/256.0);
+00112
+00113 <font class="comment">// Tmp result</font>
+00114 <font class="keywordtype">float</font> tmp0=(float)(fPhi-sin(2*fPhi)/2);
+00115 <font class="keywordtype">float</font> tmp1=(float)sin(fPhi);
+00116
+00117 <font class="comment">// Calc K</font>
+00118 <a class="code" href="classNL3D_1_1CZoneLighter.html#o37">_K</a>[phi][i].<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a> (tmp0*sinP, tmp0*cosP, (<font class="keywordtype">float</font>)((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/4)*tmp1*tmp1));
+00119 }
+00120 }
+00121
+00122 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+00123 <font class="preprocessor"></font> <font class="keywordflow">if</font> (!drv)
+00124 {
+00125 <font class="comment">// Mode</font>
+00126 UDriver::CMode mode (LIGHT_BUFFER_SIZE, LIGHT_BUFFER_SIZE, 32, <font class="keyword">true</font>);
+00127 drv=UDriver::createDriver ();
+00128 drv-&gt;setDisplay (mode);
+00129 drv-&gt;setMatrixMode2D11 ();
+00130 }
+00131 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+00132 <font class="preprocessor"></font>}
+00133
+00134 <font class="comment">// ***************************************************************************</font>
+00135
+00136 <font class="comment">// N - NW - W - SW - S - SE - E - NE</font>
+<a name="l00137"></a><a class="code" href="zone__lighter_8cpp.html#a5">00137</a> <font class="keyword">static</font> <font class="keyword">const</font> sint <a class="code" href="zone__lighter_8cpp.html#a5">deltaDirection</a>[8][2]=
+00138 {
+00139 {1, 0},
+00140 {1, 1},
+00141 {0, 1},
+00142 {-1, 1},
+00143 {-1, 0},
+00144 {-1, -1},
+00145 {0, -1},
+00146 {1, -1},
+00147 };
+00148
+00149 <font class="comment">// ***************************************************************************</font>
+00150
+<a name="l00151"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c6">00151</a> <font class="keywordtype">float</font> CZoneLighter::calcSkyContribution (sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, <font class="keywordtype">float</font> skyIntensity, <font class="keyword">const</font> CVector&amp; normal)<font class="keyword"> const</font>
+00152 <font class="keyword"></font>{
+00153 <font class="comment">// Sky contribution</font>
+00154 <font class="keywordtype">float</font> skyContribution;
+00155
+00156 <font class="comment">// Calc k</font>
+00157 CVector k (0, 0, 0);
+00158
+00159 <font class="comment">// For the height direction</font>
+00160 <font class="keywordflow">for</font> (uint i=0; i&lt;8; i++)
+00161 {
+00162 <font class="comment">// Get phi for this point</font>
+00163 uint8 phi=<a class="code" href="classNL3D_1_1CZoneLighter.html#c8">getMaxPhi</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <a class="code" href="zone__lighter_8cpp.html#a5">deltaDirection</a>[i][0], <a class="code" href="zone__lighter_8cpp.html#a5">deltaDirection</a>[i][1], <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
+00164
+00165 <font class="comment">// Add to k</font>
+00166 k+=<a class="code" href="classNL3D_1_1CZoneLighter.html#o37">_K</a>[phi][i];
+00167 }
+00168
+00169 <font class="comment">// Finalize sky contribution</font>
+00170 skyContribution=(float)(skyIntensity*(normal*k)/(2*<a class="code" href="namespaceNLMISC.html#a7">Pi</a>));
+00171 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (skyContribution, 0.f, 1.f);
+00172 <font class="keywordflow">return</font> skyContribution;
+00173 }
+00174
+00175 <font class="comment">// ***************************************************************************</font>
+00176
+<a name="l00177"></a><a class="code" href="zone__lighter_8cpp.html#a7">00177</a> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a369">NEL3DCalcBase</a> (CVector &amp;direction, CMatrix&amp; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>)
+00178 {
+00179 direction.normalize();
+00180 CVector I=(fabs(direction*CVector(1.f,0,0))&gt;0.99)?CVector(0.f,1.f,0.f):CVector(1.f,0.f,0.f);
+00181 CVector K=-direction;
+00182 CVector J=K^I;
+00183 J.normalize();
+00184 I=J^K;
+00185 I.normalize();
+00186 <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.identity();
+00187 <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.setRot(I,J,K, <font class="keyword">true</font>);
+00188 }
+00189
+00190 <font class="comment">// ***************************************************************************</font>
+00191
+<a name="l00192"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html">00192</a> <font class="keyword">class </font>NL3D::CCalcRunnable : <font class="keyword">public</font> IRunnable
+00193 {
+00194 <font class="comment">// Members</font>
+<a name="l00195"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#o0">00195</a> uint _Process;
+<a name="l00196"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#o1">00196</a> CZoneLighter *_ZoneLighter;
+<a name="l00197"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#o2">00197</a> <font class="keyword">const</font> CZoneLighter::CLightDesc *_Description;
+00198
+00199 <font class="keyword">public</font>:
+<a name="l00200"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#m0">00200</a> IThread *Thread;
+00201
+00202 <font class="keyword">public</font>:
+00203 <font class="comment">// Ctor</font>
+<a name="l00204"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#a0">00204</a> CCalcRunnable (uint process, CZoneLighter *zoneLighter, <font class="keyword">const</font> CZoneLighter::CLightDesc *description)
+00205 {
+00206 _ZoneLighter = zoneLighter;
+00207 _Process = process;
+00208 _Description = description;
+00209 }
+00210
+00211 <font class="comment">// Run method</font>
+<a name="l00212"></a><a class="code" href="classNL3D_1_1CCalcRunnable.html#a1">00212</a> <font class="keywordtype">void</font> run()
+00213 {
+00214 <font class="comment">// Set the processor mask</font>
+00215 uint64 mask = IProcess::getCurrentProcess()-&gt;getCPUMask ();
+00216
+00217 <font class="comment">// Mask must not be NULL</font>
+00218 <a class="code" href="debug_8h.html#a6">nlassert</a> (mask != 0);
+00219
+00220 <font class="keywordflow">if</font> (mask != 0)
+00221 {
+00222 uint i=0;
+00223 uint count = 0;
+00224 <font class="keywordflow">while</font> (1)
+00225 {
+00226 <font class="keywordflow">if</font> (mask &amp; (1&lt;&lt;i))
+00227 {
+00228 <font class="keywordflow">if</font> (count == _Process)
+00229 <font class="keywordflow">break</font>;
+00230 count++;
+00231 }
+00232 i++;
+00233 <font class="keywordflow">if</font> (i==64)
+00234 i = 0;
+00235 }
+00236
+00237 <font class="comment">// Set the CPU mask</font>
+00238 Thread-&gt;setCPUMask (1&lt;&lt;i);
+00239 }
+00240
+00241 _ZoneLighter-&gt;processCalc (_Process, *_Description);
+00242 _ZoneLighter-&gt;_ProcessExited++;
+00243 }
+00244 };
+00245
+00246
+00247 <font class="comment">// ***************************************************************************</font>
+<a name="l00248"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html">00248</a> <font class="keyword">class </font>NL3D::CCalcLightableShapeRunnable : <font class="keyword">public</font> IRunnable
+00249 {
+00250 <font class="keyword">public</font>:
+<a name="l00251"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#a0">00251</a> CCalcLightableShapeRunnable(uint process,
+00252 CZoneLighter *zoneLighter,
+00253 <font class="keyword">const</font> CZoneLighter::CLightDesc *description,
+00254 CZoneLighter::TShapeVect *shapeToLit,
+00255 uint firstShape,
+00256 uint lastShape
+00257 )
+00258 :
+00259 _ZoneLighter(zoneLighter),
+00260 _Description(description),
+00261 _ShapesToLit(shapeToLit),
+00262 _FirstShape(firstShape),
+00263 _LastShape(lastShape),
+00264 _Process(process)
+00265 {
+00266 }
+<a name="l00267"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#a1">00267</a> <font class="keywordtype">void</font> run()
+00268 {
+00269 _ZoneLighter-&gt;processLightableShapeCalc(_Process, _ShapesToLit, _FirstShape, _LastShape, *_Description);
+00270 _ZoneLighter-&gt;_ProcessExited++;
+00271 }
+00272 <font class="keyword">private</font>:
+<a name="l00273"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#o0">00273</a> CZoneLighter *_ZoneLighter;
+<a name="l00274"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#o1">00274</a> <font class="keyword">const</font> CZoneLighter::CLightDesc *_Description;
+<a name="l00275"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#o2">00275</a> CZoneLighter::TShapeVect *_ShapesToLit;
+<a name="l00276"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#o4">00276</a> uint _FirstShape, _LastShape;
+<a name="l00277"></a><a class="code" href="classNL3D_1_1CCalcLightableShapeRunnable.html#o5">00277</a> uint _Process;
+00278
+00279 };
+00280
+00281 <font class="comment">// ***************************************************************************</font>
+00282
+<a name="l00283"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a3">00283</a> <font class="keywordtype">void</font> CZoneLighter::light (CLandscape &amp;landscape, CZone&amp; output, uint zoneToLight, <font class="keyword">const</font> CLightDesc&amp; description, std::vector&lt;CTriangle&gt;&amp; obstacles, vector&lt;uint&gt; &amp;listZone)
+00284 {
+00285 <font class="comment">/*</font>
+00286 <font class="comment"> * Lighting algorithm</font>
+00287 <font class="comment"> * ------------------</font>
+00288 <font class="comment"> *</font>
+00289 <font class="comment"> * - Create a quad grid to store shadow casting triangles</font>
+00290 <font class="comment"> * - Create a heightfield used for global illumination. Cells are initialized with -FLT_MAX</font>
+00291 <font class="comment"> * - Insert each shadow casting triangles in the quad grid and fill the heightfield's cells overlapped by the bounding box of the triangle with</font>
+00292 <font class="comment"> * the max height of the triangle if its height is &gt; than the current height in the heightfield's cell.</font>
+00293 <font class="comment"> * - </font>
+00294 <font class="comment"> */</font>
+00295
+00296 <font class="comment">// Backup thread mask</font>
+00297 IThread *currentThread = IThread::getCurrentThread ();
+00298 uint64 threadMask = currentThread-&gt;getCPUMask();
+00299 currentThread-&gt;setCPUMask (1);
+00300
+00301 <font class="comment">// Calc the ray basis</font>
+00302 <a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>=description.LightDirection;
+00303 <a class="code" href="zone__lighter_8cpp.html#a7">NEL3DCalcBase</a> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>, <a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>);
+00304
+00305 <font class="comment">// Zone to light</font>
+00306 <a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>=zoneToLight;
+00307
+00308 <font class="comment">// Landscape </font>
+00309 <a class="code" href="classNL3D_1_1CZoneLighter.html#o5">_Landscape</a>=&amp;landscape;
+00310
+00311 <font class="comment">// Process count</font>
+00312 <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>=description.NumCPU;
+00313 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>==0)
+00314 {
+00315 <font class="comment">// Create a doomy thread</font>
+00316 IProcess *pProcess=IProcess::getCurrentProcess ();
+00317 <a class="code" href="classNL3D_1_1CZoneLighter.html#o13">_CPUMask</a> = pProcess-&gt;getCPUMask();
+00318 <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a> = 0;
+00319 uint64 i;
+00320 <font class="keywordflow">for</font> (i=0; i&lt;64; i++)
+00321 {
+00322 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o13">_CPUMask</a>&amp;((uint64)1&lt;&lt;i))
+00323 <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>++;
+00324 }
+00325 }
+00326 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>&gt;<a class="code" href="zone__lighter_8h.html#a2">MAX_CPU_PROCESS</a>)
+00327 <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>=<a class="code" href="zone__lighter_8h.html#a2">MAX_CPU_PROCESS</a>;
+00328
+00329 <font class="comment">// Number of CPUS used</font>
+00330 printf (<font class="stringliteral">"Number of CPU used: %d\n"</font>, <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>);
+00331
+00332 <font class="comment">// Fallof distance</font>
+00333 <a class="code" href="classNL3D_1_1CZoneLighter.html#o18">_FallofDistance</a>=description.SoftshadowFallof;
+00334
+00335 <font class="comment">// Shadow bias</font>
+00336 <a class="code" href="classNL3D_1_1CZoneLighter.html#o6">_ShadowBias</a>=description.ShadowBias;
+00337
+00338 <font class="comment">// Resize the shape array</font>
+00339 <a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m0">NumVertex</a>=description.SoftshadowShapeVertexCount;
+00340
+00341 <font class="comment">// Softshadow ?</font>
+00342 <a class="code" href="classNL3D_1_1CZoneLighter.html#o7">_Softshadow</a>=description.Softshadow;
+00343
+00344 <font class="comment">// Radius of the shape</font>
+00345 <a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>=description.SoftshadowBlurSize;
+00346 <a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>=<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_7">getI</a>();
+00347 <a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>+=<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_8">getJ</a>();
+00348 <a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a>();
+00349 <a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>*=1.5f*<a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>;
+00350
+00351 <font class="comment">// Build the shape</font>
+00352 uint i;
+00353 <font class="keywordflow">for</font> (i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m0">NumVertex</a>; i++)
+00354 {
+00355 <font class="comment">// Shape is a smapled circle</font>
+00356 <font class="keywordtype">float</font> angle=(float)((float)i*2*<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m0">NumVertex</a>);
+00357 <a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m1">Vertices</a>[i]=<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>*CVector (<a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>*(<font class="keywordtype">float</font>)cos (angle), <a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>*(<font class="keywordtype">float</font>)sin (angle), 0);
+00358 }
+00359
+00360 <font class="comment">// Calculate the area of the shape</font>
+00361 <a class="code" href="classNL3D_1_1CZoneLighter.html#o16">_ShapeArea</a>=0;
+00362 <font class="keywordflow">for</font> (i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m0">NumVertex</a>; i++)
+00363 {
+00364 <font class="comment">// Sum area of each triangle</font>
+00365 <a class="code" href="classNL3D_1_1CZoneLighter.html#o16">_ShapeArea</a>+=(<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m1">Vertices</a>[i]^<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m1">Vertices</a>[(i+1)%<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m0">NumVertex</a>]).norm();
+00366 }
+00367
+00368 <font class="comment">// Zone pointer</font>
+00369 CZone *pZone=landscape.getZone (<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>);
+00370 <font class="keywordflow">if</font> (pZone)
+00371 {
+00372 <font class="comment">// Change the quadGrid basis</font>
+00373 CMatrix invRayBasis=<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>;
+00374 invRayBasis.<a class="code" href="classNLMISC_1_1CMatrix.html#z293_6">invert</a> ();
+00375
+00376 uint cpu;
+00377 <font class="keywordflow">for</font> (cpu=0; cpu&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>; cpu++)
+00378 {
+00379 <a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].changeBase (invRayBasis);
+00380
+00381 <font class="comment">// Init the quadGrid</font>
+00382 <a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].create (description.GridSize, description.GridCellSize);
+00383 }
+00384
+00385 <font class="comment">// Init the heightfield</font>
+00386 <a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>=description.HeightfieldCellSize;
+00387 <a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>=(sint)(description.HeightfieldSize/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>);
+00388 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>!=0);
+00389 <font class="keyword">const</font> CAABBoxExt &amp;zoneBB=pZone-&gt;getZoneBB();
+00390 <a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>=zoneBB.getCenter ()-CVector (description.HeightfieldSize/2, description.HeightfieldSize/2, 0);
+00391 <a class="code" href="classNL3D_1_1CZoneLighter.html#o19">_HeightField</a>.resize (<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>*<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>, -FLT_MAX);
+00392
+00393 <font class="comment">// Fill the quadGrid and the heightField</font>
+00394 uint size=obstacles.size();
+00395 <font class="keywordflow">for</font> (uint triangleId=0; triangleId&lt;size; triangleId++)
+00396 {
+00397 <font class="comment">// Progress bar</font>
+00398 <font class="keywordflow">if</font> ( (triangleId&amp;0xff) == 0)
+00399 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Build quadtree and heightfield"</font>, (<font class="keywordtype">float</font>)triangleId/(<font class="keywordtype">float</font>)size);
+00400
+00401 <font class="comment">// Triangle ref</font>
+00402 CZoneLighter::CTriangle&amp; triangle=obstacles[triangleId];
+00403
+00404 <font class="comment">// Calc the plane</font>
+00405 triangle.Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2);
+00406
+00407 <font class="comment">// Calc the clipping plane</font>
+00408 CVector edgeDirection[3];
+00409 CVector point[3];
+00410 point[0]=triangle.Triangle.V0;
+00411 edgeDirection[0]=triangle.Triangle.V1-triangle.Triangle.V0;
+00412 point[1]=triangle.Triangle.V1;
+00413 edgeDirection[1]=triangle.Triangle.V2-triangle.Triangle.V1;
+00414 point[2]=triangle.Triangle.V2;
+00415 edgeDirection[2]=triangle.Triangle.V0-triangle.Triangle.V2;
+00416
+00417 <font class="comment">// Flip plane ?</font>
+00418 <font class="keywordtype">bool</font> flip=((triangle.Plane.getNormal()*(-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>))&lt;0);
+00419
+00420 <font class="comment">// For each plane</font>
+00421 <font class="keywordflow">for</font> (uint edge=0; edge&lt;3; edge++)
+00422 {
+00423 <font class="comment">// Plane normal</font>
+00424 edgeDirection[edge]=edgeDirection[edge]^(-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>);
+00425 edgeDirection[edge].normalize();
+00426 <font class="keywordflow">if</font> (flip)
+00427 edgeDirection[edge]=-edgeDirection[edge];
+00428
+00429 <font class="comment">// Make a plane</font>
+00430 triangle.ClippingPlanes[edge].make (edgeDirection[edge], point[edge]);
+00431 }
+00432
+00433 <font class="comment">// Look for the min coordinate, in the RayBasis</font>
+00434 CVector irbMinv;
+00435 CVector irbV0= invRayBasis * triangle.Triangle.V0;
+00436 CVector irbV1= invRayBasis * triangle.Triangle.V1;
+00437 CVector irbV2= invRayBasis * triangle.Triangle.V2;
+00438 irbMinv.minof (irbV0, irbV1);
+00439 irbMinv.minof (irbMinv, irbV2);
+00440
+00441 <font class="comment">// Look for the max coordinate, in the RayBasis</font>
+00442 CVector irbMaxv;
+00443 irbMaxv.maxof (irbV0, irbV1);
+00444 irbMaxv.maxof (irbMaxv, irbV2);
+00445
+00446 <font class="comment">// Insert in the quad grid</font>
+00447 <font class="keywordflow">for</font> (cpu=0; cpu&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>; cpu++)
+00448 <font class="comment">// Set the coord in World Basis.</font>
+00449 <a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].insert (<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a> * irbMinv, <a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a> * irbMaxv, &amp;triangle);
+00450
+00451
+00452 <font class="comment">// Look for the min coordinate, in World Basis</font>
+00453 CVector minv;
+00454 minv.minof (triangle.Triangle.V0, triangle.Triangle.V1);
+00455 minv.minof (minv, triangle.Triangle.V2);
+00456
+00457 <font class="comment">// Look for the max coordinate, in World Basis</font>
+00458 CVector maxv;
+00459 maxv.maxof (triangle.Triangle.V0, triangle.Triangle.V1);
+00460 maxv.maxof (maxv, triangle.Triangle.V2);
+00461
+00462
+00463 <font class="comment">// Lanscape tri ?</font>
+00464 <font class="keywordflow">if</font> (triangle.ZoneId!=0xffffffff)
+00465 {
+00466 <font class="comment">// Fill the heightfield</font>
+00467 sint minX=std::max (0, (sint)floor (0.5f+(minv.x-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>));
+00468 sint maxX=<a class="code" href="bit__set_8cpp.html#a0">std::min</a> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>, (sint)floor (0.5f+(maxv.x-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>));
+00469 sint minY=std::max (0, (sint)floor (0.5f+(minv.y-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>));
+00470 sint maxY=<a class="code" href="bit__set_8cpp.html#a0">std::min</a> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>, (sint)floor (0.5f+(maxv.y-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>));
+00471
+00472 <font class="comment">// Calc position in the heightfield</font>
+00473 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=minY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;maxY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+00474 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=minX; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;maxX; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+00475 {
+00476 <font class="comment">// Valid position, try to insert it</font>
+00477 <font class="keywordflow">if</font> (maxv.z&gt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o19">_HeightField</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>])
+00478 {
+00479 <font class="comment">// New height in this cell</font>
+00480 <a class="code" href="classNL3D_1_1CZoneLighter.html#o19">_HeightField</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>]=maxv.z;
+00481 }
+00482 }
+00483 }
+00484 }
+00485
+00486 <font class="comment">// Retrieve the zone to fill its shaded value</font>
+00487 pZone-&gt;retrieve (<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>, <a class="code" href="classNL3D_1_1CZoneLighter.html#o24">_BorderVertices</a>);
+00488
+00489 <font class="comment">// Number of patch</font>
+00490 uint patchCount=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>.size();
+00491
+00492 <font class="comment">// Bit array to know if the lumel is shadowed</font>
+00493 <font class="keywordflow">if</font> (description.Shadow)
+00494 <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>.resize (patchCount);
+00495
+00496 <font class="comment">// A lumel vector by patch</font>
+00497 vector&lt;vector&lt;CLumelDescriptor&gt; &gt; lumels;
+00498 lumels.resize (patchCount);
+00499
+00500 <font class="comment">// Build zone informations</font>
+00501 <a class="code" href="classNL3D_1_1CZoneLighter.html#c3">buildZoneInformation</a> (landscape,
+00502 listZone,
+00503 description.Oversampling!=CLightDesc::NoOverSampling,
+00504 description);
+00505
+00506 }
+00507
+00508 <font class="comment">// Number of patch</font>
+00509 uint patchCount=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>.size();
+00510
+00511 <font class="comment">// Reset patch count</font>
+00512 {
+00513 CSynchronized&lt;std::vector&lt;bool&gt; &gt;::CAccessor access (&amp;<a class="code" href="classNL3D_1_1CZoneLighter.html#o9">_PatchComputed</a>);
+00514 access.value().resize (0);
+00515 access.value().resize (patchCount, <font class="keyword">false</font>);
+00516 }
+00517
+00518 <font class="comment">// Patch by thread</font>
+00519 uint patchCountByThread = patchCount/<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>;
+00520 patchCountByThread++;
+00521
+00522 <font class="comment">// Patch to allocate</font>
+00523 uint firstPatch=0;
+00524 <a class="code" href="classNL3D_1_1CZoneLighter.html#o11">_NumberOfPatchComputed</a> = 0;
+00525
+00526 <a class="code" href="classNL3D_1_1CZoneLighter.html#o14">_ProcessExited</a>=0;
+00527
+00528 <font class="comment">// Set the thread state</font>
+00529 <a class="code" href="classNL3D_1_1CZoneLighter.html#o10">_LastPatchComputed</a>.resize (<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>);
+00530
+00531 <font class="comment">// Launch threads</font>
+00532 <font class="keywordflow">for</font> (uint process=1; process&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>; process++)
+00533 {
+00534 <font class="comment">// Last patch</font>
+00535 uint lastPatch=firstPatch+patchCountByThread;
+00536 <font class="keywordflow">if</font> (lastPatch&gt;patchCount)
+00537 lastPatch=patchCount;
+00538
+00539 <font class="comment">// Last patch computed</font>
+00540 <a class="code" href="classNL3D_1_1CZoneLighter.html#o10">_LastPatchComputed</a>[process] = firstPatch;
+00541
+00542 <font class="comment">// Create a thread</font>
+00543 CCalcRunnable *runnable = <font class="keyword">new</font> CCalcRunnable (process, <font class="keyword">this</font>, &amp;description);
+00544 IThread *pThread=IThread::create (runnable);
+00545 runnable-&gt;Thread = pThread;
+00546
+00547 <font class="comment">// New first patch</font>
+00548 firstPatch=lastPatch;
+00549
+00550 <font class="comment">// Launch</font>
+00551 pThread-&gt;start();
+00552 }
+00553
+00554 <font class="comment">// My thread</font>
+00555 uint lastPatch=firstPatch+patchCountByThread;
+00556 <font class="keywordflow">if</font> (lastPatch&gt;patchCount)
+00557 lastPatch=patchCount;
+00558 <a class="code" href="classNL3D_1_1CZoneLighter.html#o10">_LastPatchComputed</a>[0] = firstPatch;
+00559 CCalcRunnable thread (0, <font class="keyword">this</font>, &amp;description);
+00560 thread.Thread = currentThread;
+00561 thread.run();
+00562
+00563 <font class="comment">// Wait for others processes</font>
+00564 <font class="keywordflow">while</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o14">_ProcessExited</a>!=<a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>)
+00565 {
+00566 <a class="code" href="namespaceNLMISC.html#a236">nlSleep</a> (10);
+00567 }
+00568
+00569 <font class="comment">// Reset old thread mask</font>
+00570 currentThread-&gt;setCPUMask (threadMask);
+00571
+00572 <font class="comment">// Progress bar</font>
+00573 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Compute Influences of PointLights"</font>, 0.f);
+00574
+00575 <font class="comment">// Compute PointLight influences on zone.</font>
+00576 <font class="comment">// Some precalc.</font>
+00577 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_0">compilePointLightRT</a>(description.GridSize, description.GridCellSize, obstacles,
+00578 description.Shadow || description.Softshadow );
+00579 <font class="comment">// Influence patchs and get light list of interest</font>
+00580 std::vector&lt;CPointLightNamed&gt; listPointLight;
+00581 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_1">processZonePointLightRT</a>(listPointLight);
+00582
+00583
+00584 <font class="comment">// Rebuild the zone</font>
+00585
+00586 <font class="comment">// Progress bar</font>
+00587 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Compress the lightmap"</font>, 0.6f);
+00588
+00589 <font class="comment">// Build, with list of lights.</font>
+00590 CZoneInfo zinfo;
+00591 zinfo.ZoneId= <a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>;
+00592 zinfo.Patchs= <a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>;
+00593 zinfo.BorderVertices= <a class="code" href="classNL3D_1_1CZoneLighter.html#o24">_BorderVertices</a>;
+00594 zinfo.PointLights= listPointLight;
+00595 output.build (zinfo);
+00596
+00598 <a class="code" href="classNL3D_1_1CZoneLighter.html#f0">copyTileFlags</a>(output, *(landscape.getZone(zoneToLight)));
+00599
+00601 <a class="code" href="classNL3D_1_1CZoneLighter.html#c14">lightShapes</a>(zoneToLight, description);
+00602 }
+00603
+00604
+00605 <font class="comment">// *************************************************************************************</font>
+<a name="l00606"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#f0">00606</a> <font class="keywordtype">void</font> CZoneLighter::copyTileFlags(CZone &amp;destZone, <font class="keyword">const</font> CZone &amp;srcZone)
+00607 {
+00608 <a class="code" href="debug_8h.html#a6">nlassert</a>(destZone.getZoneId() == srcZone.getZoneId());
+00609 <font class="keywordflow">for</font> (sint k = 0; k &lt; srcZone.getNumPatchs(); ++k)
+00610 {
+00611 destZone.copyTilesFlags(k, srcZone.getPatch(k));
+00612 }
+00613 }
+00614
+00615 <font class="comment">// ***************************************************************************</font>
+<a name="l00616"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c7">00616</a> <font class="keywordtype">float</font> CZoneLighter::getSkyContribution(<font class="keyword">const</font> CVector &amp;pos, <font class="keyword">const</font> CVector &amp;normal, <font class="keywordtype">float</font> skyIntensity)<font class="keyword"> const</font>
+00617 <font class="keyword"></font>{
+00618 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=(pos.x-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>;
+00619 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=(pos.y-<a class="code" href="classNL3D_1_1CZoneLighter.html#o21">_OrigineHeightField</a>.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>;
+00620 sint sInt=(sint)(floor (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f));
+00621 sint tInt=(sint)(floor (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f));
+00622
+00623 <font class="comment">// Bilinear</font>
+00624 <font class="keywordtype">float</font> skyContributionTab[2][2];
+00625 skyContributionTab[0][0] = <a class="code" href="classNL3D_1_1CZoneLighter.html#c6">calcSkyContribution</a> (sInt-1, tInt-1, pos.z, skyIntensity, normal);
+00626 skyContributionTab[1][0] = <a class="code" href="classNL3D_1_1CZoneLighter.html#c6">calcSkyContribution</a> (sInt, tInt-1, pos.z, skyIntensity, normal);
+00627 skyContributionTab[1][1] = <a class="code" href="classNL3D_1_1CZoneLighter.html#c6">calcSkyContribution</a> (sInt, tInt, pos.z, skyIntensity, normal);
+00628 skyContributionTab[0][1] = <a class="code" href="classNL3D_1_1CZoneLighter.html#c6">calcSkyContribution</a> (sInt-1, tInt, pos.z, skyIntensity, normal);
+00629
+00630 <font class="keywordtype">float</font> sFact=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f-sInt;
+00631 <font class="keywordtype">float</font> tFact=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f-tInt;
+00632 <font class="keywordflow">return</font> (skyContributionTab[0][0]*(1.f-sFact) + skyContributionTab[1][0]*sFact)*(1.f-tFact) +
+00633 (skyContributionTab[0][1]*(1.f-sFact) + skyContributionTab[1][1]*sFact)*tFact;
+00634 }
+00635
+00636
+00637 <font class="comment">// ***************************************************************************</font>
+<a name="l00638"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c2">00638</a> <font class="keywordtype">void</font> CZoneLighter::processCalc (uint process, <font class="keyword">const</font> CLightDesc&amp; description)
+00639 {
+00640 <font class="comment">// *** Raytrace each patches</font>
+00641
+00642 <font class="comment">// Pointer on the zone</font>
+00643 CZone *pZone=<a class="code" href="classNL3D_1_1CZoneLighter.html#o5">_Landscape</a>-&gt;<a class="code" href="classNL3D_1_1CLandscape.html#z481_0">getZone</a> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>);
+00644
+00645 <font class="comment">// Get a patch</font>
+00646 uint patch = <a class="code" href="classNL3D_1_1CZoneLighter.html#c21">getAPatch</a> (process);
+00647 <font class="keywordflow">while</font> (patch != 0xffffffff)
+00648 {
+00649 <font class="comment">// For each patch</font>
+00650 <font class="keywordflow">if</font> (description.Shadow)
+00651 {
+00652 <font class="comment">// Shape array</font>
+00653 CMultiShape *shapeArray=<font class="keyword">new</font> CMultiShape;
+00654 CMultiShape *shapeArrayTmp=<font class="keyword">new</font> CMultiShape;
+00655 shapeArray-&gt;Shapes.reserve (<a class="code" href="zone__lighter_8h.html#a1">SHAPE_MAX</a>);
+00656 shapeArrayTmp-&gt;Shapes.reserve (<a class="code" href="zone__lighter_8h.html#a1">SHAPE_MAX</a>);
+00657
+00658 <font class="comment">// Lumels</font>
+00659 std::vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+00660
+00661 <font class="comment">// Lumel count</font>
+00662 uint lumelCount=lumels.size();
+00663 CPatchInfo &amp;patchInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[patch];
+00664 <a class="code" href="debug_8h.html#a6">nlassert</a> (patchInfo.Lumels.size()==lumelCount);
+00665
+00666 <font class="comment">// Resize shadow array</font>
+00667 <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>[patch].resize (lumelCount);
+00668
+00669 <font class="comment">// For each lumel</font>
+00670 <font class="keywordflow">for</font> (uint lumel=0; lumel&lt;lumelCount; lumel++)
+00671 {
+00672 <font class="keywordtype">float</font> factor=0;
+00673 <a class="code" href="classNL3D_1_1CZoneLighter.html#c9">rayTrace</a> (lumels[lumel].Position, lumels[lumel].Normal, lumels[lumel].S, lumels[lumel].T, patch, factor, *shapeArray, *shapeArrayTmp, process);
+00674 patchInfo.Lumels[lumel]=(uint)(factor*255);
+00675 }
+00676 <font class="keyword">delete</font> shapeArray;
+00677 <font class="keyword">delete</font> shapeArrayTmp;
+00678 }
+00679 <font class="keywordflow">else</font>
+00680 {
+00681 <font class="comment">// Lumels</font>
+00682 std::vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+00683
+00684 <font class="comment">// Lumel count</font>
+00685 uint lumelCount=lumels.size();
+00686 CPatchInfo &amp;patchInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[patch];
+00687 <a class="code" href="debug_8h.html#a6">nlassert</a> (patchInfo.Lumels.size()==lumelCount);
+00688
+00689 <font class="comment">// For each lumel</font>
+00690 <font class="keywordflow">for</font> (uint lumel=0; lumel&lt;lumelCount; lumel++)
+00691 {
+00692 <font class="comment">// Not shadowed</font>
+00693 patchInfo.Lumels[lumel]=255;
+00694 }
+00695 }
+00696
+00697 <font class="comment">// *** Antialising</font>
+00698
+00699 <font class="comment">// Id of this zone in the array</font>
+00700 uint zoneNumber=<a class="code" href="classNL3D_1_1CZoneLighter.html#o31">_ZoneId</a>[<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>];
+00701
+00702 <font class="comment">// Enabled ?</font>
+00703 <font class="keywordflow">if</font> ((description.Shadow)&amp;&amp;(description.Oversampling!=CLightDesc::NoOverSampling))
+00704 {
+00705 <font class="comment">// Get a patch pointer</font>
+00706 <font class="keyword">const</font> CPatch *pPatch=(const_cast&lt;const CZone*&gt;(pZone))-&gt;getPatch (patch);
+00707
+00708 <font class="comment">// Get the patch info</font>
+00709 CPatchInfo &amp;patchInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[patch];
+00710
+00711 <font class="comment">// Get order of the patch</font>
+00712 uint orderLumelS=pPatch-&gt;getOrderS()&lt;&lt;2;
+00713 uint orderLumelT=pPatch-&gt;getOrderT()&lt;&lt;2;
+00714
+00715 <font class="comment">// ** Pointer on arries</font>
+00716 vector&lt;bool&gt; &amp;binded=<a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>[zoneNumber][patch];
+00717 vector&lt;bool&gt; &amp;oversampleEdges=<a class="code" href="classNL3D_1_1CZoneLighter.html#o30">_OversampleEdges</a>[patch];
+00718 vector&lt;CPatchUVLocator&gt; &amp;locator=<a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>[zoneNumber][patch];
+00719 std::vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+00720
+00721 <font class="comment">// Shadow array</font>
+00722 vector&lt;uint8&gt; &amp;shadowPatch=<a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>[patch];
+00723
+00724 <font class="comment">// Go for each lumel</font>
+00725 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;orderLumelT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+00726 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;orderLumelS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+00727 {
+00728 <font class="comment">// Over sample this lumel</font>
+00729 <font class="keywordtype">bool</font> oversample=<font class="keyword">false</font>;
+00730 uint8 shadowed=shadowPatch[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderLumelS];
+00731
+00732 <font class="comment">// Left..</font>
+00733 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==0)
+00734 {
+00735 <font class="comment">// Edge test</font>
+00736 oversample=<a class="code" href="classNL3D_1_1CZoneLighter.html#c13">isLumelOnEdgeMustBeOversample</a> (patch, 0, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, binded, oversampleEdges, locator, shadowed, <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>);
+00737 }
+00738 <font class="keywordflow">else</font>
+00739 {
+00740 <font class="comment">// Internal test</font>
+00741 oversample=(shadowed!=shadowPatch[(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>-1)+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderLumelS]);
+00742 }
+00743
+00744 <font class="comment">// Bottom..</font>
+00745 <font class="keywordflow">if</font> (!oversample)
+00746 {
+00747 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==(orderLumelT-1))
+00748 {
+00749 <font class="comment">// Edge test</font>
+00750 oversample=<a class="code" href="classNL3D_1_1CZoneLighter.html#c13">isLumelOnEdgeMustBeOversample</a> (patch, 1, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, binded, oversampleEdges, locator, shadowed, <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>);
+00751 }
+00752 <font class="keywordflow">else</font>
+00753 {
+00754 <font class="comment">// Internal test</font>
+00755 oversample=(shadowed!=shadowPatch[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+1)*orderLumelS]);
+00756 }
+00757
+00758 <font class="comment">// Right..</font>
+00759 <font class="keywordflow">if</font> (!oversample)
+00760 {
+00761 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>==(orderLumelS-1))
+00762 {
+00763 <font class="comment">// Edge test</font>
+00764 oversample=<a class="code" href="classNL3D_1_1CZoneLighter.html#c13">isLumelOnEdgeMustBeOversample</a> (patch, 2, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, binded, oversampleEdges, locator, shadowed, <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>);
+00765 }
+00766 <font class="keywordflow">else</font>
+00767 {
+00768 <font class="comment">// Internal test</font>
+00769 oversample=(shadowed!=shadowPatch[(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+1)+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderLumelS]);
+00770 }
+00771
+00772 <font class="comment">// Top..</font>
+00773 <font class="keywordflow">if</font> (!oversample)
+00774 {
+00775 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>==0)
+00776 {
+00777 <font class="comment">// Edge test</font>
+00778 oversample=<a class="code" href="classNL3D_1_1CZoneLighter.html#c13">isLumelOnEdgeMustBeOversample</a> (patch, 3, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, binded, oversampleEdges, locator, shadowed, <a class="code" href="classNL3D_1_1CZoneLighter.html#o8">_ShadowArray</a>);
+00779 }
+00780 <font class="keywordflow">else</font>
+00781 {
+00782 <font class="comment">// Internal test</font>
+00783 oversample=(shadowed!=shadowPatch[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>-1)*orderLumelS]);
+00784 }
+00785 }
+00786 }
+00787 }
+00788
+00789 <font class="comment">// Must oversample ?</font>
+00790 <font class="keywordflow">if</font> (oversample)
+00791 {
+00792 <font class="comment">// LumelId</font>
+00793 uint lumel=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderLumelS;
+00794
+00795 <font class="comment">// Lighting</font>
+00796 <font class="keywordtype">float</font> factor=0;
+00797
+00798 <font class="comment">// Number of ray clipped</font>
+00799 uint tested=0;
+00800
+00801 <font class="comment">// For each triangle</font>
+00802 CTriangleList *list=lumels[lumel].TriangleList;
+00803 <font class="keywordflow">while</font> (list!=NULL)
+00804 {
+00805 <font class="comment">// Raytrace this triangle </font>
+00806 <a class="code" href="classNL3D_1_1CZoneLighter.html#c11">rayTraceTriangle</a> (list-&gt;Triangle, lumels[lumel].Normal, description.Oversampling, lumels[lumel].S, lumels[lumel].T, factor, tested, patch);
+00807
+00808 <font class="comment">// Next triangle</font>
+00809 list=list-&gt;Next;
+00810 }
+00811
+00812 <font class="comment">// Set new shadow value</font>
+00813 <a class="code" href="debug_8h.html#a6">nlassert</a> (tested!=0);
+00814 <font class="keywordflow">if</font> (tested!=0)
+00815 patchInfo.Lumels[lumel]=(uint)(255.f*factor/(float)tested);
+00816 }
+00817 }
+00818 }
+00819
+00820 <font class="comment">// *** Lighting</font>
+00821
+00822 <font class="comment">// Get the patch info</font>
+00823 CPatchInfo &amp;patchInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[patch];
+00824
+00825 <font class="comment">// ** Pointer on arries</font>
+00826 std::vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+00827
+00828 <font class="comment">// Go for light each lumel</font>
+00829 <font class="keywordflow">for</font> (uint lumel=0; lumel&lt;lumels.size(); lumel++)
+00830 {
+00831 <font class="comment">// Sky contribution</font>
+00832 <font class="keywordtype">float</font> skyContribution;
+00833
+00834 <font class="keywordflow">if</font> (description.SkyContribution)
+00835 {
+00836 skyContribution = <a class="code" href="classNL3D_1_1CZoneLighter.html#c7">getSkyContribution</a>(lumels[lumel].Position, lumels[lumel].Normal, description.SkyIntensity);
+00837 }
+00838 <font class="keywordflow">else</font>
+00839 {
+00840 skyContribution = 0.f;
+00841 }
+00842
+00843 <font class="comment">// Sun contribution</font>
+00844 <font class="keywordtype">float</font> sunContribution;
+00845 <font class="keywordflow">if</font> (description.SunContribution)
+00846 {
+00847 sunContribution=(-lumels[lumel].Normal*<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>)-skyContribution;
+00848 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (sunContribution, 0.f, 1.f);
+00849 }
+00850 <font class="keywordflow">else</font>
+00851 sunContribution=0;
+00852
+00853 <font class="comment">// Final lighting</font>
+00854 sint finalLighting=(sint)(255.f*(((float)patchInfo.Lumels[lumel])*sunContribution/255.f+skyContribution));
+00855 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (finalLighting, 0, 255);
+00856 patchInfo.Lumels[lumel]=finalLighting;
+00857 }
+00858
+00859 <font class="comment">// Next patch</font>
+00860 patch = <a class="code" href="classNL3D_1_1CZoneLighter.html#c21">getAPatch</a> (process);
+00861 }
+00862 }
+00863
+00864 <font class="comment">// ***************************************************************************</font>
+00865
+<a name="l00866"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c8">00866</a> uint8 CZoneLighter::getMaxPhi (sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, sint deltaS, sint deltaT, <font class="keywordtype">float</font> heightPos)<font class="keyword"> const</font>
+00867 <font class="keyword"></font>{
+00868 <font class="comment">// Start position</font>
+00869 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+=deltaS;
+00870 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+=deltaT;
+00871
+00872 <font class="comment">// Distance increment</font>
+00873 <font class="keywordtype">float</font> stepDistance=CVector (deltaS*<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>, deltaT*<a class="code" href="classNL3D_1_1CZoneLighter.html#o22">_HeightfieldCellSize</a>,0).norm ();
+00874
+00875 <font class="comment">// Current distance</font>
+00876 <font class="keywordtype">float</font> distance=stepDistance;
+00877
+00878 <font class="comment">// Max height</font>
+00879 <font class="keywordtype">float</font> maxHeight=0;
+00880 <font class="keywordtype">float</font> maxTanTeta=0;
+00881
+00882 <font class="comment">// For all the line</font>
+00883 <font class="keywordflow">while</font> ((s&lt;_HeightFieldCellCount)&amp;&amp;(t&lt;_HeightFieldCellCount)&amp;&amp;(s&gt;=0)&amp;&amp;(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&gt;=0))
+00884 {
+00885 <font class="comment">// Get height</font>
+00886 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=<a class="code" href="classNL3D_1_1CZoneLighter.html#o19">_HeightField</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*<a class="code" href="classNL3D_1_1CZoneLighter.html#o20">_HeightFieldCellCount</a>];
+00887 <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-=heightPos;
+00888
+00889 <font class="comment">// Better ?</font>
+00890 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>&gt;maxHeight)
+00891 {
+00892 <font class="comment">// Calc sin teta</font>
+00893 <font class="keywordtype">float</font> tanTeta=<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>/distance;
+00894 <a class="code" href="debug_8h.html#a6">nlassert</a> (tanTeta&gt;=0);
+00895
+00896 <font class="comment">// Better ?</font>
+00897 <font class="keywordflow">if</font> (tanTeta&gt;maxTanTeta)
+00898 {
+00899 <font class="comment">// New max height</font>
+00900 maxHeight=<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;
+00901 maxTanTeta=tanTeta;
+00902 }
+00903 }
+00904 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+=deltaS;
+00905 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+=deltaT;
+00906 distance+=stepDistance;
+00907 }
+00908
+00909 <font class="comment">// return phi</font>
+00910 <font class="keywordtype">float</font> teta=(float)atan (maxTanTeta);
+00911 <a class="code" href="debug_8h.html#a6">nlassert</a> (teta&gt;=0);
+00912 <a class="code" href="debug_8h.html#a6">nlassert</a> (teta&lt;=<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2);
+00913 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (teta, 0.f, (<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2);
+00914 sint <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>=(sint)((<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2-teta)*256/(<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2));
+00915 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>, 0, 255);
+00916 <font class="keywordflow">return</font> (uint8)<a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>;
+00917 }
+00918
+00919 <font class="comment">// ***************************************************************************</font>
+00920
+<a name="l00921"></a><a class="code" href="zone__lighter_8cpp.html#a1">00921</a> <font class="preprocessor">#define AllFront 0</font>
+<a name="l00922"></a><a class="code" href="zone__lighter_8cpp.html#a2">00922</a> <font class="preprocessor"></font><font class="preprocessor">#define AllBack 1</font>
+<a name="l00923"></a><a class="code" href="zone__lighter_8cpp.html#a3">00923</a> <font class="preprocessor"></font><font class="preprocessor">#define Clipped 2</font>
+00924 <font class="preprocessor"></font>
+00925 <font class="comment">// ***************************************************************************</font>
+00926
+<a name="l00927"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c12">00927</a> <font class="keywordtype">void</font> CZoneLighter::testRaytrace (<font class="keyword">const</font> CVector&amp; position, <font class="keyword">const</font> CVector&amp; normal, <font class="keyword">const</font> CPlane &amp;plane, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint patchId, CMultiShape &amp;shape, CMultiShape &amp;shapeTmp, uint cpu)
+00928 {
+00929 <font class="comment">// Clear the selection of the quad tree</font>
+00930 <a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].clearSelection ();
+00931
+00932 <font class="comment">// Light position</font>
+00933 CVector lightPos=position-(<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>*1000.f);
+00934
+00935 <font class="comment">// Select an element with the X axis as a 3d ray</font>
+00936 <a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].select (lightPos-<a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>, lightPos+<a class="code" href="classNL3D_1_1CZoneLighter.html#o2">_RayAdd</a>);
+00937
+00938 <font class="comment">// Tmp</font>
+00939 CShape back;
+00940 CShape front;
+00941 CShape copy;
+00942
+00943 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+00944 <font class="preprocessor"></font>
+00945 <font class="comment">// Vector unit</font>
+00946 <font class="keywordtype">float</font> unit=2*<a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>;
+00947
+00948 <font class="comment">// Make a scale matrix</font>
+00949 CMatrix lumelScale;
+00950 lumelScale.identity ();
+00951 lumelScale.scale (unit);
+00952
+00953 <font class="comment">// Get the ray basis</font>
+00954 CMatrix lumelBasis=<a class="code" href="classNL3D_1_1CZoneLighter.html#o1">_RayBasis</a>*lumelScale;
+00955
+00956 <font class="comment">// Change origine in the top left corner</font>
+00957 lumelBasis.<a class="code" href="classNLMISC_1_1CMatrix.html#z290_6">setPos</a> (position-lumelBasis.getI()/2-lumelBasis.getJ()/2);
+00958
+00959 <font class="comment">// Inverse this matrix</font>
+00960 lumelBasis.invert ();
+00961
+00962 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+00963 <font class="preprocessor"></font>
+00964 <font class="comment">// For each triangle selected</font>
+00965 CQuadGrid&lt;const CTriangle*&gt;::CIterator it=<a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].begin();
+00966 <font class="keywordflow">while</font> (it!=<a class="code" href="classNL3D_1_1CZoneLighter.html#o0">_QuadGrid</a>[cpu].end())
+00967 {
+00968 <font class="comment">// Source vector</font>
+00969 CVector source=position;
+00970
+00971 <font class="comment">// Same triangle ?</font>
+00972 <font class="keywordflow">if</font> (
+00973 ((*it)-&gt;PatchId==patchId)&amp;&amp;
+00974 ((*it)-&gt;ZoneId==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)&amp;&amp;
+00975 ((*it)-&gt;StartS&lt;=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>)&amp;&amp;
+00976 ((*it)-&gt;StartT&lt;=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)&amp;&amp;
+00977 ((*it)-&gt;EndS&gt;=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>)&amp;&amp;
+00978 ((*it)-&gt;EndT&gt;=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)
+00979 )
+00980 source+=(normal*<a class="code" href="classNL3D_1_1CZoneLighter.html#o6">_ShadowBias</a>);
+00981
+00982 <font class="comment">// Blur ?</font>
+00983 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneLighter.html#o7">_Softshadow</a>)
+00984 {
+00985 <font class="comment">// Hit position</font>
+00986 CVector hit;
+00987
+00988 <font class="comment">// Intersect</font>
+00989 <font class="keywordflow">if</font> ((*it)-&gt;Triangle.intersect (source, lightPos, hit, (*it)-&gt;Plane))
+00990 {
+00991 <font class="comment">// Clear the shape list</font>
+00992 shape.Shapes.resize (0);
+00993 <font class="keywordflow">break</font>;
+00994 }
+00995 }
+00996 <font class="keywordflow">else</font>
+00997 {
+00998 <font class="comment">// Triangle clippable ?</font>
+00999 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> &amp;triangle=(*it)-&gt;Triangle;
+01000
+01001 <font class="comment">// Clip the ray over the triangle</font>
+01002 <font class="keywordtype">float</font> edgeFactor[3]=
+01003 {
+01004 ((((triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>+triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>)/2) - source)*-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o18">_FallofDistance</a>,
+01005 ((((triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>+triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a>)/2) - source)*-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o18">_FallofDistance</a>,
+01006 ((((triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a>+triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>)/2) - source)*-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>)/<a class="code" href="classNL3D_1_1CZoneLighter.html#o18">_FallofDistance</a>,
+01007 };
+01008 <font class="keywordtype">float</font> oOEdgeFactor[3];
+01009 <font class="keywordtype">bool</font> scaleEdge[3];
+01010 uint edgeFlags[3];
+01011 <font class="keywordtype">bool</font> oneNotBack=<font class="keyword">false</font>;
+01012 uint i;
+01013 <font class="keywordflow">for</font> (i=0; i&lt;3; i++)
+01014 {
+01015 <font class="comment">// Edge factor</font>
+01016 <font class="keywordflow">if</font> (edgeFactor[i]&lt;0)
+01017 <font class="comment">// Polygon behing</font>
+01018 <font class="keywordflow">break</font>;
+01019 <font class="keywordflow">if</font> (edgeFactor[i]&gt;1)
+01020 {
+01021 scaleEdge[i]=<font class="keyword">false</font>;
+01022 edgeFactor[i]=1;
+01023 }
+01024 <font class="keywordflow">else</font>
+01025 {
+01026 scaleEdge[i]=<font class="keyword">true</font>;
+01027 oOEdgeFactor[i]=1/edgeFactor[i];
+01028 }
+01029
+01030 <font class="comment">// Distance from clipping plane</font>
+01031 <font class="keywordtype">float</font> distance=(*it)-&gt;ClippingPlanes[i]*source;
+01032
+01033 <font class="comment">// Clipping distance</font>
+01034 <font class="keywordtype">float</font> clipDist=edgeFactor[i]*<a class="code" href="classNL3D_1_1CZoneLighter.html#o17">_ShapeRadius</a>;
+01035
+01036 <font class="comment">// Clip this distance</font>
+01037 <font class="keywordflow">if</font> (distance&lt;-clipDist)
+01038 {
+01039 <font class="comment">// Back</font>
+01040 edgeFlags[i]=<a class="code" href="zone__lighter_8cpp.html#a2">AllBack</a>;
+01041 }
+01042 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (distance&gt;clipDist)
+01043 <font class="comment">// Front</font>
+01044 <font class="keywordflow">break</font>;
+01045 <font class="keywordflow">else</font>
+01046 {
+01047 <font class="comment">// Clipped</font>
+01048 edgeFlags[i]=<a class="code" href="zone__lighter_8cpp.html#a3">Clipped</a>;
+01049 oneNotBack=<font class="keyword">true</font>;
+01050 }
+01051 }
+01052
+01053 <font class="comment">// Not front clipped</font>
+01054 <font class="keywordflow">if</font> (i==3)
+01055 {
+01056 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+01057 <font class="preprocessor"></font> <font class="comment">// Transform this triangle in lumel basis</font>
+01058 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[3] = { lumelBasis*triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>, lumelBasis*triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>, lumelBasis*triangle.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a> };
+01059
+01060 <font class="comment">// Draw the triangle</font>
+01061 drv-&gt;drawTriangle (<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[0].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[0].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[1].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[1].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[2].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[2].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA(0, 0, 0, 2));
+01062 drv-&gt;drawTriangle (<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[0].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[0].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[2].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[2].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[1].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>[1].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA(0, 0, 0, 2));
+01063
+01064 <font class="preprocessor">#else // HARDWARE_SOFT_SHADOWS</font>
+01065 <font class="preprocessor"></font> <font class="comment">// All back ?</font>
+01066 <font class="keywordflow">if</font> (oneNotBack)
+01067 {
+01068 uint backupSize=shape.Shapes.size();
+01069 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;backupSize; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+01070 {
+01071 <font class="comment">// Reset out list</font>
+01072 shapeTmp.Shapes.resize (0);
+01073 back = shape.Shapes[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>];
+01074
+01075 <font class="comment">// Clip this shape with the triangle (3 planes)</font>
+01076 <font class="keywordflow">for</font> (i=0; i&lt;3; i++)
+01077 {
+01078 <font class="comment">// All back ?</font>
+01079 <font class="keywordflow">if</font> (edgeFlags[i]==<a class="code" href="zone__lighter_8cpp.html#a2">AllBack</a>)
+01080 <font class="comment">// Yes, next</font>
+01081 <font class="keywordflow">continue</font>;
+01082
+01083 <font class="comment">// Security</font>
+01084 <font class="keywordflow">if</font> (back.NumVertex &gt; (<a class="code" href="zone__lighter_8h.html#a0">SHAPE_VERTICES_MAX</a>-10) )
+01085 <font class="keywordflow">break</font>;
+01086
+01087 <font class="comment">// Scale down this shape</font>
+01088 <font class="keywordflow">if</font> (scaleEdge[i])
+01089 back.scale (source, edgeFactor[i]);
+01090
+01091 <font class="comment">// Copy the back buffer</font>
+01092 copy=back;
+01093
+01094 <font class="comment">// Clipping plane</font>
+01095 <font class="keyword">const</font> CPlane &amp;clippingPlane=(*it)-&gt;ClippingPlanes[i];
+01096
+01097 <font class="comment">// Reset back and front</font>
+01098 back.NumVertex=0;
+01099 front.NumVertex=0;
+01100
+01101 <font class="comment">// Clip</font>
+01102 <font class="keywordflow">if</font>(copy.NumVertex&gt;2)
+01103 {
+01104 <font class="comment">// Previous vertex</font>
+01105 uint prev=copy.NumVertex-1;
+01106
+01107 <font class="comment">// Previous front ?</font>
+01108 <font class="keywordtype">bool</font> previousFront=(clippingPlane*copy.Vertices[prev] &gt;= 0);
+01109
+01110 <font class="comment">// For each vertex</font>
+01111 <font class="keywordflow">for</font> (uint cur=0;cur&lt;copy.NumVertex;cur++)
+01112 {
+01113 <font class="comment">// Current vertex front ?</font>
+01114 <font class="keywordtype">bool</font> currentFront=(clippingPlane*copy.Vertices[cur] &gt;= 0);
+01115 <font class="keywordflow">if</font> ( currentFront )
+01116 {
+01117 <font class="comment">// Previous vertex back ?</font>
+01118 <font class="keywordflow">if</font> ( !previousFront )
+01119 {
+01120 <font class="comment">// Ok, intersect</font>
+01121 front.Vertices[front.NumVertex]= clippingPlane.intersect(copy.Vertices[prev],copy.Vertices[cur]);
+01122 back.Vertices[back.NumVertex++]= front.Vertices[front.NumVertex];
+01123 front.NumVertex++;
+01124 }
+01125 <font class="comment">// Store new vertex front</font>
+01126 front.Vertices[front.NumVertex++]=copy.Vertices[cur];
+01127 }
+01128 <font class="keywordflow">else</font>
+01129 {
+01130 <font class="comment">// Previous vertex front ?</font>
+01131 <font class="keywordflow">if</font> ( previousFront )
+01132 {
+01133 front.Vertices[front.NumVertex]= clippingPlane.intersect(copy.Vertices[prev],copy.Vertices[cur]);
+01134 back.Vertices[back.NumVertex++]= front.Vertices[front.NumVertex];
+01135 front.NumVertex++;
+01136 }
+01137 back.Vertices[back.NumVertex++]=copy.Vertices[cur];
+01138 }
+01139 prev=cur;
+01140 previousFront=currentFront;
+01141 }
+01142 }
+01143
+01144 <font class="comment">// Scale up this shape</font>
+01145 <font class="keywordflow">if</font> (scaleEdge[i])
+01146 {
+01147 back.scale (source, oOEdgeFactor[i]);
+01148 front.scale (source, oOEdgeFactor[i]);
+01149 }
+01150
+01151 <font class="comment">// Some vertices front ?</font>
+01152 <font class="keywordflow">if</font> (front.NumVertex!=0)
+01153 {
+01154 <font class="comment">// Front vertices ?</font>
+01155 <font class="keywordflow">if</font> (back.NumVertex==0)
+01156 <font class="comment">// Nothing else to clip</font>
+01157 <font class="keywordflow">break</font>;
+01158 }
+01159 <font class="keywordflow">else</font>
+01160 {
+01161 <font class="comment">// All vertices are back</font>
+01162 <font class="comment">// Pass entire triangle to next plane</font>
+01163 <font class="keywordflow">continue</font>;
+01164 }
+01165
+01166 <font class="comment">// Code is clipped</font>
+01167 <font class="comment">// res is the front shape, so it is out</font>
+01168 <font class="comment">// Last plane ?</font>
+01169 shapeTmp.Shapes.push_back (front);
+01170 }
+01171 <font class="keywordflow">if</font> (i==3)
+01172 {
+01173 <font class="comment">// Merge list..</font>
+01174 <font class="keywordflow">if</font> (shapeTmp.Shapes.empty())
+01175 {
+01176 <font class="comment">// Erase this entry</font>
+01177 shape.Shapes[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>].NumVertex=0;
+01178 }
+01179 <font class="keywordflow">else</font>
+01180 {
+01181 <font class="comment">// Copy first element</font>
+01182 shape.Shapes[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>]=shapeTmp.Shapes[0];
+01183
+01184 <font class="comment">// Insert others</font>
+01185 uint size=shapeTmp.Shapes.size();
+01186 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=1; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;size; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+01187 {
+01188 <font class="comment">// Append new shapes</font>
+01189 shape.Shapes.push_back (shapeTmp.Shapes[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>]);
+01190 }
+01191 }
+01192 }
+01193 }
+01194 }
+01195 <font class="keywordflow">else</font>
+01196 {
+01197 <font class="comment">// Clear all the ray</font>
+01198 shape.Shapes.resize (0);
+01199 }
+01200 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+01201 <font class="preprocessor"></font> }
+01202 }
+01203
+01204 <font class="comment">// Next</font>
+01205 it++;
+01206 }
+01207 }
+01208
+01209 <font class="comment">// ***************************************************************************</font>
+01210
+<a name="l01211"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c9">01211</a> <font class="keywordtype">void</font> CZoneLighter::rayTrace (<font class="keyword">const</font> CVector&amp; position, <font class="keyword">const</font> CVector&amp; normal, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint patchId, <font class="keywordtype">float</font> &amp;factor, CMultiShape &amp;shape, CMultiShape &amp;shapeTmp, uint cpu)
+01212 {
+01213 <font class="comment">// Resize the shape list</font>
+01214 shape.Shapes.resize (1);
+01215
+01216 <font class="comment">// Ref on the cshape</font>
+01217 CShape &amp;shp=shape.Shapes[0];
+01218
+01219 <font class="comment">// Copy the shape</font>
+01220 shp=<a class="code" href="classNL3D_1_1CZoneLighter.html#o15">_Shape</a>;
+01221
+01222 <font class="comment">// Translate the shape</font>
+01223 sint j;
+01224 <font class="keywordflow">for</font> (j=0; j&lt;(sint)shp.NumVertex; j++)
+01225 {
+01226 shp.<a class="code" href="classNL3D_1_1CZoneLighter_1_1CShape.html#m1">Vertices</a>[j]+=position;
+01227 }
+01228
+01229 <font class="comment">// Build a clipping plane</font>
+01230 CPlane plane;
+01231 plane.make (-<a class="code" href="classNL3D_1_1CZoneLighter.html#o3">_LightDirection</a>, position);
+01232
+01233 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+01234 <font class="preprocessor"></font>
+01235 <font class="comment">// Clear all pixels in green</font>
+01236 drv-&gt;clearRGBABuffer (CRGBA (0, 255, 0, 0));
+01237
+01238 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+01239 <font class="preprocessor"></font>
+01240 <font class="comment">// Go!</font>
+01241 <a class="code" href="classNL3D_1_1CZoneLighter.html#c12">testRaytrace</a> (position, normal, plane, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, patchId, shape, shapeTmp, cpu);
+01242
+01243 <font class="preprocessor">#ifdef HARDWARE_SOFT_SHADOWS</font>
+01244 <font class="preprocessor"></font>
+01245 <font class="comment">// Download frame buffer</font>
+01246 <font class="keyword">static</font> CBitmap bitmap;
+01247 drv-&gt;getBufferPart (bitmap, CRect (0, 0, LIGHT_BUFFER_SIZE, LIGHT_BUFFER_SIZE));
+01248 <a class="code" href="debug_8h.html#a6">nlassert</a> (bitmap.getWidth()==LIGHT_BUFFER_SIZE);
+01249 <a class="code" href="debug_8h.html#a6">nlassert</a> (bitmap.getHeight()==LIGHT_BUFFER_SIZE);
+01250
+01251 <font class="comment">// Pixels</font>
+01252 bitmap.convertToType (CBitmap::RGBA);
+01253
+01254 <font class="comment">// RGBA pointer</font>
+01255 CRGBA *pixels=(CRGBA*)&amp;bitmap.getPixels ()[0];
+01256
+01257 <font class="comment">// Average pixel</font>
+01258 factor=0;
+01259 <font class="keywordflow">for</font> (uint p=0; p&lt;LIGHT_BUFFER_SIZE*LIGHT_BUFFER_SIZE; p++)
+01260 {
+01261 factor+=pixels[p].G;
+01262 }
+01263 factor/=(float)(255*LIGHT_BUFFER_SIZE*LIGHT_BUFFER_SIZE);
+01264
+01265 <font class="preprocessor">#else // HARDWARE_SOFT_SHADOWS</font>
+01266 <font class="preprocessor"></font> <font class="comment">// Calc the surface ratio</font>
+01267 uint size=shape.Shapes.size();
+01268 <font class="keywordflow">for</font> (uint i=0; i&lt;size; i++)
+01269 {
+01270 <font class="comment">// For each shape</font>
+01271 CShape &amp;vect=shape.Shapes[i];
+01272
+01273 <font class="keywordflow">for</font> (j=1; j&lt;(sint)vect.NumVertex-1; j++)
+01274 {
+01275 <font class="comment">// Sum the area</font>
+01276 factor+=((vect.Vertices[j]-vect.Vertices[0])^(vect.Vertices[j+1]-vect.Vertices[0])).norm();
+01277 }
+01278 }
+01279
+01280 factor/=<a class="code" href="classNL3D_1_1CZoneLighter.html#o16">_ShapeArea</a>;
+01281 <font class="preprocessor">#endif // HARDWARE_SOFT_SHADOWS</font>
+01282 <font class="preprocessor"></font>}
+01283
+01284 <font class="comment">// ***************************************************************************</font>
+01285
+<a name="l01286"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c11">01286</a> <font class="keywordtype">void</font> CZoneLighter::rayTraceTriangle (<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a>&amp; toOverSample, CVector&amp; normal, uint order, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keywordtype">float</font> &amp;factor, uint &amp;tested, uint patch)
+01287 {
+01288 <font class="comment">// Ok ?</font>
+01289 <font class="keywordflow">if</font> (order==0)
+01290 {
+01291 <font class="comment">// Ray !</font>
+01292 tested++;
+01293 <font class="comment">//rayTrace (-_LightDirection+(toOverSample.V0+toOverSample.V1+toOverSample.V2)/3, normal, s, t, patch, factor);</font>
+01294 }
+01295 <font class="keywordflow">else</font>
+01296 {
+01297 <font class="comment">// Subdivide the triangle</font>
+01298 CVector v0V1=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>;
+01299 v0V1+=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>;
+01300 v0V1/=2;
+01301 CVector v0V2=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>;
+01302 v0V2+=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a>;
+01303 v0V2/=2;
+01304 CVector v1V2=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>;
+01305 v1V2+=toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a>;
+01306 v1V2/=2;
+01307 <a class="code" href="classNL3D_1_1CZoneLighter.html#c11">rayTraceTriangle</a> (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m0">V0</a>, v0V1, v0V2), normal, order-1, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, factor, tested, patch);
+01308 <a class="code" href="classNL3D_1_1CZoneLighter.html#c11">rayTraceTriangle</a> (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m1">V1</a>, v1V2, v0V1), normal, order-1, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, factor, tested, patch);
+01309 <a class="code" href="classNL3D_1_1CZoneLighter.html#c11">rayTraceTriangle</a> (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (toOverSample.<a class="code" href="classNLMISC_1_1CTriangle.html#m2">V2</a>, v0V2, v1V2), normal, order-1, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, factor, tested, patch);
+01310 <a class="code" href="classNL3D_1_1CZoneLighter.html#c11">rayTraceTriangle</a> (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0V1, v1V2, v0V2), normal, order-1, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, factor, tested, patch);
+01311 }
+01312 }
+01313
+01314 <font class="comment">// ***************************************************************************</font>
+01315
+<a name="l01316"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c13">01316</a> <font class="keywordtype">bool</font> CZoneLighter::isLumelOnEdgeMustBeOversample (uint patch, uint edge, sint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <font class="keyword">const</font> vector&lt;bool&gt; &amp;binded,
+01317 <font class="keyword">const</font> vector&lt;bool&gt; &amp;oversampleEdges, vector&lt;CPatchUVLocator&gt; &amp;locator,
+01318 uint8 shadowed, vector&lt;vector&lt;uint8&gt; &gt;&amp; shadowBuffer)
+01319 {
+01320 <font class="comment">// Must force oversampling of this edge ?</font>
+01321 <font class="keywordflow">if</font> (oversampleEdges[edge])
+01322 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+01323 <font class="keywordflow">else</font>
+01324 {
+01325 <font class="comment">// binded ?</font>
+01326 <font class="keywordflow">if</font> (binded[edge])
+01327 {
+01328 <font class="comment">// Lumel coord</font>
+01329 CVector2f lumelCoord (((<font class="keywordtype">float</font>)(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="classNL3D_1_1CZoneLighter.html#r0">_GetNormalDeltaS</a>[edge])+0.5f)/4.f, ((<font class="keywordtype">float</font>)(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+<a class="code" href="classNL3D_1_1CZoneLighter.html#r1">_GetNormalDeltaT</a>[edge])+0.5f)/4.f);
+01330 uint otherPatch=locator[edge].selectPatch(lumelCoord);
+01331
+01332 <font class="comment">// Get uv</font>
+01333 CVector2f neighborUV;
+01334 CPatch *patchOut;
+01335 locator[edge].locateUV (lumelCoord, otherPatch, patchOut, neighborUV);
+01336
+01337 <font class="comment">// Is the same shadowed flag ?</font>
+01338 sint ss=(sint)(neighborUV.x*4.f);
+01339 sint tt=(sint)(neighborUV.y*4.f);
+01340 <font class="keywordflow">return</font> (shadowBuffer[patchOut-&gt;getPatchId()][ss+(patchOut-&gt;getOrderS()&lt;&lt;2)*tt]!=shadowed);
+01341 }
+01342 <font class="keywordflow">else</font>
+01343 {
+01344 <font class="comment">// Not oversample if not binded</font>
+01345 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+01346 }
+01347 }
+01348 }
+01349
+01350 <font class="comment">// ***************************************************************************</font>
+01351
+<a name="l01352"></a><a class="code" href="zone__lighter_8cpp.html#a8">01352</a> <font class="keywordtype">float</font> <a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)
+01353 {
+01354 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+01355 <font class="comment">// cubic tq f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.</font>
+01356 <font class="keywordtype">float</font> x2=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+01357 <font class="keywordtype">float</font> x3=x2*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+01358 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= -2*x3 + 3*x2;
+01359 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+01360 }
+01361
+01362 <font class="comment">// ***************************************************************************</font>
+01363
+<a name="l01364"></a><a class="code" href="zone__lighter_8cpp.html#a9">01364</a> <font class="keywordtype">float</font> <a class="code" href="zone__lighter_8cpp.html#a9">easineasoutC2</a>(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)
+01365 {
+01366 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+01367 <font class="comment">// 5-nome tq f(0)=0, f'(0)=0, f''(0)=0, f(1)=1, f'(1)=0, f''(1)=0.</font>
+01368 <font class="keywordtype">float</font> x3=<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+01369 <font class="keywordtype">float</font> x4=x3*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+01370 <font class="keywordtype">float</font> x5=x4*<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+01371 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 6*x5 -15*x4 +10*x3;
+01372 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+01373 }
+01374
+01375 <font class="comment">// ***************************************************************************</font>
+01376
+01377
+<a name="l01378"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#r0">01378</a> sint16 CZoneLighter::_GetNormalDeltaS[4]={ -1, 0, 1, 0 };
+<a name="l01379"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#r1">01379</a> sint16 CZoneLighter::_GetNormalDeltaT[4]={ 0, 1, 0, -1 };
+01380
+01381 <font class="comment">// ***************************************************************************</font>
+01382
+<a name="l01383"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c10">01383</a> <font class="keywordtype">void</font> CZoneLighter::getNormal (<font class="keyword">const</font> CPatch *pPatch, sint16 lumelS, sint16 lumelT, vector&lt;CPatchUVLocator&gt; &amp;locator,
+01384 <font class="keyword">const</font> vector&lt;CPatch::CBindInfo&gt; &amp;bindInfo, <font class="keyword">const</font> vector&lt;bool&gt; &amp;binded, set&lt;uint64&gt;&amp; visited,
+01385 <font class="keywordtype">float</font> deltaS, <font class="keywordtype">float</font> deltaT, uint rotation, <font class="keyword">const</font> CBezierPatch &amp;bezierPatch, uint lastEdge)
+01386 {
+01387 <font class="comment">// Build a desc srructure</font>
+01388 uint64 <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>=(uint64)lumelS|(((uint64)lumelT)&lt;&lt;16)|(((uint64)pPatch-&gt;getPatchId())&lt;&lt;32)|(((uint64)pPatch-&gt;getZone()-&gt;getZoneId())&lt;&lt;48);
+01389
+01390 <font class="comment">// Insert it</font>
+01391 <font class="keywordflow">if</font> (visited.insert (id).second)
+01392 {
+01393 <font class="comment">// Clip</font>
+01394 <font class="keywordtype">float</font> sqDist=deltaS*deltaS+deltaT*deltaT;
+01395 <font class="keywordflow">if</font> ( sqDist &lt; 1 )
+01396 {
+01397 <font class="comment">// Continue...</font>
+01398
+01399 sint orderSx4=pPatch-&gt;getOrderS()&lt;&lt;2;
+01400 sint orderTx4=pPatch-&gt;getOrderT()&lt;&lt;2;
+01401
+01402 sint16 _GetNormalBorderS[4]={ 0, -10, 1, -10 };
+01403 sint16 _GetNormalBorderT[4]={ -10, 1, -10, 0 };
+01404 _GetNormalBorderS[2]=orderSx4-1;
+01405 _GetNormalBorderT[1]=orderTx4-1;
+01406
+01407 <font class="comment">// Add normal</font>
+01408 <a class="code" href="classNL3D_1_1CZoneLighter.html#o33">_GetNormalNormal</a>+=bezierPatch.evalNormal ( ((<font class="keywordtype">float</font>)lumelS+0.5f)/(<font class="keywordtype">float</font>)orderSx4, ((<font class="keywordtype">float</font>)lumelT+0.5f)/(<font class="keywordtype">float</font>)orderTx4 );
+01409
+01410 <font class="comment">// For the four neighbors</font>
+01411 <font class="keywordflow">for</font> (uint edge=0; edge&lt;4; edge++)
+01412 {
+01413 <font class="comment">// Not last edge ?</font>
+01414 <font class="keywordflow">if</font> (edge!=lastEdge)
+01415 {
+01416 <font class="comment">// Direction</font>
+01417 uint globalDirection=(edge+(4-rotation))&amp;0x3;
+01418
+01419 <font class="comment">// Neighbor</font>
+01420 <font class="keywordflow">if</font> ( (lumelS==_GetNormalBorderS[edge]) || (lumelT==_GetNormalBorderT[edge]) )
+01421 {
+01422 <font class="comment">// Binded ?</font>
+01423 <font class="keywordtype">bool</font> bind=binded[edge];
+01424 <font class="keywordtype">bool</font> smooth=pPatch-&gt;getSmoothFlag (edge);
+01425 <font class="keywordflow">if</font> (bind&amp;&amp;smooth)
+01426 {
+01427 <font class="comment">// Lumel coord</font>
+01428 CVector2f lumelCoord ( ((<font class="keywordtype">float</font>)(lumelS+<a class="code" href="classNL3D_1_1CZoneLighter.html#r0">_GetNormalDeltaS</a>[edge])+0.5f)/4,
+01429 ((<font class="keywordtype">float</font>)(lumelT+<a class="code" href="classNL3D_1_1CZoneLighter.html#r1">_GetNormalDeltaT</a>[edge])+0.5f)/4 );
+01430
+01431 <font class="comment">// Get neighbor pixel</font>
+01432 uint otherPatch=locator[edge].selectPatch(lumelCoord);
+01433
+01434 <font class="comment">// Get uv</font>
+01435 CVector2f neighborUV;
+01436 CPatch *patchOut;
+01437 locator[edge].locateUV (lumelCoord, otherPatch, patchOut, neighborUV);
+01438
+01439 <font class="comment">// New coordinates</font>
+01440 sint16 newLumelS=(sint16)(4.f*neighborUV.x);
+01441 sint16 newLumelT=(sint16)(4.f*neighborUV.y);
+01442
+01443 <font class="comment">// Zone id</font>
+01444 uint16 patchId=patchOut-&gt;getPatchId();
+01445 uint16 zoneId=<a class="code" href="classNL3D_1_1CZoneLighter.html#o31">_ZoneId</a>[patchOut-&gt;getZone()-&gt;getZoneId ()];
+01446
+01447 <font class="comment">// Get edge</font>
+01448 uint newEdge=0;
+01449 uint i;
+01450 <font class="keywordflow">for</font> (i=0; i&lt;=(uint)bindInfo[edge].NPatchs; i++)
+01451 {
+01452 <font class="comment">// Good patch ?</font>
+01453 <font class="keywordflow">if</font> (bindInfo[edge].Next[i]==patchOut)
+01454 {
+01455 <font class="comment">// Get its edge</font>
+01456 newEdge=bindInfo[edge].Edge[i];
+01457 <font class="keywordflow">break</font>;
+01458 }
+01459 }
+01460
+01461 <font class="comment">// Rotation </font>
+01462 uint newRotation=(2-edge+rotation+newEdge)&amp;0x3;
+01463
+01464 <font class="comment">// Must found it</font>
+01465 <a class="code" href="debug_8h.html#a6">nlassert</a> (i!=(uint)bindInfo[edge].NPatchs);
+01466
+01467 <font class="comment">// Get the bezier patch</font>
+01468 CBezierPatch &amp;NewBezierPatch=<a class="code" href="classNL3D_1_1CZoneLighter.html#o26">_BezierPatch</a>[zoneId][patchId];
+01469
+01470 <font class="comment">// Next lumel</font>
+01471 <a class="code" href="classNL3D_1_1CZoneLighter.html#c10">getNormal</a> (patchOut, newLumelS, newLumelT, <a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>[zoneId][patchId], <a class="code" href="classNL3D_1_1CZoneLighter.html#o28">_BindInfo</a>[zoneId][patchId],
+01472 <a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>[zoneId][patchId], visited, deltaS+<a class="code" href="classNL3D_1_1CZoneLighter.html#r0">_GetNormalDeltaS</a>[globalDirection],
+01473 deltaT+<a class="code" href="classNL3D_1_1CZoneLighter.html#r1">_GetNormalDeltaT</a>[globalDirection], newRotation, NewBezierPatch, newEdge);
+01474 }
+01475 }
+01476 <font class="keywordflow">else</font>
+01477 {
+01478 <font class="comment">// Left internal</font>
+01479 <a class="code" href="classNL3D_1_1CZoneLighter.html#c10">getNormal</a> (pPatch, lumelS+<a class="code" href="classNL3D_1_1CZoneLighter.html#r0">_GetNormalDeltaS</a>[edge], lumelT+<a class="code" href="classNL3D_1_1CZoneLighter.html#r1">_GetNormalDeltaT</a>[edge], locator, bindInfo, binded, visited,
+01480 deltaS+<a class="code" href="classNL3D_1_1CZoneLighter.html#r0">_GetNormalDeltaS</a>[globalDirection], deltaT+<a class="code" href="classNL3D_1_1CZoneLighter.html#r1">_GetNormalDeltaT</a>[globalDirection], rotation, bezierPatch, (edge+2)&amp;0x3);
+01481 }
+01482 }
+01483 }
+01484 }
+01485 }
+01486 }
+01487
+01488 <font class="comment">// ***************************************************************************</font>
+01489
+<a name="l01490"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a4">01490</a> <font class="keywordtype">void</font> CZoneLighter::addTriangles (CLandscape &amp;landscape, vector&lt;uint&gt; &amp;listZone, uint order, std::vector&lt;CTriangle&gt;&amp; triangleArray)
+01491 {
+01492 <font class="comment">// Set all to refine</font>
+01493 <a class="code" href="classNL3D_1_1CZoneLighter.html#c4">excludeAllPatchFromRefineAll</a> (landscape, listZone, <font class="keyword">false</font>);
+01494
+01495 <font class="comment">// Setup the landscape</font>
+01496 landscape.setThreshold (0);
+01497 landscape.setTileMaxSubdivision (order);
+01498
+01499 <font class="comment">// Refine it</font>
+01500 landscape.refineAll (CVector (0, 0, 0));
+01501
+01502 <font class="comment">// Dump tesselated triangles</font>
+01503 std::vector&lt;const CTessFace*&gt; leaves;
+01504 landscape.getTessellationLeaves(leaves);
+01505
+01506 <font class="comment">// Number of leaves</font>
+01507 uint leavesCount=leaves.size();
+01508
+01509 <font class="comment">// Reserve the array</font>
+01510 triangleArray.reserve (triangleArray.size()+leavesCount);
+01511
+01512 <font class="comment">// Scan each leaves</font>
+01513 <font class="keywordflow">for</font> (uint leave=0; leave&lt;leavesCount; leave++)
+01514 {
+01515 <font class="comment">// Leave</font>
+01516 <font class="keyword">const</font> CTessFace *face=leaves[leave];
+01517
+01518 <font class="comment">// Start and end coordinate</font>
+01519 <font class="keywordtype">float</font> startS=<a class="code" href="bit__set_8cpp.html#a0">min</a> (<a class="code" href="bit__set_8cpp.html#a0">min</a> (face-&gt;PVBase.getS(), face-&gt;PVLeft.getS()), face-&gt;PVRight.getS());
+01520 <font class="keywordtype">float</font> endS=max (max (face-&gt;PVBase.getS(), face-&gt;PVLeft.getS()), face-&gt;PVRight.getS());
+01521 <font class="keywordtype">float</font> startT=<a class="code" href="bit__set_8cpp.html#a0">min</a> (<a class="code" href="bit__set_8cpp.html#a0">min</a> (face-&gt;PVBase.getT(), face-&gt;PVLeft.getT()), face-&gt;PVRight.getT());
+01522 <font class="keywordtype">float</font> endT=max (max (face-&gt;PVBase.getT(), face-&gt;PVLeft.getT()), face-&gt;PVRight.getT());
+01523
+01524 <font class="comment">// Add a triangle</font>
+01525 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (face-&gt;VBase-&gt;EndPos, face-&gt;VLeft-&gt;EndPos, face-&gt;VRight-&gt;EndPos),
+01526 face-&gt;Patch-&gt;getZone()-&gt;getZoneId(), face-&gt;Patch-&gt;getPatchId(), startS ,endS, startT, endT));
+01527 }
+01528
+01529 <font class="comment">// Setup the landscape</font>
+01530 landscape.setThreshold (1000);
+01531 landscape.setTileMaxSubdivision (0);
+01532
+01533 <font class="comment">// Remove all triangles</font>
+01534 landscape.refineAll (CVector (0, 0, 0));
+01535 landscape.refineAll (CVector (0, 0, 0));
+01536 landscape.refineAll (CVector (0, 0, 0));
+01537 landscape.refineAll (CVector (0, 0, 0));
+01538 landscape.refineAll (CVector (0, 0, 0));
+01539 landscape.refineAll (CVector (0, 0, 0));
+01540 landscape.refineAll (CVector (0, 0, 0));
+01541 landscape.refineAll (CVector (0, 0, 0));
+01542 landscape.refineAll (CVector (0, 0, 0));
+01543 landscape.refineAll (CVector (0, 0, 0));
+01544 }
+01545
+01546 <font class="comment">// ***************************************************************************</font>
+01547
+<a name="l01548"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a5">01548</a> <font class="keywordtype">void</font> CZoneLighter::addTriangles (<font class="keyword">const</font> IShape &amp;shape, <font class="keyword">const</font> CMatrix&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray)
+01549 {
+01550 <font class="comment">// Cast to CMesh</font>
+01551 <font class="keyword">const</font> CMesh *mesh=dynamic_cast&lt;const CMesh*&gt;(&amp;shape);
+01552
+01553 <font class="comment">// Cast to CMeshMultiLod</font>
+01554 <font class="keyword">const</font> CMeshMultiLod *meshMulti=dynamic_cast&lt;const CMeshMultiLod*&gt;(&amp;shape);
+01555
+01556 <font class="comment">// Cast to CMeshMultiLod</font>
+01557 <font class="keyword">const</font> CMeshMRM *meshMRM=dynamic_cast&lt;const CMeshMRM*&gt;(&amp;shape);
+01558
+01559 <font class="comment">// It is a mesh ?</font>
+01560 <font class="keywordflow">if</font> (mesh)
+01561 {
+01562 <font class="comment">// Add its triangles</font>
+01563 <a class="code" href="classNL3D_1_1CZoneLighter.html#a4">addTriangles</a> (mesh-&gt;getMeshGeom (), modelMT, triangleArray);
+01564 }
+01565 <font class="comment">// It is a CMeshMultiLod ?</font>
+01566 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMulti)
+01567 {
+01568 <font class="comment">// Get the first geommesh</font>
+01569 <font class="keyword">const</font> IMeshGeom *meshGeom=&amp;meshMulti-&gt;getMeshGeom (0);
+01570
+01571 <font class="comment">// Dynamic cast</font>
+01572 <font class="keyword">const</font> CMeshGeom *geomMesh=dynamic_cast&lt;const CMeshGeom*&gt;(meshGeom);
+01573 <font class="keywordflow">if</font> (geomMesh)
+01574 {
+01575 <a class="code" href="classNL3D_1_1CZoneLighter.html#a4">addTriangles</a> (*geomMesh, modelMT, triangleArray);
+01576 }
+01577
+01578 <font class="comment">// Dynamic cast</font>
+01579 <font class="keyword">const</font> CMeshMRMGeom *mrmGeomMesh=dynamic_cast&lt;const CMeshMRMGeom*&gt;(meshGeom);
+01580 <font class="keywordflow">if</font> (mrmGeomMesh)
+01581 {
+01582 <a class="code" href="classNL3D_1_1CZoneLighter.html#a4">addTriangles</a> (*mrmGeomMesh, modelMT, triangleArray);
+01583 }
+01584 }
+01585 <font class="comment">// It is a CMeshMultiLod ?</font>
+01586 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMRM)
+01587 {
+01588 <font class="comment">// Get the first lod mesh geom</font>
+01589 <a class="code" href="classNL3D_1_1CZoneLighter.html#a4">addTriangles</a> (meshMRM-&gt;getMeshGeom (), modelMT, triangleArray);
+01590 }
+01591 }
+01592
+01593 <font class="comment">// ***************************************************************************</font>
+01594
+<a name="l01595"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c0">01595</a> <font class="keywordtype">void</font> CZoneLighter::addTriangles (<font class="keyword">const</font> CMeshGeom &amp;meshGeom, <font class="keyword">const</font> CMatrix&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray)
+01596 {
+01597 <font class="comment">// Get the vertex buffer</font>
+01598 <font class="keyword">const</font> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
+01599
+01600 <font class="comment">// For each matrix block</font>
+01601 uint numBlock=meshGeom.getNbMatrixBlock();
+01602 <font class="keywordflow">for</font> (uint block=0; block&lt;numBlock; block++)
+01603 {
+01604 <font class="comment">// For each render pass</font>
+01605 uint numRenderPass=meshGeom.getNbRdrPass(block);
+01606 <font class="keywordflow">for</font> (uint pass=0; pass&lt;numRenderPass; pass++)
+01607 {
+01608 <font class="comment">// Get the primitive block</font>
+01609 <font class="keyword">const</font> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
+01610
+01611 <font class="comment">// Dump triangles</font>
+01612 <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer ();
+01613 uint numTri=primitive.getNumTri ();
+01614 uint tri;
+01615 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
+01616 {
+01617 <font class="comment">// Vertex</font>
+01618 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
+01619 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
+01620 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
+01621
+01622 <font class="comment">// Make a triangle</font>
+01623 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2)));
+01624 }
+01625
+01626 <font class="comment">// Dump quad</font>
+01627 triIndex=primitive.getQuadPointer ();
+01628 numTri=primitive.getNumQuad ();
+01629 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
+01630 {
+01631 <font class="comment">// Vertex</font>
+01632 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
+01633 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
+01634 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
+01635 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
+01636
+01637 <font class="comment">// Make 2 triangles</font>
+01638 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2)));
+01639 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3)));
+01640 }
+01641 }
+01642 }
+01643 }
+01644
+01645 <font class="comment">// ***************************************************************************</font>
+01646
+<a name="l01647"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c1">01647</a> <font class="keywordtype">void</font> CZoneLighter::addTriangles (<font class="keyword">const</font> CMeshMRMGeom &amp;meshGeom, <font class="keyword">const</font> CMatrix&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray)
+01648 {
+01649 <font class="comment">// Get the vertex buffer</font>
+01650 <font class="keyword">const</font> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
+01651
+01652 <font class="comment">// For each render pass</font>
+01653 uint numRenderPass=meshGeom.getNbRdrPass(0);
+01654 <font class="keywordflow">for</font> (uint pass=0; pass&lt;numRenderPass; pass++)
+01655 {
+01656 <font class="comment">// Get the primitive block</font>
+01657 <font class="keyword">const</font> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
+01658
+01659 <font class="comment">// Dump triangles</font>
+01660 <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer ();
+01661 uint numTri=primitive.getNumTri ();
+01662 uint tri;
+01663 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
+01664 {
+01665 <font class="comment">// Vertex</font>
+01666 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
+01667 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
+01668 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
+01669
+01670 <font class="comment">// Make a triangle</font>
+01671 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2)));
+01672 }
+01673
+01674 <font class="comment">// Dump quad</font>
+01675 triIndex=primitive.getQuadPointer ();
+01676 numTri=primitive.getNumQuad ();
+01677 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
+01678 {
+01679 <font class="comment">// Vertex</font>
+01680 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
+01681 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
+01682 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
+01683 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
+01684
+01685 <font class="comment">// Make 2 triangles</font>
+01686 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2)));
+01687 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3)));
+01688 }
+01689 }
+01690 }
+01691
+01692 <font class="comment">// ***************************************************************************</font>
+01693
+<a name="l01694"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c4">01694</a> <font class="keywordtype">void</font> CZoneLighter::excludeAllPatchFromRefineAll (CLandscape &amp;landscape, vector&lt;uint&gt; &amp;listZone, <font class="keywordtype">bool</font> exclude)
+01695 {
+01696 <font class="comment">// For each zone</font>
+01697 <font class="keywordflow">for</font> (uint zone=0; zone&lt;listZone.size(); zone++)
+01698 {
+01699 <font class="comment">// Get num patches</font>
+01700 uint patchCount=landscape.getZone(listZone[zone])-&gt;getNumPatchs();
+01701
+01702 <font class="comment">// For each patches</font>
+01703 <font class="keywordflow">for</font> (uint patch=0; patch&lt;patchCount; patch++)
+01704 {
+01705 <font class="comment">// Exclude all the patches from refine all</font>
+01706 landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude);
+01707 }
+01708 }
+01709 }
+01710
+01711 <font class="comment">// ***************************************************************************</font>
+01712
+<a name="l01713"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c3">01713</a> <font class="keywordtype">void</font> CZoneLighter::buildZoneInformation (CLandscape &amp;landscape, <font class="keyword">const</font> vector&lt;uint&gt; &amp;listZone, <font class="keywordtype">bool</font> oversampling, <font class="keyword">const</font> CLightDesc &amp;lightDesc)
+01714 {
+01715 <font class="comment">// Bool visit</font>
+01716 vector&lt;vector&lt;uint&gt; &gt; visited;
+01717
+01718 <font class="comment">// Zone count</font>
+01719 uint zoneCount=listZone.size();
+01720
+01721 <font class="comment">// Resize arries</font>
+01722 <a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>.resize (zoneCount);
+01723 <a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>.resize (zoneCount);
+01724 <a class="code" href="classNL3D_1_1CZoneLighter.html#o28">_BindInfo</a>.resize (zoneCount);
+01725 <a class="code" href="classNL3D_1_1CZoneLighter.html#o26">_BezierPatch</a>.resize (zoneCount);
+01726
+01727 <font class="comment">// For each zone</font>
+01728 <font class="keywordflow">for</font> (uint zone=0; zone&lt;zoneCount; zone++)
+01729 {
+01730 <font class="comment">// Get num patches</font>
+01731 uint patchCount=landscape.getZone(listZone[zone])-&gt;getNumPatchs();
+01732
+01733 <font class="comment">// Insert zone id</font>
+01734 <a class="code" href="classNL3D_1_1CZoneLighter.html#o31">_ZoneId</a>.insert (map&lt;uint, uint&gt;::value_type (listZone[zone], zone));
+01735
+01736 <font class="comment">// This is the zone to light ?</font>
+01737 <font class="keywordflow">if</font> (listZone[zone]==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+01738 {
+01739 <font class="comment">// Resize the arraies</font>
+01740 <a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>.resize(patchCount);
+01741 <font class="comment">// _BezierPatch.resize(patchCount);</font>
+01742 <a class="code" href="classNL3D_1_1CZoneLighter.html#o30">_OversampleEdges</a>.resize(patchCount);
+01743 visited.resize(patchCount);
+01744 }
+01745
+01746 <font class="comment">// Common arries</font>
+01747 <a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>[zone].resize(patchCount);
+01748 <a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>[zone].resize(patchCount);
+01749 <a class="code" href="classNL3D_1_1CZoneLighter.html#o28">_BindInfo</a>[zone].resize(patchCount);
+01750 <a class="code" href="classNL3D_1_1CZoneLighter.html#o26">_BezierPatch</a>[zone].resize(patchCount);
+01751
+01752 <font class="comment">// For each patch</font>
+01753 uint patch;
+01754 <font class="keywordflow">for</font> (patch=0; patch&lt;patchCount; patch++)
+01755 {
+01756 <font class="comment">// Get a patch pointer</font>
+01757 <font class="keyword">const</font> CPatch* pPatch=(const_cast&lt;const CZone*&gt;(landscape.getZone(listZone[zone])))-&gt;getPatch (patch);
+01758
+01759 <font class="comment">// Progress bar</font>
+01760 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Scan all patches"</font>, (<font class="keywordtype">float</font>)patch/(<font class="keywordtype">float</font>)patchCount);
+01761
+01762 <font class="comment">// Get pointer on arries</font>
+01763 vector&lt;bool&gt; &amp;binded=<a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>[zone][patch];
+01764 vector&lt;CPatch::CBindInfo&gt; &amp;bindInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o28">_BindInfo</a>[zone][patch];
+01765 vector&lt;CPatchUVLocator&gt; &amp;locator=<a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>[zone][patch];
+01766 CBezierPatch &amp;bezierPatch=<a class="code" href="classNL3D_1_1CZoneLighter.html#o26">_BezierPatch</a>[zone][patch];
+01767 binded.resize (4, <font class="keyword">false</font>);
+01768 bindInfo.resize (4);
+01769 locator.resize (4);
+01770
+01771 <font class="comment">// Contruct the patch</font>
+01772 bezierPatch=*pPatch-&gt;unpackIntoCache();
+01773
+01774 <font class="comment">// Same zone ?</font>
+01775 <font class="keywordflow">if</font> (listZone[zone]==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+01776 {
+01777 <font class="comment">// oversample this edge</font>
+01778 <a class="code" href="classNL3D_1_1CZoneLighter.html#o30">_OversampleEdges</a>[patch].resize (4, <font class="keyword">false</font>);
+01779 }
+01780
+01781 <font class="comment">// *** Build bind info</font>
+01782
+01783 <font class="comment">// *** Build neighboorhood information</font>
+01784 uint edge;
+01785 <font class="keywordflow">for</font> (edge=0; edge&lt;4; edge++)
+01786 {
+01787 <font class="comment">// Bond neighbor</font>
+01788 pPatch-&gt;getBindNeighbor (edge, bindInfo[edge]);
+01789
+01790 <font class="comment">// Patch binded</font>
+01791 <font class="keywordflow">if</font> (bindInfo[edge].NPatchs&gt;0)
+01792 {
+01793 <font class="comment">// This edeg is binded</font>
+01794 binded[edge]=<font class="keyword">true</font>;
+01795
+01796 <font class="comment">// Same zone ?</font>
+01797 <font class="keywordflow">if</font> ((listZone[zone]==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)&amp;&amp;(bindInfo[edge].Zone-&gt;getZoneId()!=<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>))
+01798 {
+01799 <font class="comment">// oversample this edge</font>
+01800 <a class="code" href="classNL3D_1_1CZoneLighter.html#o30">_OversampleEdges</a>[patch][edge]=<font class="keyword">true</font>;
+01801 }
+01802 locator[edge].build (pPatch, edge, bindInfo[edge]);
+01803 }
+01804 <font class="keywordflow">else</font>
+01805 {
+01806 <font class="keywordflow">if</font> (listZone[zone]==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+01807 {
+01808 <font class="comment">// oversample this edge</font>
+01809 <a class="code" href="classNL3D_1_1CZoneLighter.html#o30">_OversampleEdges</a>[patch][edge]=<font class="keyword">true</font>;
+01810 }
+01811 }
+01812 }
+01813
+01814 <font class="comment">// This is the zone to light ?</font>
+01815 <font class="keywordflow">if</font> (listZone[zone]==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+01816 {
+01817 <font class="comment">// *** Resize lumel array for this patch</font>
+01818
+01819 <font class="comment">// Get patch order</font>
+01820 uint orderS=pPatch-&gt;getOrderS();
+01821 uint orderT=pPatch-&gt;getOrderT();
+01822
+01823 <font class="comment">// Number of lumels</font>
+01824 uint lumelCount=orderS*orderT*16;
+01825
+01826 <font class="comment">// Resize the lumel descriptor</font>
+01827 CLumelDescriptor descriptor;
+01828 descriptor.Normal.set (0,0,0);
+01829 descriptor.Position.set (0,0,0);
+01830 descriptor.S=0;
+01831 descriptor.T=0;
+01832 <a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch].resize (lumelCount, descriptor);
+01833 visited[patch].resize (lumelCount, 0);
+01834
+01835 <font class="comment">// *** Unexclude this patch</font>
+01836
+01837 <font class="comment">// Exclude all the patches from refine all</font>
+01838 landscape.excludePatchFromRefineAll (listZone[zone], patch, <font class="keyword">false</font>);
+01839 }
+01840 <font class="keywordflow">else</font>
+01841 {
+01842 <font class="comment">// Exclude all the patches from refine all</font>
+01843 landscape.excludePatchFromRefineAll (listZone[zone], patch, <font class="keyword">true</font>);
+01844 }
+01845 }
+01846 }
+01847
+01848 <font class="comment">// *** Now tesselate this zone to shadow accuracy</font>
+01849
+01850 <font class="comment">// Setup the landscape</font>
+01851 landscape.setThreshold (0);
+01852 landscape.setTileMaxSubdivision (0);
+01853
+01854 <font class="comment">// Refine all</font>
+01855 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Refine landscape to shadow accuracy"</font>, 0.5f);
+01856 landscape.refineAll (CVector (0, 0, 0));
+01857
+01858 <font class="comment">// Get tesselated faces</font>
+01859 std::vector&lt;const CTessFace*&gt; leaves;
+01860 landscape.getTessellationLeaves(leaves);
+01861
+01862
+01863
+01864
+01865 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.size() != 0) <font class="comment">// any water shape in this zone ?</font>
+01866 {
+01868 <a class="code" href="classNL3D_1_1CZoneLighter.html#c18">makeQuadGridFromWaterShapes</a>(landscape.getZone(_ZoneToLight)-&gt;getZoneBB().getAABBox());
+01869
+01871 <a class="code" href="classNL3D_1_1CZoneLighter.html#c19">computeTileFlagsForPositionTowardWater</a>(lightDesc, leaves);
+01872 }
+01873 <font class="keywordflow">else</font>
+01874 {
+01875 <a class="code" href="classNL3D_1_1CZoneLighter.html#c20">setTileFlagsToDefault</a>(leaves);
+01876 }
+01877
+01878
+01879 <font class="comment">// Id of this zone in the array</font>
+01880 uint zoneNumber=<a class="code" href="classNL3D_1_1CZoneLighter.html#o31">_ZoneId</a>[<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>];
+01881
+01882 <font class="comment">// Scan each leaves</font>
+01883 uint leavesCount=leaves.size();
+01884 uint leave;
+01885 <font class="keywordflow">for</font> (leave=0; leave&lt;leavesCount; leave++)
+01886 {
+01887 <font class="comment">// Progress bar</font>
+01888 <font class="keywordflow">if</font> ( (leave&amp;0xff) == 0)
+01889 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Precompute lumel position"</font>, (<font class="keywordtype">float</font>)leave/(<font class="keywordtype">float</font>)leavesCount);
+01890
+01891 <font class="comment">// Leave</font>
+01892 <font class="keyword">const</font> CTessFace *face=leaves[leave];
+01893
+01894 <font class="comment">// Get zone id</font>
+01895 <font class="keywordflow">if</font> (face-&gt;Patch-&gt;getZone()-&gt;getZoneId()==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+01896 {
+01897 <font class="comment">// Get a patch pointer</font>
+01898 <font class="keyword">const</font> CPatch* pPatch=face-&gt;Patch;
+01899
+01900 <font class="comment">// Get order</font>
+01901 uint orderS=pPatch-&gt;getOrderS();
+01902 uint orderT=pPatch-&gt;getOrderT();
+01903
+01904 <font class="comment">// *** Base Coordinates</font>
+01905 CVector pos[14];
+01906 pos[0]=face-&gt;VBase-&gt;EndPos; <font class="comment">// p0</font>
+01907 pos[1]=face-&gt;VRight-&gt;EndPos;
+01908 pos[2]=face-&gt;VLeft-&gt;EndPos; <font class="comment">// p2</font>
+01909 pos[3]=(pos[1]+pos[2])/2;
+01910 pos[4]=(pos[0]+pos[1])/2; <font class="comment">// p4</font>
+01911 pos[5]=(pos[0]+pos[2])/2;
+01912 pos[6]=(pos[0]+pos[3])/2; <font class="comment">// p6</font>
+01913 pos[7]=(pos[2]+pos[3])/2;
+01914 pos[8]=(pos[1]+pos[3])/2; <font class="comment">// p8</font>
+01915 pos[9]=(pos[0]+pos[4])/2;
+01916 pos[10]=(pos[1]+pos[4])/2; <font class="comment">// p10</font>
+01917 pos[11]=(pos[0]+pos[5])/2;
+01918 pos[12]=(pos[2]+pos[5])/2; <font class="comment">// p12</font>
+01919 pos[13]=(pos[3]+pos[5])/2;
+01920 pos[14]=(pos[3]+pos[4])/2; <font class="comment">// p14</font>
+01921
+01922 <font class="keywordtype">float</font> s0=face-&gt;PVBase.getS();
+01923 <font class="keywordtype">float</font> s1=face-&gt;PVRight.getS();
+01924 <font class="keywordtype">float</font> s2=face-&gt;PVLeft.getS();
+01925 <font class="keywordtype">float</font> s3=(s1+s2)/2;
+01926 <font class="keywordtype">float</font> s4=(s0+s1)/2;
+01927 <font class="keywordtype">float</font> s5=(s0+s2)/2;
+01928 <font class="keywordtype">float</font> s6=(s4+s5)/2;
+01929 <font class="keywordtype">float</font> s7=(s2+s3)/2;
+01930 <font class="keywordtype">float</font> s8=(s1+s3)/2;
+01931
+01932 <font class="keywordtype">float</font> t0=face-&gt;PVBase.getT();
+01933 <font class="keywordtype">float</font> t1=face-&gt;PVRight.getT();
+01934 <font class="keywordtype">float</font> t2=face-&gt;PVLeft.getT();
+01935 <font class="keywordtype">float</font> t3=(t1+t2)/2;
+01936 <font class="keywordtype">float</font> t4=(t0+t1)/2;
+01937 <font class="keywordtype">float</font> t5=(t0+t2)/2;
+01938 <font class="keywordtype">float</font> t6=(t4+t5)/2;
+01939 <font class="keywordtype">float</font> t7=(t2+t3)/2;
+01940 <font class="keywordtype">float</font> t8=(t1+t3)/2;
+01941
+01942 <font class="comment">// *** Interpolated value</font>
+01943 CVector interpolatedP[10]=
+01944 {
+01945 (pos[0]+pos[6])/2,
+01946 (pos[4]+pos[6])/2,
+01947 (pos[4]+pos[8])/2,
+01948 (pos[1]+pos[8])/2,
+01949 (pos[5]+pos[6])/2,
+01950 (pos[3]+pos[6])/2,
+01951 (pos[3]+pos[8])/2,
+01952 (pos[5]+pos[7])/2,
+01953 (pos[3]+pos[7])/2,
+01954 (pos[2]+pos[7])/2,
+01955 };
+01956
+01957 <font class="keywordtype">float</font> interpolatedS[10]=
+01958 {
+01959 (s0+s6)/2,
+01960 (s4+s6)/2,
+01961 (s4+s8)/2,
+01962 (s1+s8)/2,
+01963 (s5+s6)/2,
+01964 (s3+s6)/2,
+01965 (s3+s8)/2,
+01966 (s5+s7)/2,
+01967 (s3+s7)/2,
+01968 (s2+s7)/2,
+01969 };
+01970
+01971 <font class="keywordtype">float</font> interpolatedT[10]=
+01972 {
+01973 (t0+t6)/2,
+01974 (t4+t6)/2,
+01975 (t4+t8)/2,
+01976 (t1+t8)/2,
+01977 (t5+t6)/2,
+01978 (t3+t6)/2,
+01979 (t3+t8)/2,
+01980 (t5+t7)/2,
+01981 (t3+t7)/2,
+01982 (t2+t7)/2,
+01983 };
+01984
+01985 <font class="keyword">static</font> sint8 triangle[10][2][3]=
+01986 {
+01987 {{0, 11, 6}, {0, 6, 9}},
+01988 {{9, 6, 4}, {4, 6, 14}},
+01989 {{4, 14, 8}, {4, 8, 10}},
+01990 {{10, 8, 1}, {-1, -1, -1}},
+01991 {{11, 5, 6}, {5, 13, 6}},
+01992 {{6, 13, 3}, {6, 3, 14}},
+01993 {{3, 8, 14}, {-1, -1, -1}},
+01994 {{5, 12, 7}, {5, 7, 13}},
+01995 {{7, 3, 13}, {-1, -1, -1}},
+01996 {{12, 2, 7}, {-1, -1, -1}}
+01997 };
+01998
+01999 <font class="keywordflow">for</font> (uint i=0; i&lt;10; i++)
+02000 {
+02001 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=(uint)((float)orderS*4*interpolatedS[i]);
+02002 uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=(uint)((float)orderT*4*interpolatedT[i]);
+02003
+02004 <font class="comment">/*nlassert (s&gt;=0);</font>
+02005 <font class="comment"> nlassert (s&lt;orderS*4);</font>
+02006 <font class="comment"> nlassert (t&gt;=0);</font>
+02007 <font class="comment"> nlassert (t&lt;orderT*4);*/</font>
+02008
+02009 <font class="keywordflow">if</font> ((<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&gt;=0)&amp;&amp;(s&lt;orderS*4)&amp;&amp;(t&gt;=0)&amp;&amp;(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;orderT*4))
+02010 {
+02011 <font class="comment">// Triangle index</font>
+02012 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderS*4;
+02013
+02014 <font class="comment">// Ge tthe patch id</font>
+02015 uint patchId=pPatch-&gt;getPatchId();
+02016
+02017 <font class="comment">// Get lumel array</font>
+02018 vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patchId];
+02019
+02020 <font class="comment">// Visited</font>
+02021 visited[patchId][<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]++;
+02022
+02023 <font class="comment">// Position</font>
+02024 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].Position+=interpolatedP[i];
+02025
+02026 <font class="comment">// Triangle</font>
+02027 <font class="keywordflow">if</font> (oversampling)
+02028 {
+02029 <font class="comment">// Triangle list</font>
+02030 CTriangleList *next=lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].TriangleList;
+02031
+02032 <font class="comment">// What triangle ?</font>
+02033 uint numTriangle;
+02034 <font class="keywordflow">switch</font> (i)
+02035 {
+02036 <font class="keywordflow">case</font> 3:
+02037 <font class="keywordflow">case</font> 6:
+02038 <font class="keywordflow">case</font> 8:
+02039 <font class="keywordflow">case</font> 9:
+02040 <font class="comment">// Single triangle</font>
+02041 numTriangle=1;
+02042 <font class="keywordflow">break</font>;
+02043 <font class="keywordflow">default</font>:
+02044 <font class="comment">// Two triangles</font>
+02045 numTriangle=2;
+02046 <font class="keywordflow">break</font>;
+02047 }
+02048
+02049 <font class="comment">// Add triangles</font>
+02050 <font class="keywordflow">for</font> (uint tri=0; tri&lt;numTriangle; tri++)
+02051 {
+02052 <font class="comment">// one triangle</font>
+02053 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].TriangleList=<a class="code" href="classNL3D_1_1CZoneLighter.html#o36">_TriangleListAllocateur</a>.<a class="code" href="classNLMISC_1_1CPoolMemory.html#a1">allocate</a> ();
+02054 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].TriangleList-&gt;Triangle=<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (pos[triangle[i][tri][0]], pos[triangle[i][tri][1]], pos[triangle[i][tri][2]]);
+02055 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].TriangleList-&gt;Next=next;
+02056 }
+02057 }
+02058 }
+02059 }
+02060 }
+02061 }
+02062
+02063 <font class="comment">// *** Now, finalise patch informations for shadow source positions</font>
+02064
+02065 <font class="comment">// For each patches</font>
+02066 uint patchCount=landscape.getZone(_ZoneToLight)-&gt;getNumPatchs();
+02067 uint patch;
+02068 <font class="keywordflow">for</font> (patch=0; patch&lt;patchCount; patch++)
+02069 {
+02070 <font class="comment">// Info</font>
+02071 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Finalize lumel positions"</font>, (<font class="keywordtype">float</font>)patch/(<font class="keywordtype">float</font>)patchCount);
+02072
+02073 <font class="comment">// *** Resize lumel array for this patch</font>
+02074
+02075 <font class="comment">// Get a patch pointer</font>
+02076 <font class="keyword">const</font> CPatch* pPatch=(const_cast&lt;const CZone*&gt;(landscape.getZone(<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)))-&gt;getPatch (patch);
+02077 uint orderS=pPatch-&gt;getOrderS();
+02078 uint orderT=pPatch-&gt;getOrderT();
+02079
+02080 <font class="comment">// Get lumel array</font>
+02081 vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+02082
+02083 <font class="comment">// *** Compute an interpolated normal</font>
+02084
+02085 <font class="comment">// Renormalize</font>
+02086 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="namespaceNLMISC.html#a225">isPowerOf2</a> (orderS));
+02087 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="namespaceNLMISC.html#a225">isPowerOf2</a> (orderT));
+02088 uint powerS=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (orderS);
+02089 uint powerT=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (orderT);
+02090 uint lumelS=4&lt;&lt;powerS;
+02091 uint lumelT=4&lt;&lt;powerT;
+02092
+02093 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;lumelT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+02094 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;lumelS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+02095 {
+02096 <font class="comment">// Lumel index</font>
+02097 uint lumelIndex=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*lumelS;
+02098
+02099 <font class="comment">// *** Number of visit</font>
+02100 uint visitedCount=visited[patch][lumelIndex];
+02101
+02102 <font class="comment">// Some lumel have not been found in tesselation</font>
+02103 <font class="comment">//nlassert ((visitedCount==1)||(visitedCount==2));</font>
+02104
+02105 <font class="comment">// If visited, renormalise other values</font>
+02106 <font class="keywordflow">if</font> (visitedCount)
+02107 {
+02108 <font class="comment">// Normalise position</font>
+02109 lumels[lumelIndex].Position/=(float)visitedCount;
+02110 }
+02111
+02112 <font class="comment">// Not visited for next pass</font>
+02113 visited[patch][lumelIndex]=<font class="keyword">false</font>;
+02114 }
+02115 }
+02116
+02117 <font class="comment">// *** Now tesselate this zone to shadow accuracy</font>
+02118
+02119 <font class="comment">// Setup the landscape</font>
+02120 landscape.setThreshold (0);
+02121 landscape.setTileMaxSubdivision (4);
+02122
+02123 <font class="comment">// Refine all</font>
+02124 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Refine landscape to lumels"</font>, 0.5f);
+02125 landscape.refineAll (CVector (0, 0, 0));
+02126
+02127 <font class="comment">// Get tesselated faces</font>
+02128 leaves.clear ();
+02129 landscape.getTessellationLeaves(leaves);
+02130
+02131 <font class="comment">// Scan each leaves</font>
+02132 leavesCount=leaves.size();
+02133 <font class="keywordflow">for</font> (leave=0; leave&lt;leavesCount; leave++)
+02134 {
+02135 <font class="comment">// Progress bar</font>
+02136 <font class="keywordflow">if</font> ( (leave&amp;0xff) == 0)
+02137 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Precompute tesselation"</font>, (<font class="keywordtype">float</font>)leave/(<font class="keywordtype">float</font>)leavesCount);
+02138
+02139 <font class="comment">// Leave</font>
+02140 <font class="keyword">const</font> CTessFace *face=leaves[leave];
+02141
+02142 <font class="comment">// Get zone id</font>
+02143 <font class="keywordflow">if</font> (face-&gt;Patch-&gt;getZone()-&gt;getZoneId()==<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)
+02144 {
+02145 <font class="comment">// Get a patch pointer</font>
+02146 <font class="keyword">const</font> CPatch* pPatch=face-&gt;Patch;
+02147
+02148 <font class="comment">// Get order</font>
+02149 uint orderS=pPatch-&gt;getOrderS();
+02150 uint orderT=pPatch-&gt;getOrderT();
+02151
+02152 <font class="comment">// Coordinates</font>
+02153 <font class="keywordtype">float</font> fS=(face-&gt;PVBase.getS()+face-&gt;PVLeft.getS()+face-&gt;PVRight.getS())/3.f;
+02154 <font class="keywordtype">float</font> fT=(face-&gt;PVBase.getT()+face-&gt;PVLeft.getT()+face-&gt;PVRight.getT())/3.f;
+02155 uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=(uint)((float)orderS*4*fS);
+02156 uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=(uint)((float)orderT*4*fT);
+02157 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&gt;=0);
+02158 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;orderS*4);
+02159 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&gt;=0);
+02160 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;orderT*4);
+02161
+02162 <font class="comment">// Triangle index</font>
+02163 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*orderS*4;
+02164
+02165 <font class="comment">// Ge tthe patch id</font>
+02166 uint patchId=pPatch-&gt;getPatchId();
+02167
+02168 <font class="comment">// Get lumel array</font>
+02169 vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patchId];
+02170
+02171 <font class="comment">// Visited</font>
+02172 visited[patchId][<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]++;
+02173
+02174 <font class="comment">// Lumel s and t</font>
+02175 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].S+=fS;
+02176 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].T+=fT;
+02177
+02178 <font class="comment">// Normal</font>
+02179 CPlane plane;
+02180 plane.make (face-&gt;VBase-&gt;EndPos, face-&gt;VLeft-&gt;EndPos, face-&gt;VRight-&gt;EndPos);
+02181 lumels[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>].Normal+=plane.getNormal();
+02182 }
+02183 }
+02184
+02185 <font class="comment">// *** Now, finalise patch informations</font>
+02186
+02187 <font class="comment">// For each patches</font>
+02188 patchCount=landscape.getZone(_ZoneToLight)-&gt;getNumPatchs();
+02189 <font class="keywordflow">for</font> (patch=0; patch&lt;patchCount; patch++)
+02190 {
+02191 <font class="comment">// Info</font>
+02192 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Finalize patches"</font>, (<font class="keywordtype">float</font>)patch/(<font class="keywordtype">float</font>)patchCount);
+02193
+02194 <font class="comment">// *** Resize lumel array for this patch</font>
+02195
+02196 <font class="comment">// Get a patch pointer</font>
+02197 <font class="keyword">const</font> CPatch* pPatch=(const_cast&lt;const CZone*&gt;(landscape.getZone(<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>)))-&gt;getPatch (patch);
+02198 uint orderS=pPatch-&gt;getOrderS();
+02199 uint orderT=pPatch-&gt;getOrderT();
+02200
+02201 <font class="comment">// Get lumel array</font>
+02202 vector&lt;CLumelDescriptor&gt; &amp;lumels=<a class="code" href="classNL3D_1_1CZoneLighter.html#o25">_Lumels</a>[patch];
+02203
+02204 <font class="comment">// *** Compute an interpolated normal</font>
+02205
+02206 <font class="comment">// Get pointer on arries</font>
+02207 vector&lt;bool&gt; &amp;binded=<a class="code" href="classNL3D_1_1CZoneLighter.html#o29">_Binded</a>[zoneNumber][patch];
+02208 vector&lt;CPatchUVLocator&gt; &amp;locator=<a class="code" href="classNL3D_1_1CZoneLighter.html#o27">_Locator</a>[zoneNumber][patch];
+02209 vector&lt;CPatch::CBindInfo&gt; &amp;bindInfo=<a class="code" href="classNL3D_1_1CZoneLighter.html#o28">_BindInfo</a>[zoneNumber][patch];
+02210 CBezierPatch &amp;bezierPatch=<a class="code" href="classNL3D_1_1CZoneLighter.html#o26">_BezierPatch</a>[zoneNumber][patch];
+02211
+02212 <font class="comment">// Renormalize</font>
+02213 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="namespaceNLMISC.html#a225">isPowerOf2</a> (orderS));
+02214 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="namespaceNLMISC.html#a225">isPowerOf2</a> (orderT));
+02215 uint powerS=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (orderS);
+02216 uint powerT=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (orderT);
+02217 uint lumelS=4&lt;&lt;powerS;
+02218 uint lumelT=4&lt;&lt;powerT;
+02219
+02220 <font class="comment">// Sample edge normal</font>
+02221 CVector normals[<a class="code" href="patch_8h.html#a1">NL_MAX_TILES_BY_PATCH_EDGE</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>+1][4];
+02222 uint sFixed[4] = { 0, 0xffffffff, lumelS-1, 0xffffffff };
+02223 uint tFixed[4] = { 0xffffffff, lumelT-1, 0xffffffff, 0 };
+02224 <font class="keywordtype">float</font> sOri[4] = { 0, -1, (float)lumelS, -1 };
+02225 <font class="keywordtype">float</font> tOri[4] = { -1, (float)lumelT, -1, 0 };
+02226 <font class="keywordflow">for</font> (uint edge=0; edge&lt;4; edge++)
+02227 {
+02228 <font class="comment">// s and t</font>
+02229 uint count=(edge&amp;1)?lumelS:lumelT;
+02230 <font class="keywordflow">for</font> (uint lumel=0; lumel&lt;=count; lumel++)
+02231 {
+02232 <font class="comment">// Start coordinates</font>
+02233 <font class="keywordtype">float</font> origineS;
+02234 <font class="keywordtype">float</font> origineT;
+02235 uint startS;
+02236 uint startT;
+02237 <font class="keywordflow">if</font> (edge&amp;1)
+02238 {
+02239 <font class="keywordflow">if</font> (lumel==count)
+02240 startS=count-1;
+02241 <font class="keywordflow">else</font>
+02242 startS=lumel;
+02243 startT=tFixed[edge];
+02244 origineS=(float)lumel;
+02245 origineT=tOri[edge];
+02246 }
+02247 <font class="keywordflow">else</font>
+02248 {
+02249 <font class="keywordflow">if</font> (lumel==count)
+02250 startT=count-1;
+02251 <font class="keywordflow">else</font>
+02252 startT=lumel;
+02253 startS=sFixed[edge];
+02254 origineT=(float)lumel;
+02255 origineS=sOri[edge];
+02256 }
+02257 <a class="code" href="classNL3D_1_1CZoneLighter.html#o33">_GetNormalNormal</a>=CVector::Null;
+02258 set&lt;uint64&gt; visitedLumels;
+02259 <a class="code" href="classNL3D_1_1CZoneLighter.html#c10">getNormal</a> (pPatch, startS, startT, locator, bindInfo, binded, visitedLumels,
+02260 startS+0.5f-origineS, startT+0.5f-origineT, 0, bezierPatch);
+02261 <a class="code" href="classNL3D_1_1CZoneLighter.html#o33">_GetNormalNormal</a>.<a class="code" href="classNLMISC_1_1CVector.html#z331_4">normalize</a> ();
+02262 normals[lumel][edge]=<a class="code" href="classNL3D_1_1CZoneLighter.html#o33">_GetNormalNormal</a>;
+02263 }
+02264
+02265 <font class="comment">// Smooth the corners</font>
+02266 <font class="preprocessor">#define BLUR_SIZE 4</font>
+02267 <font class="preprocessor"></font> <font class="keywordflow">for</font> (uint i=1; i&lt;BLUR_SIZE; i++)
+02268 {
+02269 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=(float)i/BLUR_SIZE;
+02270 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02271 normals[i][edge]=normals[0][edge]*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>)+normals[i][edge]*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+02272 normals[i][edge].normalize();
+02273 normals[count-i][edge]=normals[count][edge]*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>)+normals[count-i][edge]*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+02274 normals[count-i][edge].normalize();
+02275 }
+02276 }
+02277
+02278 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;lumelT; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
+02279 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;lumelS; <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>++)
+02280 {
+02281 <font class="comment">// Lumel index</font>
+02282 uint lumelIndex=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*lumelS;
+02283
+02284 <font class="comment">// *** Calc the smoothed normal</font>
+02285
+02286 <font class="comment">// For each edge</font>
+02287 CVector normalS=bezierPatch.evalNormal (((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f)/(<font class="keywordtype">float</font>)lumelS, ((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f)/(<font class="keywordtype">float</font>)lumelT);
+02288 <font class="keywordtype">float</font> sFactor=0;
+02289 CVector normalT=normalS;
+02290 <font class="keywordtype">float</font> tFactor=0;
+02291 <font class="keywordtype">bool</font> sGood=<font class="keyword">false</font>, tGood=<font class="keyword">false</font>;
+02292 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&lt;BLUR_SIZE)
+02293 {
+02294 sGood=<font class="keyword">true</font>;
+02295 <font class="comment">// Average the two normals</font>
+02296 CVector average=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>][0];
+02297 average+=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+1][0];
+02298 average/=2;
+02299
+02300 <font class="comment">// Blend</font>
+02301 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f;
+02302 sFactor=BLUR_SIZE-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+02303 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>/=BLUR_SIZE;
+02304 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02305 normalS=(normalS*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>+average*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>));
+02306 normalS.normalize();
+02307 }
+02308 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>&gt;=lumelS-BLUR_SIZE)
+02309 {
+02310 sGood=<font class="keyword">true</font>;
+02311 <font class="comment">// Average the two normals</font>
+02312 CVector average=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>][2];
+02313 average+=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+1][2];
+02314 average/=2;
+02315
+02316 <font class="comment">// Blend</font>
+02317 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f;
+02318 sFactor=BLUR_SIZE-(lumelS-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02319 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=(lumelS-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>)/BLUR_SIZE;
+02320 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02321 normalS=(normalS*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>+average*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>));
+02322 normalS.normalize();
+02323 }
+02324 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&lt;BLUR_SIZE)
+02325 {
+02326 tGood=<font class="keyword">true</font>;
+02327 <font class="comment">// Average the two normals</font>
+02328 CVector average=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>][3];
+02329 average+=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+1][3];
+02330 average/=2;
+02331
+02332 <font class="comment">// Blend</font>
+02333 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f;
+02334 tFactor=BLUR_SIZE-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>;
+02335 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>/=BLUR_SIZE;
+02336 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02337 normalT=(normalT*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>+average*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>));
+02338 normalT.normalize();
+02339 }
+02340 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>&gt;=lumelT-BLUR_SIZE)
+02341 {
+02342 tGood=<font class="keyword">true</font>;
+02343 <font class="comment">// Average the two normals</font>
+02344 CVector average=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>][1];
+02345 average+=normals[<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+1][1];
+02346 average/=2;
+02347
+02348 <font class="comment">// Blend</font>
+02349 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f;
+02350 tFactor=BLUR_SIZE-(lumelT-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02351 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=((lumelT)-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>)/BLUR_SIZE;
+02352 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>=<a class="code" href="zone__lighter_8cpp.html#a8">easineasout</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>);
+02353 normalT=(normalT*<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>+average*(1-<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>));
+02354 normalT.normalize();
+02355 }
+02356
+02357 <font class="comment">// The smooth normal</font>
+02358 CVector smoothNormal;
+02359
+02360 <font class="keywordflow">if</font> ((sGood)&amp;&amp;(tGood))
+02361 {
+02362 <font class="keywordflow">if</font> ((sFactor!=BLUR_SIZE)||(tFactor!=BLUR_SIZE))
+02363 smoothNormal=normalS*(BLUR_SIZE-tFactor)+normalT*(BLUR_SIZE-sFactor);
+02364 <font class="keywordflow">else</font>
+02365 smoothNormal=normalS+normalT;
+02366 }
+02367 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (sGood)
+02368 smoothNormal=normalS;
+02369 <font class="keywordflow">else</font>
+02370 smoothNormal=normalT;
+02371
+02372 <font class="comment">// Normalize it</font>
+02373 smoothNormal.normalize();
+02374
+02375 <font class="comment">// The pure normal</font>
+02376 CVector purNormal=bezierPatch.evalNormal (((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+0.5f)/(<font class="keywordtype">float</font>)lumelS, ((<font class="keywordtype">float</font>)<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f)/(<font class="keywordtype">float</font>)lumelT);
+02377
+02378 <font class="comment">// Normalize the noisy normal</font>
+02379 lumels[lumelIndex].Normal.normalize();
+02380
+02381 <font class="comment">// Final normal</font>
+02382 lumels[lumelIndex].Normal=lumels[lumelIndex].Normal-purNormal+smoothNormal;
+02383 lumels[lumelIndex].Normal.normalize ();
+02384
+02385 <font class="comment">// *** Number of visit</font>
+02386 uint visitedCount=visited[patch][lumelIndex];
+02387
+02388 <font class="comment">// Some lumel have not been found in tesselation</font>
+02389 <font class="comment">//nlassert (visitedCount==2);</font>
+02390
+02391 <font class="comment">// If visited, renormalise other values</font>
+02392 <font class="keywordflow">if</font> (visitedCount)
+02393 {
+02394 <font class="comment">// Normalise position</font>
+02395 lumels[lumelIndex].S/=(float)visitedCount;
+02396 lumels[lumelIndex].T/=(float)visitedCount;
+02397 }
+02398 }
+02399 }
+02400 }
+02401
+02402 <font class="comment">// ***************************************************************************</font>
+02403
+<a name="l02404"></a><a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#a0">02404</a> CZoneLighter::CLightDesc::CLightDesc ()
+02405 {
+02406 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m0">LightDirection</a>.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a> (1, 1, -1);
+02407 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m2">GridSize</a>=512;
+02408 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m3">GridCellSize</a>=4;
+02409 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m4">HeightfieldSize</a>=200;
+02410 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m5">HeightfieldCellSize</a>=20;
+02411 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m13">SkyContribution</a>=<font class="keyword">true</font>;
+02412 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m14">SkyIntensity</a>=0.25;
+02413 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m7">ShadowBias</a>=0.5f;
+02414 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m9">SoftshadowBlurSize</a>=1.f;
+02415 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m10">SoftshadowFallof</a>=10.f;
+02416 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m11">SoftshadowShapeVertexCount</a>=4;
+02417 <a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#m1">Oversampling</a>=<a class="code" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html#s5s3">OverSamplingx32</a>;
+02418 }
+02419
+02420 <font class="comment">// ***************************************************************************</font>
+<a name="l02421"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a6">02421</a> <font class="keywordtype">void</font> CZoneLighter::addLightableShape(IShape *shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a>&amp; MT)
+02422 {
+02423 CShapeInfo lsi;
+02424 lsi.MT = MT;
+02425 lsi.Shape = shape;
+02426 <a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.push_back(lsi);
+02427 }
+02428
+02429
+02430 <font class="comment">// ***************************************************************************</font>
+<a name="l02431"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#d0">02431</a> <font class="keywordtype">bool</font> CZoneLighter::isLightableShape(IShape &amp;shape)
+02432 {
+02434 <font class="keywordflow">if</font> (dynamic_cast&lt;CWaterShape *&gt;(&amp;shape) != NULL)
+02435 {
+02436 <font class="comment">// check that this water surface has a diffuse map that is a CTextureFile (we must be able to save it !)</font>
+02437 CWaterShape *ws = static_cast&lt;CWaterShape *&gt;(&amp;shape);
+02438 <font class="keyword">const</font> ITexture *tex = ws-&gt;getColorMap();
+02439 <font class="keywordflow">if</font> (dynamic_cast&lt;const CTextureFile *&gt;(tex) != NULL)
+02440 {
+02441 <font class="keywordflow">return</font> ws-&gt;isLightMappingEnabled();
+02442 }
+02443 }
+02444 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+02445 }
+02446
+02447 <font class="comment">// ***************************************************************************</font>
+<a name="l02448"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c14">02448</a> <font class="keywordtype">void</font> CZoneLighter::lightShapes(uint zoneID, <font class="keyword">const</font> CLightDesc&amp; description)
+02449 {
+02451 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.size() == 0) <font class="keywordflow">return</font>;
+02452
+02453 uint numShapePerThread = 1 + (<a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.size() / <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>);
+02454 uint currShapeIndex = 0;
+02455 uint process = 0;
+02456 <a class="code" href="classNL3D_1_1CZoneLighter.html#o14">_ProcessExited</a> = 0;
+02457
+02458 <a class="code" href="classNL3D_1_1CZoneLighter.html#o39">_NumLightableShapesProcessed</a> = 0;
+02459
+02460
+02461 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Processing lightable shapes"</font>, 0);
+02462
+02463 <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.size(); ++k, ++process)
+02464 {
+02465 uint lastShapeIndex = currShapeIndex + numShapePerThread;
+02466 lastShapeIndex = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(<a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.size(), lastShapeIndex);
+02467 IThread *pThread = IThread::create (<font class="keyword">new</font> <a class="code" href="classNL3D_1_1CZoneLighter.html#l1">CCalcLightableShapeRunnable</a>(process, <font class="keyword">this</font>, &amp;description, &amp;<a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>, currShapeIndex, lastShapeIndex));
+02468 pThread-&gt;start();
+02469 currShapeIndex = lastShapeIndex;
+02470 }
+02471
+02473 <font class="keywordflow">while</font> (<a class="code" href="classNL3D_1_1CZoneLighter.html#o14">_ProcessExited</a> != <a class="code" href="classNL3D_1_1CZoneLighter.html#o12">_ProcessCount</a>)
+02474 {
+02475 <a class="code" href="namespaceNLMISC.html#a236">nlSleep</a> (10);
+02476 }
+02477
+02478 }
+02479
+02480
+02481
+02482 <font class="comment">// ***************************************************************************</font>
+02483
+<a name="l02484"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c15">02484</a> <font class="keywordtype">void</font> CZoneLighter::processLightableShapeCalc (uint process,
+02485 TShapeVect *shapesToLit,
+02486 uint firstShape,
+02487 uint lastShape,
+02488 <font class="keyword">const</font> CLightDesc&amp; description)
+02489 {
+02490 CMultiShape *shapeArray=<font class="keyword">new</font> CMultiShape;
+02491 CMultiShape *shapeArrayTmp=<font class="keyword">new</font> CMultiShape;
+02492 shapeArray-&gt;Shapes.reserve (<a class="code" href="zone__lighter_8h.html#a1">SHAPE_MAX</a>);
+02493 shapeArrayTmp-&gt;Shapes.reserve (<a class="code" href="zone__lighter_8h.html#a1">SHAPE_MAX</a>);
+02494
+02495 <font class="comment">// for each lightable shape</font>
+02496 <font class="keywordflow">for</font> (uint k = firstShape; k &lt; lastShape; ++k)
+02497 {
+02498 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CZoneLighter.html#d0">isLightableShape</a>(* (*shapesToLit)[k].Shape)); <font class="comment">// make sure it is a lightable shape </font>
+02499 <a class="code" href="classNL3D_1_1CZoneLighter.html#c16">lightSingleShape</a>((*shapesToLit)[k], *shapeArray, *shapeArrayTmp, description, process);
+02500 }
+02501
+02502 <font class="keyword">delete</font> shapeArray;
+02503 <font class="keyword">delete</font> shapeArrayTmp;
+02504 }
+02505
+02506
+02507 <font class="comment">// ***************************************************************************</font>
+<a name="l02508"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c16">02508</a> <font class="keywordtype">void</font> CZoneLighter::lightSingleShape(CShapeInfo &amp;si, CMultiShape &amp;shape, CMultiShape &amp;shapeTmp, <font class="keyword">const</font> CLightDesc&amp; description, uint cpu)
+02509 {
+02511 <font class="keywordflow">if</font> (dynamic_cast&lt;CWaterShape *&gt;(si.Shape))
+02512 {
+02513 <a class="code" href="classNL3D_1_1CZoneLighter.html#c17">lightWater</a>(* static_cast&lt;CWaterShape *&gt;(si.Shape), si.MT, shape, shapeTmp, description, cpu);
+02514
+02515 }
+02516 ++<a class="code" href="classNL3D_1_1CZoneLighter.html#o39">_NumLightableShapesProcessed</a>;
+02517 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Processing lightable shapes"</font>, (<font class="keywordtype">float</font>) <a class="code" href="classNL3D_1_1CZoneLighter.html#o39">_NumLightableShapesProcessed</a> / <a class="code" href="classNL3D_1_1CZoneLighter.html#o38">_LightableShapes</a>.size());
+02518 <font class="keywordflow">return</font>;
+02519 }
+02520
+02521
+02522
+02523 <font class="comment">// ***************************************************************************</font>
+02524 <font class="comment">// utility function to get the directory of a fileName</font>
+<a name="l02525"></a><a class="code" href="zone__lighter_8cpp.html#a10">02525</a> <font class="keyword">static</font> std::string <a class="code" href="zone__lighter_8cpp.html#a10">getDir</a> (<font class="keyword">const</font> std::string&amp; path)
+02526 {
+02527 <font class="keywordtype">char</font> tmpPath[512];
+02528 strcpy (tmpPath, path.c_str());
+02529 <font class="keywordtype">char</font>* slash=strrchr (tmpPath, <font class="charliteral">'/'</font>);
+02530 <font class="keywordflow">if</font> (!slash)
+02531 {
+02532 slash=strrchr (tmpPath, <font class="charliteral">'\\'</font>);
+02533 }
+02534
+02535 <font class="keywordflow">if</font> (!slash)
+02536 <font class="keywordflow">return</font> <font class="stringliteral">""</font>;
+02537
+02538 slash++;
+02539 *slash=0;
+02540 <font class="keywordflow">return</font> tmpPath;
+02541 }
+02542
+02543
+02544 <font class="comment">// ***************************************************************************</font>
+02545 <font class="comment">// utility function to get a file name fdrom a path</font>
+<a name="l02546"></a><a class="code" href="zone__lighter_8cpp.html#a11">02546</a> <font class="keyword">static</font> std::string <a class="code" href="zone__lighter_8cpp.html#a11">getName</a> (<font class="keyword">const</font> std::string&amp; path)
+02547 {
+02548 std::string dir=<a class="code" href="zone__lighter_8cpp.html#a10">getDir</a> (path);
+02549
+02550 <font class="keywordtype">char</font> tmpPath[512];
+02551 strcpy (tmpPath, path.c_str());
+02552
+02553 <font class="keywordtype">char</font> *name=tmpPath;
+02554 <a class="code" href="debug_8h.html#a6">nlassert</a> (dir.length()&lt;=strlen(tmpPath));
+02555 name+=dir.length();
+02556
+02557 <font class="keywordtype">char</font>* point=strrchr (name, <font class="charliteral">'.'</font>);
+02558 <font class="keywordflow">if</font> (point)
+02559 *point=0;
+02560
+02561 <font class="keywordflow">return</font> name;
+02562 }
+02563
+02564
+02565 <font class="comment">// ***************************************************************************</font>
+02566 <font class="comment">// utility function to get the extension of a fileName</font>
+<a name="l02567"></a><a class="code" href="zone__lighter_8cpp.html#a12">02567</a> <font class="keyword">static</font> std::string <a class="code" href="zone__lighter_8cpp.html#a12">getExt</a> (<font class="keyword">const</font> std::string&amp; path)
+02568 {
+02569 std::string dir = <a class="code" href="zone__lighter_8cpp.html#a10">getDir</a> (path);
+02570 std::string name = <a class="code" href="zone__lighter_8cpp.html#a11">getName</a> (path);
+02571
+02572 <font class="keywordtype">char</font> tmpPath[512];
+02573 strcpy (tmpPath, path.c_str());
+02574
+02575 <font class="keywordtype">char</font> *ext=tmpPath;
+02576 <a class="code" href="debug_8h.html#a6">nlassert</a> (dir.length()+name.length()&lt;=strlen(tmpPath));
+02577 ext+=dir.length()+name.length();
+02578
+02579 <font class="keywordflow">return</font> ext;
+02580 }
+02581
+02582
+02583 <font class="comment">// ***************************************************************************</font>
+<a name="l02584"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c17">02584</a> <font class="keywordtype">void</font> CZoneLighter::lightWater(CWaterShape &amp;ws, <font class="keyword">const</font> CMatrix &amp;MT, CMultiShape &amp;shape, CMultiShape &amp;shapeTmp, <font class="keyword">const</font> CLightDesc&amp; description, uint cpu)
+02585 {
+02586 <font class="keywordflow">try</font>
+02587 {
+02589 CTextureFile *diffuseTex = NLMISC::safe_cast&lt;CTextureFile *&gt;(ws.getColorMap());
+02590 std::string texFileName = CPath::lookup(diffuseTex-&gt;getFileName());
+02591 diffuseTex-&gt;generate();
+02592 <font class="keyword">const</font> uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> = diffuseTex-&gt;getWidth();
+02593 <font class="keyword">const</font> uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> = diffuseTex-&gt;getHeight();
+02594
+02596 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> worldSpaceToUVs;
+02597 <a class="code" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a> col0, col1, pos;
+02598 ws.getColorMapMat(col0, col1, pos);
+02599 worldSpaceToUVs.<a class="code" href="classNLMISC_1_1CMatrix.html#z290_1">setRot</a>(<a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>(col0.<a class="code" href="classNLMISC_1_1CVector2f.html#m0">x</a> * <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, col0.<a class="code" href="classNLMISC_1_1CVector2f.html#m1">y</a> * <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, 0),
+02600 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>(col1.<a class="code" href="classNLMISC_1_1CVector2f.html#m0">x</a> * width, col1.<a class="code" href="classNLMISC_1_1CVector2f.html#m1">y</a> * <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, 0),
+02601 <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>);
+02602 worldSpaceToUVs.<a class="code" href="classNLMISC_1_1CMatrix.html#z290_6">setPos</a>(<a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>(pos.<a class="code" href="classNLMISC_1_1CVector2f.html#m0">x</a> * width, pos.<a class="code" href="classNLMISC_1_1CVector2f.html#m1">y</a> * <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, 0));
+02603
+02605 <a class="code" href="classNLMISC_1_1CPolygon.html">NLMISC::CPolygon</a> p;
+02606 ws.getShapeInWorldSpace(p);
+02607
+02608 <font class="keywordtype">float</font> minU, maxU;
+02609 <font class="keywordtype">float</font> minV, maxV;
+02610
+02611 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> uvs = worldSpaceToUVs * p.<a class="code" href="classNLMISC_1_1CPolygon.html#m0">Vertices</a>[0];
+02612 minU = maxU = uvs.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>;
+02613 minV = maxV = uvs.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>;
+02614
+02615
+02616 <font class="keywordflow">for</font> (uint k = 1; k &lt; (uint) p.<a class="code" href="classNLMISC_1_1CPolygon.html#a2">getNumVertices</a>(); ++k)
+02617 {
+02618 uvs = worldSpaceToUVs * p.<a class="code" href="classNLMISC_1_1CPolygon.html#m0">Vertices</a>[k];
+02619 minU = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(uvs.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, minU);
+02620 minV = <a class="code" href="bit__set_8cpp.html#a0">std::min</a>(uvs.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>, minV);
+02621 maxU = std::max(uvs.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, maxU);
+02622 maxV = std::max(uvs.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>, maxV);
+02623 }
+02624
+02625
+02626
+02627
+02628 sint iMinU = (sint) minU;
+02629 sint iMaxU = (sint) maxU;
+02630 sint iMinV = (sint) minV;
+02631 sint iMaxV = (sint) maxV;
+02632
+02633 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(iMinU, 0, (sint) width);
+02634 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(iMaxU, 0, (sint) width);
+02635 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(iMinV, 0, (sint) <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
+02636 <a class="code" href="namespaceNLMISC.html#a215">NLMISC::clamp</a>(iMaxV, 0, (sint) <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
+02637
+02638 <font class="comment">// matrix to go from uv space to worldspace</font>
+02639 <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> UVSpaceToWorldSpace = worldSpaceToUVs.<a class="code" href="classNLMISC_1_1CMatrix.html#z293_7">inverted</a>();
+02640
+02641 std::vector&lt;uint8&gt; &amp;pixs8 = diffuseTex-&gt;getPixels();
+02642 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *rgbPixs = (<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *) &amp;pixs8[0];
+02643
+02644
+02646 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> = iMinU; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> &lt; iMaxU; ++<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)
+02647 {
+02648 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> = iMinV; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> &lt; iMaxV; ++<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>)
+02649 {
+02650 <font class="keywordtype">float</font> factor;
+02651 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> pos = UVSpaceToWorldSpace * <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>( <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + 0.5f, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> + 0.5f, 0 )
+02652 + description.WaterShadowBias * <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>;
+02653 <font class="keywordflow">if</font> (description.Shadow)
+02654 {
+02655 <a class="code" href="classNL3D_1_1CZoneLighter.html#c9">rayTrace</a>(pos, <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>, 0, 0, -1, factor, shape, shapeTmp, cpu);
+02656 }
+02657 <font class="keywordflow">else</font>
+02658 {
+02659 factor = - <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a> * description.LightDirection;
+02660 }
+02661 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(factor, 0.f, 1.f);
+02662 factor = factor * description.WaterDiffuse + description.WaterAmbient;
+02663 <font class="keywordflow">if</font> (description.SkyContributionForWater)
+02664 {
+02665 factor += <a class="code" href="classNL3D_1_1CZoneLighter.html#c7">getSkyContribution</a>(pos, <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>, description.SkyIntensity);
+02666 }
+02667 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(factor, 0.f, 1.f);
+02668 uint intensity = (uint8) (255 * factor);
+02669 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> srcCol(intensity,
+02670 intensity,
+02671 intensity,
+02672 255);
+02673
+02674 <font class="keywordflow">if</font> (!description.ModulateWaterColor)
+02675 {
+02676 rgbPixs[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> * width] = srcCol;
+02677 }
+02678 <font class="keywordflow">else</font>
+02679 {
+02680 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;col = rgbPixs[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> * width];
+02681 col.<a class="code" href="classNLMISC_1_1CRGBA.html#a9">modulateFromColor</a>(col, srcCol);
+02682 }
+02683 }
+02684 }
+02685
+02687 <font class="keywordflow">if</font> (<a class="code" href="zone__lighter_8cpp.html#a12">getExt</a>(texFileName) != <font class="stringliteral">".tga"</font>)
+02688 {
+02689 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Zone lighter : error when lighting a water surface : input bitmap is not a tga file"</font>);
+02690 }
+02691 <font class="keywordflow">else</font>
+02692 {
+02693 <font class="keywordflow">try</font>
+02694 {
+02695 COFile of;
+02696 of.open(texFileName);
+02697 diffuseTex-&gt;writeTGA(of, 24);
+02698 of.close();
+02699 }
+02700 <font class="keywordflow">catch</font> (<a class="code" href="classNLMISC_1_1Exception.html">NLMISC::Exception</a> &amp;)
+02701 {
+02702 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Zone lighter : while lighting a water shape, writing %s failed! "</font>, texFileName.c_str());
+02703 }
+02704 }
+02705 }
+02706 <font class="keywordflow">catch</font>(<a class="code" href="classNLMISC_1_1Exception.html">NLMISC::Exception</a> &amp;e)
+02707 {
+02708 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Water shape lighting failed !"</font>);
+02709 <a class="code" href="debug_8h.html#a2">nlwarning</a>(e.what());
+02710 }
+02711 }
+02712
+<a name="l02714"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#a7">02714</a> <font class="keywordtype">void</font> CZoneLighter::addWaterShape(CWaterShape *shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;MT)
+02715 {
+02717 CShapeInfo ci;
+02718 ci.Shape = shape;
+02719 ci.MT = MT;
+02720 <a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.push_back(ci);
+02721 }
+02722
+<a name="l02724"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c18">02724</a> <font class="keywordtype">void</font> CZoneLighter::makeQuadGridFromWaterShapes(<a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> zoneBBox)
+02725 {
+02726 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.size()) <font class="keywordflow">return</font>;
+02727
+02728 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> tmpBox;
+02729
+02731 <font class="keyword">const</font> uint numCells = 16;
+02732
+02734 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a> = zoneBBox.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_1">getMax</a>().x - zoneBBox.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_0">getMin</a>().x;
+02735 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a> = zoneBBox.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_1">getMax</a>().y - zoneBBox.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_0">getMin</a>().y;
+02736
+02737 <font class="keywordtype">float</font> dim = std::max(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
+02738
+02739
+02741 <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.create(numCells, dim / numCells);
+02742
+02743
+02744 uint count = 0, totalCount = <a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.size();
+02745
+02747 <font class="keywordflow">for</font> (TShapeVect::iterator it = <a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.begin(); it != <a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>.end(); ++it, ++count)
+02748 {
+02750 it-&gt;Shape-&gt;getAABBox(tmpBox);
+02751 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> currBB = <a class="code" href="classNLMISC_1_1CAABBox.html#z266_3">NLMISC::CAABBox::transformAABBox</a>(it-&gt;MT, tmpBox);
+02752
+02754 <font class="keywordflow">if</font> (zoneBBox.<a class="code" href="classNLMISC_1_1CAABBox.html#z265_4">intersect</a>(currBB))
+02755 {
+02756 <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.insert(currBB.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_0">getMin</a>(), currBB.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_1">getMax</a>(), NLMISC::safe_cast&lt;CWaterShape *&gt;(it-&gt;Shape));
+02757 }
+02758 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Building quadtree from water surfaces"</font>, (<font class="keywordtype">float</font>) count / totalCount);
+02759 }
+02760
+02762 <a class="code" href="namespaceNLMISC.html#a222">NLMISC::contReset</a>(<a class="code" href="classNL3D_1_1CZoneLighter.html#o40">_WaterShapes</a>);
+02763 }
+02764
+02765
+02766 <font class="comment">//==================================================================</font>
+02767
+<a name="l02769"></a><a class="code" href="structCTileOfPatch.html">02769</a> <font class="keyword">struct </font><a class="code" href="structCTileOfPatch.html">CTileOfPatch</a>
+02770 {
+<a name="l02771"></a><a class="code" href="structCTileOfPatch.html#m0">02771</a> uint8 TileId;
+<a name="l02772"></a><a class="code" href="structCTileOfPatch.html#m1">02772</a> CPatch *Patch;
+02773 <a class="code" href="structCTileOfPatch.html">CTileOfPatch</a>();
+<a name="l02774"></a><a class="code" href="structCTileOfPatch.html#a1">02774</a> <a class="code" href="structCTileOfPatch.html">CTileOfPatch</a>(uint8 tileId, CPatch *patch) : TileId(tileId), Patch(patch)
+02775 {
+02776 }
+02777 };
+02778
+02779
+02780
+02781 <font class="comment">// ***************************************************************************</font>
+02782 <font class="comment">// ***************************************************************************</font>
+02783 <font class="comment">// Static point lights.</font>
+02784 <font class="comment">// ***************************************************************************</font>
+02785 <font class="comment">// ***************************************************************************</font>
+02786
+02787
+02788 <font class="comment">// ***************************************************************************</font>
+<a name="l02789"></a><a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#a0">02789</a> CZoneLighter::CPointLightRT::CPointLightRT()
+02790 {
+02791 <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m4">RefCount</a>= 0;
+02792 }
+02793
+02794
+02795 <font class="comment">// ***************************************************************************</font>
+<a name="l02796"></a><a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#a1">02796</a> <font class="keywordtype">bool</font> CZoneLighter::CPointLightRT::testRaytrace(<font class="keyword">const</font> CVector &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>)
+02797 {
+02798 CVector dummy;
+02799
+02800 <font class="keywordflow">if</font>(!<a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m2">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#a2">include</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>))
+02801 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+02802
+02803 <font class="comment">// If Ambient light, just skip</font>
+02804 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::AmbientLight)
+02805 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+02806
+02807 <font class="comment">// If SpotLight verify in angle radius.</font>
+02808 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::SpotLight)
+02809 {
+02810 <font class="keywordtype">float</font> att= <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m0">PointLight</a>.computeLinearAttenuation(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
+02811 <font class="keywordflow">if</font> (att==0)
+02812 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+02813 }
+02814
+02815 <font class="comment">// Select in the cubeGrid</font>
+02816 <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.select(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
+02817 <font class="comment">// For all faces selected</font>
+02818 <font class="keywordflow">while</font>(!<a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.isEndSel())
+02819 {
+02820 <font class="keyword">const</font> CTriangle *tri= <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.getSel();
+02821
+02822 <font class="comment">// If intersect, the point is occluded.</font>
+02823 <font class="keywordflow">if</font>( tri-&gt;Triangle.intersect(<a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m2">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, dummy, tri-&gt;getPlane()) )
+02824 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+02825
+02826 <font class="comment">// next</font>
+02827 <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.nextSel();
+02828 }
+02829
+02830 <font class="comment">// Ok the point is visilbe from the light</font>
+02831 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+02832 }
+02833
+02834
+02835 <font class="comment">// ***************************************************************************</font>
+<a name="l02836"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#z922_0">02836</a> <font class="keywordtype">void</font> CZoneLighter::addStaticPointLight(<font class="keyword">const</font> CPointLightNamed &amp;pln)
+02837 {
+02838 <font class="comment">// build the plRT.</font>
+02839 CPointLightRT plRT;
+02840 plRT.PointLight= pln;
+02841 <font class="comment">// compute plRT.OODeltaAttenuation</font>
+02842 plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin();
+02843 <font class="keywordflow">if</font>(plRT.OODeltaAttenuation &lt;=0 )
+02844 plRT.OODeltaAttenuation= 0;
+02845 <font class="keywordflow">else</font>
+02846 plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation;
+02847 <font class="comment">// compute plRT.BSphere</font>
+02848 plRT.BSphere.Center= pln.getPosition();
+02849 plRT.BSphere.Radius= pln.getAttenuationEnd();
+02850 <font class="comment">// NB: FaceCubeGrid will be computed during light()</font>
+02851
+02852 <font class="comment">// add the plRT</font>
+02853 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.push_back(plRT);
+02854
+02855 }
+02856
+02857
+02858 <font class="comment">// ***************************************************************************</font>
+<a name="l02859"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#z923_0">02859</a> <font class="keywordtype">void</font> CZoneLighter::compilePointLightRT(uint gridSize, <font class="keywordtype">float</font> gridCellSize, std::vector&lt;CTriangle&gt;&amp; obstacles, <font class="keywordtype">bool</font> doShadow)
+02860 {
+02861 uint i;
+02862
+02863 <font class="comment">// Fill the quadGrid of Lights.</font>
+02864 <font class="comment">// ===========</font>
+02865 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_3">_StaticPointLightQuadGrid</a>.create(gridSize, gridCellSize);
+02866 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size();i++)
+02867 {
+02868 CPointLightRT &amp;plRT= <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>[i];
+02869
+02870 <font class="comment">// Compute the bbox of the light</font>
+02871 CAABBox bbox;
+02872 bbox.setCenter(plRT.BSphere.Center);
+02873 <font class="keywordtype">float</font> hl= plRT.BSphere.Radius;
+02874 bbox.setHalfSize(CVector(hl,hl,hl));
+02875
+02876 <font class="comment">// Insert the pointLight in the quadGrid.</font>
+02877 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_3">_StaticPointLightQuadGrid</a>.insert(bbox.getMin(), bbox.getMax(), &amp;plRT);
+02878 }
+02879
+02880
+02881 <font class="comment">// Append triangles to cubeGrid ??</font>
+02882 <font class="keywordflow">if</font>(doShadow)
+02883 {
+02884 <font class="comment">// For all obstacles, Fill a quadGrid.</font>
+02885 <font class="comment">// ===========</font>
+02886 CQuadGrid&lt;CTriangle*&gt; obstacleGrid;
+02887 obstacleGrid.create(gridSize, gridCellSize);
+02888 uint size= obstacles.size();
+02889 <font class="keywordflow">for</font>(i=0; i&lt;size; i++)
+02890 {
+02891 <font class="comment">// bbox of triangle</font>
+02892 CAABBox bbox;
+02893 bbox.setCenter(obstacles[i].Triangle.V0);
+02894 bbox.extend(obstacles[i].Triangle.V1);
+02895 bbox.extend(obstacles[i].Triangle.V2);
+02896 <font class="comment">// insert triangle in quadGrid.</font>
+02897 obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &amp;obstacles[i]);
+02898 }
+02899
+02900
+02901 <font class="comment">// For all PointLights, fill his CubeGrid</font>
+02902 <font class="comment">// ===========</font>
+02903 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size();i++)
+02904 {
+02905 <font class="comment">// progress</font>
+02906 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Compute Influences of PointLights"</font>, 0.5f*i / (<font class="keywordtype">float</font>)(<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size()-1));
+02907
+02908 CPointLightRT &amp;plRT= <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>[i];
+02909 <font class="comment">// Create the cubeGrid</font>
+02910 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), <a class="code" href="zone__lighter_8cpp.html#a0">NL3D_ZONE_LIGHTER_CUBE_GRID_SIZE</a>);
+02911
+02912 <font class="comment">// AmbiantLIghts: do nothing.</font>
+02913 <font class="keywordflow">if</font>(plRT.PointLight.getType()!=CPointLight::AmbientLight)
+02914 {
+02915 <font class="comment">// Select only obstacle Faces around the light. Other are not usefull</font>
+02916 CAABBox bbox;
+02917 bbox.setCenter(plRT.PointLight.getPosition());
+02918 <font class="keywordtype">float</font> hl= plRT.PointLight.getAttenuationEnd();
+02919 bbox.setHalfSize(CVector(hl,hl,hl));
+02920 obstacleGrid.select(bbox.getMin(), bbox.getMax());
+02921
+02922 <font class="comment">// For all faces, fill the cubeGrid.</font>
+02923 CQuadGrid&lt;CTriangle*&gt;::CIterator itObstacle;
+02924 itObstacle= obstacleGrid.begin();
+02925 <font class="keywordflow">while</font>( itObstacle!=obstacleGrid.end() )
+02926 {
+02927 CTriangle &amp;tri= *(*itObstacle);
+02928 <font class="comment">// Test BackFace culling. Only faces which are BackFace the point light are inserted.</font>
+02929 <font class="comment">// This is to avoid AutoOccluding problems</font>
+02930 <font class="keywordflow">if</font>( tri.getPlane() * plRT.BSphere.Center &lt; 0)
+02931 {
+02932 <font class="comment">// Insert the triangle in the CubeGrid</font>
+02933 plRT.FaceCubeGrid.insert( tri.Triangle, &amp;tri);
+02934 }
+02935
+02936 itObstacle++;
+02937 }
+02938 }
+02939
+02940 <font class="comment">// Compile the CubeGrid.</font>
+02941 plRT.FaceCubeGrid.compile();
+02942
+02943 <font class="comment">// And Reset RefCount.</font>
+02944 plRT.RefCount= 0;
+02945 }
+02946 }
+02947 <font class="comment">// else, just build empty grid</font>
+02948 <font class="keywordflow">else</font>
+02949 {
+02950 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size();i++)
+02951 {
+02952 <font class="comment">// progress</font>
+02953 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Compute Influences of PointLights"</font>, 0.5f*i / (<font class="keywordtype">float</font>)(<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size()-1));
+02954
+02955 CPointLightRT &amp;plRT= <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>[i];
+02956 <font class="comment">// Create a dummy empty cubeGrid =&gt; no rayTrace :)</font>
+02957 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4);
+02958
+02959 <font class="comment">// Compile the CubeGrid.</font>
+02960 plRT.FaceCubeGrid.compile();
+02961
+02962 <font class="comment">// And Reset RefCount.</font>
+02963 plRT.RefCount= 0;
+02964 }
+02965 }
+02966
+02967 }
+02968
+02969
+02970 <font class="comment">// ***************************************************************************</font>
+<a name="l02971"></a><a class="code" href="structNL3D_1_1CZoneLighter_1_1CPredPointLightToPoint.html#a0">02971</a> <font class="keywordtype">bool</font> CZoneLighter::CPredPointLightToPoint::operator() (CPointLightRT *pla, CPointLightRT *plb)<font class="keyword"> const</font>
+02972 <font class="keyword"></font>{
+02973 <font class="keywordtype">float</font> ra= (pla-&gt;BSphere.Center - <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
+02974 <font class="keywordtype">float</font> rb= (plb-&gt;BSphere.Center - <a class="code" href="structNL3D_1_1CZoneLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
+02975 <font class="keywordtype">float</font> infA= (pla-&gt;PointLight.getAttenuationEnd() - ra) * pla-&gt;OODeltaAttenuation;
+02976 <font class="keywordtype">float</font> infB= (plb-&gt;PointLight.getAttenuationEnd() - rb) * plb-&gt;OODeltaAttenuation;
+02977 <font class="comment">// return which light impact the most.</font>
+02978 <font class="comment">// If same impact</font>
+02979 <font class="keywordflow">if</font>(infA==infB)
+02980 <font class="comment">// return nearest</font>
+02981 <font class="keywordflow">return</font> ra &lt; rb;
+02982 <font class="keywordflow">else</font>
+02983 <font class="comment">// return better impact</font>
+02984 <font class="keywordflow">return</font> infA &gt; infB;
+02985 }
+02986
+02987 <font class="comment">// ***************************************************************************</font>
+<a name="l02988"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#z923_1">02988</a> <font class="keywordtype">void</font> CZoneLighter::processZonePointLightRT(vector&lt;CPointLightNamed&gt; &amp;listPointLight)
+02989 {
+02990 uint i;
+02991 vector&lt;CPointLightRT*&gt; lightInfs;
+02992 lightInfs.reserve(1024);
+02993
+02994 <font class="comment">// clear result list</font>
+02995 listPointLight.clear();
+02996
+02997 <font class="comment">// zoneToLight</font>
+02998 CZone *zoneToLight= <a class="code" href="classNL3D_1_1CZoneLighter.html#o5">_Landscape</a>-&gt;<a class="code" href="classNL3D_1_1CLandscape.html#z481_0">getZone</a>(<a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>);
+02999 <font class="keywordflow">if</font>(!zoneToLight)
+03000 <font class="keywordflow">return</font>;
+03001
+03002 <font class="comment">// Build patchForPLs</font>
+03003 <font class="comment">//===========</font>
+03004 vector&lt;CPatchForPL&gt; patchForPLs;
+03005 patchForPLs.resize(<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>.size());
+03006 <font class="keywordflow">for</font>(i=0; i&lt;patchForPLs.size(); i++)
+03007 {
+03008 <font class="comment">// Get OrderS/OrderT</font>
+03009 patchForPLs[i].OrderS= <a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[i].OrderS;
+03010 patchForPLs[i].OrderT= <a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[i].OrderT;
+03011 <font class="comment">// resize TileLightInfluences</font>
+03012 uint <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>= patchForPLs[i].WidthTLI= patchForPLs[i].OrderS/2 +1 ;
+03013 uint h= patchForPLs[i].HeightTLI= patchForPLs[i].OrderT/2 +1;
+03014 patchForPLs[i].TileLightInfluences.resize(<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>*h);
+03015 }
+03016
+03017
+03018 <font class="comment">// compute each TileLightInfluence</font>
+03019 <font class="comment">//===========</font>
+03020 <font class="keywordflow">for</font>(i=0; i&lt;patchForPLs.size(); i++)
+03021 {
+03022 <font class="comment">// progress</font>
+03023 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Compute Influences of PointLights"</font>, 0.5f + 0.5f*i / (<font class="keywordtype">float</font>)patchForPLs.size());
+03024
+03025 CPatchForPL &amp;pfpl= patchForPLs[i];
+03026 <font class="keyword">const</font> CPatch *patch= const_cast&lt;const CZone*&gt;(zoneToLight)-&gt;getPatch(i);
+03027
+03028 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+03029 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;pfpl.HeightTLI; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+03030 {
+03031 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= 0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;pfpl.WidthTLI; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+03032 {
+03033 <font class="comment">// compute the point and normal (normalized) where the TLI lies.</font>
+03034 <font class="comment">//---------</font>
+03035 CVector pos, normal;
+03036 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
+03037 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> / (pfpl.WidthTLI-1);
+03038 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> / (pfpl.HeightTLI-1);
+03039 <font class="comment">// Compute the Vertex, with Noise information (important for accurate raytracing).</font>
+03040 pos= patch-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+03041 <font class="comment">// Use UnNoised normal from BezierPatch, because the lighting does not need to be so precise.</font>
+03042 CBezierPatch *bp= patch-&gt;unpackIntoCache();
+03043 normal= bp-&gt;evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
+03044
+03045
+03046 <font class="comment">// Compute Which light influences him.</font>
+03047 <font class="comment">//---------</font>
+03048 lightInfs.clear();
+03049 <font class="comment">// Search possible lights around the position.</font>
+03050 <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_3">_StaticPointLightQuadGrid</a>.select(pos, pos);
+03051 <font class="comment">// For all of them, get the ones which touch this point.</font>
+03052 CQuadGrid&lt;CPointLightRT*&gt;::CIterator it= <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_3">_StaticPointLightQuadGrid</a>.begin();
+03053 <font class="keywordflow">while</font>(it != <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_3">_StaticPointLightQuadGrid</a>.end())
+03054 {
+03055 CPointLightRT *pl= *it;
+03056
+03057 <font class="comment">// a light influence a TLI only if this one is FrontFaced to the light !!</font>
+03058 <font class="keywordflow">if</font>( ( pl-&gt;BSphere.Center - pos ) * normal &gt; 0)
+03059 {
+03060 <font class="comment">// Add 5cm else it fails in some case where ( pl-&gt;BSphere.Center - pos ) * normal is </font>
+03061 <font class="comment">// nearly 0 and the point should be occluded.</font>
+03062 <font class="keyword">const</font> <font class="keywordtype">float</font> deltaY= 0.05f;
+03063 CVector posToRT= pos + normal * deltaY;
+03064 <font class="comment">// Test if really in the radius of the light, if no occlusion, and if in SpotAngle</font>
+03065 <font class="keywordflow">if</font>( pl-&gt;testRaytrace(posToRT) )
+03066 {
+03067 <font class="comment">// Ok, add the light to the lights which influence the TLI </font>
+03068 lightInfs.push_back(pl);
+03069 }
+03070 }
+03071
+03072 <font class="comment">// next</font>
+03073 it++;
+03074 }
+03075
+03076 <font class="comment">// Choose the Best ones.</font>
+03077 <font class="comment">//---------</font>
+03078 CPredPointLightToPoint predPLTP;
+03079 predPLTP.Point= pos;
+03080 <font class="comment">// sort.</font>
+03081 sort(lightInfs.begin(), lightInfs.end(), predPLTP);
+03082 <font class="comment">// truncate.</font>
+03083 lightInfs.resize( <a class="code" href="bit__set_8cpp.html#a0">min</a>(lightInfs.size(), (uint)CTileLightInfluence::NumLightPerCorner) );
+03084
+03085
+03086 <font class="comment">// For each of them, fill TLI</font>
+03087 <font class="comment">//---------</font>
+03088 CTileLightInfUnpack tli;
+03089 uint lightInfId;
+03090 <font class="keywordflow">for</font>(lightInfId=0; lightInfId&lt;lightInfs.size(); lightInfId++)
+03091 {
+03092 CPointLightRT *pl= lightInfs[lightInfId];
+03093
+03094 <font class="comment">// copy light.</font>
+03095 tli.Light[lightInfId]= pl;
+03096 <font class="comment">// Compute light Diffuse factor.</font>
+03097 CVector dir= pl-&gt;BSphere.Center - pos;
+03098 dir.normalize();
+03099 tli.LightFactor[lightInfId]= dir * normal;
+03100 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tli.LightFactor[lightInfId], 0.f, 1.f);
+03101 <font class="comment">// modulate by light attenuation.</font>
+03102 tli.LightFactor[lightInfId]*= pl-&gt;PointLight.computeLinearAttenuation(pos);
+03103
+03104 <font class="comment">// Inc RefCount of the light.</font>
+03105 pl-&gt;RefCount++;
+03106 }
+03107 <font class="comment">// Reset any empty slot to NULL.</font>
+03108 <font class="keywordflow">for</font>(; lightInfId&lt;CTileLightInfluence::NumLightPerCorner; lightInfId++)
+03109 {
+03110 tli.Light[lightInfId]= NULL;
+03111 }
+03112
+03113
+03114 <font class="comment">// Set TLI in patch.</font>
+03115 <font class="comment">//---------</font>
+03116 pfpl.TileLightInfluences[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*pfpl.WidthTLI + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= tli;
+03117 }
+03118 }
+03119 }
+03120
+03121
+03122 <font class="comment">// compress and setup _PatchInfo with compressed data.</font>
+03123 <font class="comment">//===========</font>
+03124 uint plId= 0;
+03125 <font class="comment">// Process each pointLights</font>
+03126 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>.size(); i++)
+03127 {
+03128 CPointLightRT &amp;plRT= <a class="code" href="classNL3D_1_1CZoneLighter.html#z923_2">_StaticPointLights</a>[i];
+03129 <font class="comment">// If this light is used.</font>
+03130 <font class="keywordflow">if</font>(plRT.RefCount &gt; 0)
+03131 {
+03132 <font class="comment">// Must Copy it into Zone.</font>
+03133 listPointLight.push_back(plRT.PointLight);
+03134 plRT.DstId= plId++;
+03135 <font class="comment">// If index &gt;= 255, too many lights (NB: =&gt; because 255 is a NULL code).</font>
+03136 <font class="keywordflow">if</font>(plId&gt;=0xFF)
+03137 {
+03138 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"Too many Static Point Lights influence the zone!!"</font>);
+03139 }
+03140 }
+03141 }
+03142
+03143 <font class="comment">// For each patch, compress TLI in PatchInfo.</font>
+03144 <font class="keywordflow">for</font>(i=0; i&lt;patchForPLs.size(); i++)
+03145 {
+03146 CPatchForPL &amp;pfpl= patchForPLs[i];
+03147 CPatchInfo &amp;pInfo= <a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>[i];
+03148
+03149 uint <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>= pfpl.WidthTLI;
+03150 uint h= pfpl.HeightTLI;
+03151
+03152 <font class="comment">// Fill pInfo.TileLightInfluences</font>
+03153 pInfo.TileLightInfluences.resize(<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>*h);
+03154 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
+03155 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;h; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
+03156 {
+03157 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= 0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
+03158 {
+03159 uint tliId= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>;
+03160 <font class="comment">// For all light slot</font>
+03161 <font class="keywordflow">for</font>(uint lightId= 0; lightId&lt;CTileLightInfluence::NumLightPerCorner; lightId++)
+03162 {
+03163 CTileLightInfUnpack &amp;tliSrc= pfpl.TileLightInfluences[tliId];
+03164 CTileLightInfluence &amp;tliDst= pInfo.TileLightInfluences[tliId];
+03165 <font class="keywordflow">if</font>(tliSrc.Light[lightId] == NULL)
+03166 {
+03167 <font class="comment">// Mark as unused.</font>
+03168 tliDst.Light[lightId]= 0xFF;
+03169 }
+03170 <font class="keywordflow">else</font>
+03171 {
+03172 <font class="comment">// Get index.</font>
+03173 tliDst.Light[lightId]= tliSrc.Light[lightId]-&gt;DstId;
+03174 <font class="comment">// Get Diffuse Factor.</font>
+03175 tliDst.setDiffuseLightFactor(lightId, (uint8)(tliSrc.LightFactor[lightId]*255));
+03176 }
+03177 }
+03178 }
+03179 }
+03180
+03181 }
+03182
+03183 }
+03184
+03187 <font class="comment">// TileFlagsForPositionTowardWater</font>
+03190 <font class="comment"></font>
+03191
+03192 <font class="comment">//==================================================================</font>
+<a name="l03194"></a><a class="code" href="zone__lighter_8cpp.html#a13">03194</a> <font class="comment">static inline bool operator &lt; (const CTileOfPatch &amp;lhs, const CTileOfPatch &amp;rhs)</font>
+03195 {
+03196 <font class="keywordflow">return</font> lhs.Patch == rhs.Patch ?
+03197 lhs.TileId &lt; rhs.TileId :
+03198 lhs.Patch &lt; rhs.Patch;
+03199 };
+03200
+<a name="l03202"></a><a class="code" href="zone__lighter_8cpp.html#a6">03202</a> <font class="keyword">typedef</font> std::map&lt;CTileOfPatch, NLMISC::CAABBox&gt; <a class="code" href="zone__lighter_8cpp.html#a6">TTileOfPatchMap</a>;
+03203
+<a name="l03205"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c19">03205</a> <font class="keywordtype">void</font> CZoneLighter::computeTileFlagsForPositionTowardWater(<font class="keyword">const</font> CLightDesc &amp;lightDesc,
+03206 std::vector&lt;const CTessFace*&gt; &amp;tessFaces
+03207 )
+03208 {
+03209 uint numTileAbove = 0;
+03210 uint numTileBelow = 0;
+03211 uint numTileIntersect = 0;
+03212
+03214 <a class="code" href="zone__lighter_8cpp.html#a6">TTileOfPatchMap</a> tiles;
+03215
+03217 <font class="comment">// First, build the bbox for all tiles //</font>
+03219 <font class="comment"></font>
+03220 uint triCount = 0, totalTriCount = tessFaces.size();
+03221
+03222 <a class="code" href="debug_8h.html#a1">nlinfo</a>(<font class="stringliteral">"Dealing with %d tessFaces"</font>, tessFaces.size());
+03223 <font class="keywordflow">for</font> (std::vector&lt;const CTessFace*&gt;::iterator it = tessFaces.begin(); it != tessFaces.end(); ++it, ++triCount)
+03224 {
+03226 <font class="keywordflow">if</font> ((*it)-&gt;Patch-&gt;getZone()-&gt;getZoneId() != <a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>) <font class="keywordflow">continue</font>;
+03228 <font class="keywordflow">if</font> ((*it)-&gt;Patch-&gt;Tiles[(*it)-&gt;TileId].getVegetableState() == CTileElement::VegetableDisabled)
+03229 <font class="keywordflow">continue</font>;
+03230
+03231 <a class="code" href="structCTileOfPatch.html">CTileOfPatch</a> top((*it)-&gt;TileId, (*it)-&gt;Patch);
+03232 TTileOfPatchMap::iterator tileIt = tiles.find(top);
+03233
+03235 <font class="keywordflow">if</font> (tileIt == tiles.end()) <font class="comment">// first time ?</font>
+03236 {
+03238 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> b;
+03239 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_3">setMinMax</a>((*it)-&gt;VBase-&gt;EndPos, (*it)-&gt;VLeft-&gt;EndPos);
+03240 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>((*it)-&gt;VRight-&gt;EndPos);
+03241 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>(b.<a class="code" href="classNLMISC_1_1CAABBox.html#z264_1">getMax</a>() + lightDesc.VegetableHeight * <a class="code" href="classNLMISC_1_1CVector.html#p3">NLMISC::CVector::K</a>); <font class="comment">// adds vegetable height </font>
+03242 tiles[top] = b;
+03243 }
+03244 <font class="keywordflow">else</font> <font class="comment">// extends the bbox with the given face</font>
+03245 {
+03246 <a class="code" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;b = tileIt-&gt;second;
+03247 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>((*it)-&gt;VBase-&gt;EndPos);
+03248 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>((*it)-&gt;VRight-&gt;EndPos);
+03249 b.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_4">extend</a>((*it)-&gt;VLeft-&gt;EndPos);
+03250 }
+03251
+03252 <font class="keywordflow">if</font> ((triCount % 100) == 0)
+03253 {
+03254 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Building bbox from tiles"</font>, (<font class="keywordtype">float</font>) triCount / totalTriCount);
+03255 }
+03256 }
+03257
+03258 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Building bbox from tiles"</font>, 1.f);
+03259
+03260
+03261
+03263 <font class="comment">// Now, check each tile bbox against water shapes //</font>
+03265 <font class="comment"> NLMISC::CPolygon waterPoly;</font>
+03266 <a class="code" href="classNLMISC_1_1CPolygon2D.html">NLMISC::CPolygon2D</a> tilePoly;
+03267 tilePoly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#m0">Vertices</a>.resize(4);
+03268
+03269 uint tileCount = 0, totalTileCount = tiles.size();
+03270
+03271 <font class="keywordflow">for</font> (TTileOfPatchMap::iterator tileIt = tiles.begin(); tileIt != tiles.end(); ++tileIt, ++tileCount)
+03272 {
+03273 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> v0 = tileIt-&gt;second.getMin();
+03274 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> v1 = tileIt-&gt;second.getMax();
+03275
+03277 tilePoly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#m0">Vertices</a>[0].set(v0.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, v0.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>);
+03278 tilePoly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#m0">Vertices</a>[1].set(v1.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, v0.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>);
+03279 tilePoly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#m0">Vertices</a>[2].set(v1.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, v1.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>);
+03280 tilePoly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#m0">Vertices</a>[3].set(v0.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>, v1.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a>);
+03281
+03283 <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.clearSelection();
+03284 <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.select(tileIt-&gt;second.getMin(), tileIt-&gt;second.getMax());
+03285
+03286 CTileElement &amp;te = tileIt-&gt;first.Patch-&gt;Tiles[tileIt-&gt;first.TileId]; <font class="comment">// alias to the current tile element</font>
+03287
+03289 TWaterShapeQuadGrid::CIterator qgIt;
+03290 <font class="keywordflow">for</font> (qgIt = <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.begin(); qgIt != <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.end(); ++qgIt)
+03291 {
+03292
+03293 (*qgIt)-&gt;getShapeInWorldSpace(waterPoly);
+03294 <a class="code" href="classNLMISC_1_1CPolygon2D.html">NLMISC::CPolygon2D</a> poly(waterPoly);
+03295 <font class="keywordflow">if</font> (poly.<a class="code" href="classNLMISC_1_1CPolygon2D.html#a8">intersect</a>(tilePoly)) <font class="comment">// above or below a water surface ? </font>
+03296 {
+03298 <font class="keywordtype">float</font> waterHeight = waterPoly.Vertices[0].z;
+03299
+03300 <font class="keywordflow">if</font> (v1.<a class="code" href="classNLMISC_1_1CVector.html#m2">z</a> &lt; waterHeight)
+03301 {
+03302 <font class="comment">// below</font>
+03303 te.setVegetableState(CTileElement::UnderWater);
+03304 <font class="comment">//nlassert(te.getVegetableState() == CTileElement::UnderWater);</font>
+03305 ++ numTileBelow;
+03306 }
+03307 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (v0. <a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a> &gt; waterHeight)
+03308 {
+03309 <font class="comment">// above</font>
+03310 te.setVegetableState(CTileElement::AboveWater);
+03311 <font class="comment">//nlassert(te.getVegetableState() == CTileElement::AboveWater);</font>
+03312 ++ numTileAbove;
+03313 }
+03314 <font class="keywordflow">else</font>
+03315 {
+03316 <font class="comment">// intersect water</font>
+03317 te.setVegetableState(CTileElement::IntersectWater);
+03318 <font class="comment">//nlassert(te.getVegetableState() == CTileElement::IntersectWater);</font>
+03319 ++ numTileIntersect;
+03320 }
+03321 <font class="keywordflow">break</font>;
+03322 }
+03323 }
+03324
+03325 <font class="keywordflow">if</font> (qgIt == <a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>.end()) <font class="comment">// no intersection found ? if yes it's above water</font>
+03326 {
+03327 te.setVegetableState(CTileElement::AboveWater);
+03328 <font class="comment">//nlassert(te.getVegetableState() == CTileElement::AboveWater);</font>
+03329 ++ numTileAbove;
+03330 }
+03331
+03332 <font class="keywordflow">if</font> ((tileCount % 50) == 0)
+03333 {
+03334 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Computing tile position towards water"</font>, (<font class="keywordtype">float</font>) tileCount / totalTileCount);
+03335 }
+03336 }
+03337
+03338 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a>(<font class="stringliteral">"Computing tile position towards water"</font>, 1.f);
+03339
+03340 <a class="code" href="debug_8h.html#a1">nlinfo</a>(<font class="stringliteral">" %d tiles are above water."</font>, numTileAbove);
+03341 <a class="code" href="debug_8h.html#a1">nlinfo</a>(<font class="stringliteral">" %d tiles are below water."</font>, numTileBelow);
+03342 <a class="code" href="debug_8h.html#a1">nlinfo</a>(<font class="stringliteral">" %d tiles intersect water."</font>, numTileIntersect);
+03343
+03344
+03345
+03347 <a class="code" href="namespaceNLMISC.html#a222">NLMISC::contReset</a>(<a class="code" href="classNL3D_1_1CZoneLighter.html#o41">_WaterShapeQuadGrid</a>);
+03348 }
+03349
+<a name="l03351"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c20">03351</a> <font class="keywordtype">void</font> CZoneLighter::setTileFlagsToDefault(std::vector&lt;const CTessFace*&gt; &amp;tessFaces)
+03352 {
+03354 <font class="keywordflow">for</font> (std::vector&lt;const CTessFace*&gt;::iterator it = tessFaces.begin(); it != tessFaces.end(); ++it)
+03355 {
+03356 <font class="keywordflow">if</font> ((*it)-&gt;Patch-&gt;getZone()-&gt;getZoneId() != <a class="code" href="classNL3D_1_1CZoneLighter.html#o4">_ZoneToLight</a>) <font class="keywordflow">continue</font>;
+03357 CTileElement &amp;te = (*it)-&gt;Patch-&gt;Tiles[(*it)-&gt;TileId];
+03358 <font class="keywordflow">if</font> (te.getVegetableState() != CTileElement::VegetableDisabled)
+03359 {
+03360 te.setVegetableState(CTileElement::AboveWater);
+03361 }
+03362 }
+03363 }
+03364
+03365
+<a name="l03367"></a><a class="code" href="classNL3D_1_1CZoneLighter.html#c21">03367</a> uint CZoneLighter::getAPatch (uint process)
+03368 {
+03369 <font class="comment">// Accessor</font>
+03370 CSynchronized&lt;std::vector&lt;bool&gt; &gt;::CAccessor access (&amp;<a class="code" href="classNL3D_1_1CZoneLighter.html#o9">_PatchComputed</a>);
+03371
+03372 <font class="comment">// Current index</font>
+03373 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> = <a class="code" href="classNL3D_1_1CZoneLighter.html#o10">_LastPatchComputed</a>[process];
+03374 uint firstIndex = <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
+03375
+03376 <font class="keywordflow">if</font> (access.value().size() == 0)
+03377 <font class="comment">// no more patches</font>
+03378 <font class="keywordflow">return</font> 0xffffffff;
+03379
+03380 <font class="keywordflow">while</font> (access.value()[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>])
+03381 {
+03382 <font class="comment">// Next patch</font>
+03383 <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>++;
+03384
+03385 <font class="comment">// First ?</font>
+03386 <font class="keywordflow">if</font> (firstIndex == <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>)
+03387 <font class="comment">// no more patches</font>
+03388 <font class="keywordflow">return</font> 0xffffffff;
+03389
+03390 <font class="comment">// Last patch ?</font>
+03391 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> == <a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>.size())
+03392 <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a> = 0;
+03393 }
+03394
+03395 <font class="comment">// Visited</font>
+03396 access.value()[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>] = <font class="keyword">true</font>;
+03397
+03398 <font class="comment">// Last index</font>
+03399 <a class="code" href="classNL3D_1_1CZoneLighter.html#o10">_LastPatchComputed</a>[process] = <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
+03400 <a class="code" href="classNL3D_1_1CZoneLighter.html#o11">_NumberOfPatchComputed</a>++;
+03401
+03402 <font class="comment">// Print</font>
+03403 <a class="code" href="classNL3D_1_1CZoneLighter.html#a8">progress</a> (<font class="stringliteral">"Lighting patches"</font>, (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CZoneLighter.html#o11">_NumberOfPatchComputed</a>/(<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CZoneLighter.html#o23">_PatchInfo</a>.size());
+03404
+03405 <font class="comment">// Return the index</font>
+03406 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>;
+03407 }
+</pre></div>
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