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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>coarse_mesh_build.cpp</h1><a href="coarse__mesh__build_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="coarse__mesh__build_8h.html">3d/coarse_mesh_build.h</a>"</font> +00029 +00030 <font class="preprocessor">#include "<a class="code" href="mesh_8h.html">3d/mesh.h</a>"</font> +00031 +00032 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00033 +00034 <font class="keyword">namespace </font>NL3D +00035 { +00036 +00037 <font class="comment">// ***************************************************************************</font> +00038 +<a name="l00039"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#a0">00039</a> <font class="keywordtype">bool</font> CCoarseMeshBuild::build (<font class="keyword">const</font> std::vector<CCoarseMeshDesc>& coarseMeshes, CBitmap& bitmap, CStats& stats, <font class="keywordtype">float</font> mulArea) +00040 { +00041 <font class="comment">// 1. build the bitmap</font> +00042 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#u0">MapBitmapDesc</a> desc; +00043 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c1">buildBitmap</a> (coarseMeshes, bitmap, stats, desc, mulArea)==<font class="keyword">false</font>) +00044 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00045 +00046 <font class="comment">// 2. remap coordinates</font> +00047 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c2">remapCoordinates</a> (coarseMeshes, desc); +00048 +00049 <font class="comment">// 3. ok</font> +00050 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00051 } +00052 +00053 <font class="comment">// ***************************************************************************</font> +00054 +00055 <font class="comment">// Class descriptor for bitmap inserted</font> +<a name="l00056"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html">00056</a> <font class="keyword">class </font>CInsertedBitmap +00057 { +00058 <font class="keyword">public</font>: +00059 <font class="comment">// Width and height</font> +<a name="l00060"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m0">00060</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m0">Width</a>; +<a name="l00061"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m1">00061</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m1">Height</a>; +00062 +00063 <font class="comment">// Coordinates</font> +<a name="l00064"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m2">00064</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m2">U</a>; +<a name="l00065"></a><a class="code" href="classNL3D_1_1CInsertedBitmap.html#m3">00065</a> uint <a class="code" href="classNL3D_1_1CInsertedBitmap.html#m3">V</a>; +00066 }; +00067 +00068 <font class="comment">// ***************************************************************************</font> +00069 +<a name="l00070"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c1">00070</a> <font class="keywordtype">bool</font> CCoarseMeshBuild::buildBitmap (<font class="keyword">const</font> std::vector<CCoarseMeshDesc>& coarseMeshes, CBitmap& bitmap, CStats& stats, MapBitmapDesc& desc, <font class="keywordtype">float</font> mulArea) +00071 { +00072 <font class="comment">// Total area used by texture</font> +00073 uint totalArea=0; +00074 +00075 <font class="comment">// ***************************************************************************</font> +00076 +00077 <font class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</font> +00078 <font class="keyword">typedef</font> std::multimap<uint, CBitmapDesc> MapAreaBitmap; +00079 MapAreaBitmap mapArea; +00080 uint mesh; +00081 <font class="keywordflow">for</font> (mesh=0; mesh<coarseMeshes.size(); mesh++) +00082 { +00083 <font class="comment">// Geom mesh pointer</font> +00084 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom; +00085 +00086 <font class="comment">// Base mesh pointer</font> +00087 <font class="keyword">const</font> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase; +00088 +00089 <font class="comment">// For each matrix block</font> +00090 uint matrixBlock; +00091 uint nbMatrixBlock=meshGeom->getNbMatrixBlock(); +00092 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock<nbMatrixBlock; matrixBlock++) +00093 { +00094 <font class="comment">// For each render pass</font> +00095 uint renderPass; +00096 uint numRenderPass=meshGeom->getNbRdrPass(matrixBlock); +00097 <font class="keywordflow">for</font> (renderPass=0; renderPass<numRenderPass; renderPass++) +00098 { +00099 <font class="comment">// Render pass material</font> +00100 uint32 matId=meshGeom->getRdrPassMaterial(matrixBlock, renderPass); +00101 +00102 <font class="comment">// Checks</font> +00103 <a class="code" href="debug_8h.html#a6">nlassert</a> (matId<meshBase->getNbMaterial()); +00104 +00105 <font class="comment">// Get the material</font> +00106 <font class="keyword">const</font> CMaterial &material=meshBase->getMaterial(matId); +00107 +00108 <font class="comment">// Get the texture</font> +00109 ITexture *texture=material.getTexture(0); +00110 <font class="keywordflow">if</font> (texture) +00111 { +00112 <font class="comment">// Get its name</font> +00113 std::string name; +00114 <font class="keywordflow">if</font> (texture->supportSharing()) +00115 { +00116 <font class="comment">// Get sharing name</font> +00117 name=texture->getShareName(); +00118 } +00119 <font class="keywordflow">else</font> +00120 { +00121 <font class="comment">// Build a name</font> +00122 name=toString ((uint)texture); +00123 } +00124 +00125 <font class="comment">// Already added ?</font> +00126 <font class="keywordflow">if</font> (desc.find (name)==desc.end()) +00127 { +00128 <font class="comment">// Add it..</font> +00129 +00130 <font class="comment">// Generate the texture</font> +00131 texture->generate(); +00132 +00133 <font class="comment">// Convert to RGBA</font> +00134 texture->convertToType (CBitmap::RGBA); +00135 +00136 <font class="comment">// Backup original size</font> +00137 <font class="keywordtype">float</font> originalWidth = (float)texture->getWidth(); +00138 <font class="keywordtype">float</font> originalHeight = (float)texture->getHeight(); +00139 +00140 <font class="comment">// Expand the texture</font> +00141 <a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c0">expand</a> (*texture); +00142 +00143 <font class="comment">// Descriptor for this texture</font> +00144 CBitmapDesc descBitmap; +00145 uint area = texture->getWidth() * texture->getHeight(); +00146 descBitmap.Texture = texture; +00147 descBitmap.Name = name; +00148 descBitmap.FactorU = originalWidth; +00149 descBitmap.FactorV = originalHeight; +00150 +00151 <font class="comment">// Insert it in the maps</font> +00152 desc.insert (MapBitmapDesc::value_type (name, descBitmap)); +00153 mapArea.insert (MapAreaBitmap::value_type(area, descBitmap)); +00154 +00155 <font class="comment">// Sum area if added</font> +00156 totalArea+=area; +00157 } +00158 } +00159 } +00160 } +00161 } +00162 +00163 <font class="comment">// ***************************************************************************</font> +00164 +00165 <font class="comment">// 2. Calc the best area for the dest texture and resize the bitmap</font> +00166 +00167 <font class="comment">// Total area used by the textures + a little more</font> +00168 uint newArea=<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a> (<a class="code" href="namespaceNLMISC.html#a223">raiseToNextPowerOf2</a> (totalArea)); +00169 <font class="keywordflow">while</font> ((1<<newArea)<(sint)(mulArea*(float)totalArea)) +00170 { +00171 newArea++; +00172 } +00173 +00174 <font class="comment">// Calc width and height with HEIGHT==WIDTH or HEIGHT=2*WIDTH</font> +00175 uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=1<<(newArea/2); +00176 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=1<<(newArea/2 + (newArea&1)); +00177 +00178 <font class="comment">// Resize the bitmap and set the pixel format</font> +00179 bitmap.resize (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>, CBitmap::RGBA); +00180 +00181 <font class="comment">// Checks</font> +00182 <font class="keywordflow">if</font> (totalArea==0) +00183 { +00184 <font class="comment">// No texture, ok computed.</font> +00185 stats.TextureUsed=1; +00186 +00187 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00188 } +00189 +00190 <font class="comment">// ***************************************************************************</font> +00191 +00192 <font class="comment">// 3. Place each texture in the bitmap in uncreasing order</font> +00193 <font class="keyword">typedef</font> std::multimap<sint, CInsertedBitmap> mapInsertedBitmap; +00194 +00195 <font class="comment">// For each texture</font> +00196 MapAreaBitmap::iterator ite=mapArea.end(); +00197 +00198 <font class="comment">// Inserted bitmap desc</font> +00199 mapInsertedBitmap inserted; +00200 +00201 <font class="comment">// Max texture height</font> +00202 uint maxTexHeight=0; +00203 +00204 <font class="keywordflow">do</font> +00205 { +00206 ite--; +00207 <a class="code" href="debug_8h.html#a6">nlassert</a> (ite!=mapArea.end()); +00208 +00209 <font class="comment">// Texture</font> +00210 ITexture *texture=ite->second.Texture; +00211 +00212 <font class="comment">// Size of the texture</font> +00213 uint widthTex=texture->getWidth(); +00214 uint heightTex=texture->getHeight(); +00215 +00216 <font class="comment">// Width and height max</font> +00217 uint widthMax=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-widthTex; +00218 uint heightMax=<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-heightTex; +00219 +00220 <font class="comment">// Test against others..</font> +00221 <font class="keywordtype">bool</font> enter=<font class="keyword">false</font>; +00222 +00223 <font class="comment">// For each row and each column</font> +00224 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><heightMax; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>++) +00225 { +00226 <font class="keywordflow">for</font> (uint u=0; u<widthMax; u++) +00227 { +00228 <font class="comment">// Test against others..</font> +00229 enter=<font class="keyword">true</font>; +00230 +00231 <font class="comment">// Get the first to test</font> +00232 mapInsertedBitmap::iterator toTest=inserted.lower_bound ((sint)<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>-(sint)maxTexHeight); +00233 <font class="keywordflow">while</font> (toTest!=inserted.end()) +00234 { +00235 <font class="comment">// Make a test ?</font> +00236 <font class="keywordflow">if</font> ((sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+heightTex)<=(toTest->first)) +00237 { +00238 <font class="comment">// Ok, end test</font> +00239 <font class="keywordflow">break</font>; +00240 } +00241 +00242 <font class="comment">// Test it</font> +00243 uint otherU=toTest->second.U; +00244 uint otherV=toTest->second.V; +00245 uint otherWidth=toTest->second.Width; +00246 uint otherHeight=toTest->second.Height; +00247 <font class="keywordflow">if</font> ((v<otherV+otherHeight) && (v+heightTex>otherV) && +00248 (u<otherU+otherWidth) && (u+widthTex>otherU)) +00249 { +00250 <font class="comment">// Collision</font> +00251 enter=<font class="keyword">false</font>; +00252 u=toTest->second.U+otherWidth-1; +00253 <font class="keywordflow">break</font>; +00254 } +00255 +00256 <font class="comment">// Next to test</font> +00257 toTest++; +00258 } +00259 +00260 <font class="comment">// Enter ?</font> +00261 <font class="keywordflow">if</font> (enter) +00262 { +00263 <font class="comment">// Ok, enter</font> +00264 +00265 <font class="comment">// Insert an inserted descriptor</font> +00266 CInsertedBitmap descInserted; +00267 descInserted.Width=widthTex; +00268 descInserted.Height=heightTex; +00269 descInserted.U=u; +00270 descInserted.V=<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>; +00271 inserted.insert (mapInsertedBitmap::value_type (<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, descInserted)); +00272 +00273 <font class="comment">// Max height</font> +00274 <font class="keywordflow">if</font> (heightTex>maxTexHeight) +00275 maxTexHeight=heightTex; +00276 +00277 <font class="comment">// Blit in the texture</font> +00278 bitmap.blit (texture, u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00279 +00280 <font class="comment">// Get the descriptor by the name</font> +00281 MapBitmapDesc::iterator iteInserted=desc.find (ite->second.Name); +00282 <a class="code" href="debug_8h.html#a6">nlassert</a> (iteInserted!=desc.end()); +00283 +00284 <font class="comment">// Set the U and V texture coordinates</font> +00285 iteInserted->second.U=(float)(u+1)/(float)<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>; +00286 iteInserted->second.V=(float)(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+1)/(float)<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>; +00287 +00288 <font class="comment">// Set ratio</font> +00289 iteInserted->second.FactorU /= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>; +00290 iteInserted->second.FactorV /= (float)<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>; +00291 +00292 <font class="comment">// End</font> +00293 <font class="keywordflow">break</font>; +00294 } +00295 +00296 <font class="comment">// next..</font> +00297 } +00298 +00299 <font class="comment">// Enter ?</font> +00300 <font class="keywordflow">if</font> (enter) +00301 <font class="keywordflow">break</font>; +00302 } +00303 +00304 <font class="comment">// Not enter ?</font> +00305 <font class="keywordflow">if</font> (!enter) +00306 <font class="comment">// Texture too small..</font> +00307 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00308 } +00309 <font class="keywordflow">while</font> (ite!=mapArea.begin()); +00310 +00311 <font class="comment">// Some stats</font> +00312 stats.TextureUsed=(float)totalArea/(float)(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>); +00313 +00314 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00315 } +00316 +00317 <font class="comment">// ***************************************************************************</font> +00318 +<a name="l00319"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c0">00319</a> <font class="keywordtype">void</font> CCoarseMeshBuild::expand (CBitmap& bitmap) +00320 { +00321 <font class="comment">// Get size</font> +00322 uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=bitmap.getWidth(); +00323 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=bitmap.getHeight(); +00324 +00325 <font class="comment">// Valid size ?</font> +00326 <font class="keywordflow">if</font> ((<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>!=0) && (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>!=0)) +00327 { +00328 <font class="comment">// Copy the bitmap</font> +00329 CBitmap copy=bitmap; +00330 +00331 <font class="comment">// Resize the bitmap</font> +00332 bitmap.resize (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+2); +00333 +00334 <font class="comment">// Copy old bitmap</font> +00335 bitmap.blit (&copy, 1, 1); +00336 +00337 <font class="comment">// Make a top and bottom border</font> +00338 uint32 *topSrc=(uint32*)&(copy.getPixels()[0]); +00339 uint32 *topDest=((uint32*)&(bitmap.getPixels()[0]))+1; +00340 memcpy (topDest, topSrc, 4*<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>); +00341 uint32 *bottomSrc=topSrc+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-1); +00342 uint32 *bottomDest=((uint32*)&(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+1)+1; +00343 memcpy (bottomDest, bottomSrc, 4*<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>); +00344 +00345 <font class="comment">// Make a left and right border</font> +00346 uint32 *leftSrc=(uint32*)&(copy.getPixels()[0]); +00347 uint32 *leftDest=((uint32*)&(bitmap.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2; +00348 uint32 *rightSrc=leftSrc+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-1; +00349 uint32 *rightDest=leftDest+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+1; +00350 uint i; +00351 <font class="keywordflow">for</font> (i=0; i<<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>; i++) +00352 { +00353 <font class="comment">// Copy the borders</font> +00354 *leftDest=*leftSrc; +00355 *rightDest=*rightSrc; +00356 +00357 <font class="comment">// Move pointers</font> +00358 leftDest+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2; +00359 rightDest+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2; +00360 leftSrc+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>; +00361 rightSrc+=<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>; +00362 } +00363 +00364 <font class="comment">// Make corners</font> +00365 +00366 <font class="comment">// Left top</font> +00367 *(uint32*)&(bitmap.getPixels()[0])=*(uint32*)&(copy.getPixels()[0]); +00368 +00369 <font class="comment">// Rigth top</font> +00370 *(((uint32*)&(bitmap.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+1)=*(((uint32*)&(copy.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>-1); +00371 +00372 <font class="comment">// Rigth bottom</font> +00373 *(((uint32*)&(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+2)-1)=*(((uint32*)&(copy.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-1); +00374 +00375 <font class="comment">// Left bottom</font> +00376 *(((uint32*)&(bitmap.getPixels()[0]))+(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>+2)*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>+1))=*(((uint32*)&(copy.getPixels()[0]))+<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>-1)); +00377 } +00378 } +00379 +00380 <font class="comment">// ***************************************************************************</font> +00381 +<a name="l00382"></a><a class="code" href="classNL3D_1_1CCoarseMeshBuild.html#c2">00382</a> <font class="keywordtype">void</font> CCoarseMeshBuild::remapCoordinates (<font class="keyword">const</font> std::vector<CCoarseMeshDesc>& coarseMeshes, <font class="keyword">const</font> MapBitmapDesc& desc) +00383 { +00384 <font class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</font> +00385 <font class="keyword">typedef</font> std::multimap<float, CBitmapDesc> MapAreaBitmap; +00386 MapAreaBitmap mapArea; +00387 uint mesh; +00388 <font class="keywordflow">for</font> (mesh=0; mesh<coarseMeshes.size(); mesh++) +00389 { +00390 <font class="comment">// Geom mesh pointer</font> +00391 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom; +00392 +00393 <font class="comment">// Base mesh pointer</font> +00394 <font class="keyword">const</font> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase; +00395 +00396 <font class="comment">// The vertex buffer</font> +00397 CVertexBuffer &vertexBuffer=const_cast<CVertexBuffer&> (meshGeom->getVertexBuffer()); +00398 +00399 <font class="comment">// For each matrix block</font> +00400 uint matrixBlock; +00401 uint nbMatrixBlock=meshGeom->getNbMatrixBlock(); +00402 <font class="keywordflow">for</font> (matrixBlock=0; matrixBlock<nbMatrixBlock; matrixBlock++) +00403 { +00404 <font class="comment">// For each render pass</font> +00405 uint renderPass; +00406 uint numRenderPass=meshGeom->getNbRdrPass(matrixBlock); +00407 <font class="keywordflow">for</font> (renderPass=0; renderPass<numRenderPass; renderPass++) +00408 { +00409 <font class="comment">// Render pass material</font> +00410 uint32 matId=meshGeom->getRdrPassMaterial(matrixBlock, renderPass); +00411 +00412 <font class="comment">// Checks</font> +00413 <a class="code" href="debug_8h.html#a6">nlassert</a> (matId<meshBase->getNbMaterial()); +00414 +00415 <font class="comment">// Get the material</font> +00416 <font class="keyword">const</font> CMaterial &material=meshBase->getMaterial(matId); +00417 +00418 <font class="comment">// Get the texture</font> +00419 ITexture *texture=material.getTexture(0); +00420 <font class="keywordflow">if</font> (texture) +00421 { +00422 <font class="comment">// Get its name</font> +00423 std::string name; +00424 <font class="keywordflow">if</font> (texture->supportSharing()) +00425 { +00426 <font class="comment">// Get sharing name</font> +00427 name=texture->getShareName(); +00428 } +00429 <font class="keywordflow">else</font> +00430 { +00431 <font class="comment">// Build a name</font> +00432 name=toString ((uint)texture); +00433 } +00434 +00435 <font class="comment">// Find the texture</font> +00436 MapBitmapDesc::const_iterator ite=desc.find (name); +00437 <a class="code" href="debug_8h.html#a6">nlassert</a> (ite!=desc.end()); +00438 +00439 <font class="comment">// Descriptor ref</font> +00440 <font class="keyword">const</font> CBitmapDesc& descBitmap=ite->second; +00441 +00442 <font class="comment">// Get primitives</font> +00443 <font class="keyword">const</font> CPrimitiveBlock &primitiveBlock=meshGeom->getRdrPassPrimitiveBlock(matrixBlock,renderPass); +00444 +00445 <font class="comment">// Set of vertex to remap</font> +00446 std::set<uint> vertexToRemap; +00447 +00448 <font class="comment">// Remap triangles</font> +00449 uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>; +00450 <font class="keyword">const</font> uint32 *indexPtr=primitiveBlock.getTriPointer(); +00451 uint32 numIndex=3*primitiveBlock.getNumTri(); +00452 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a><numIndex; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>++) +00453 vertexToRemap.insert (indexPtr[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]); +00454 +00455 <font class="comment">// Remap quad</font> +00456 indexPtr=primitiveBlock.getQuadPointer(); +00457 numIndex=4*primitiveBlock.getNumQuad(); +00458 <font class="keywordflow">for</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a><numIndex; <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>++) +00459 vertexToRemap.insert (indexPtr[<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>]); +00460 +00461 <font class="comment">// Remap the vertex</font> +00462 std::set<uint>::iterator iteRemap=vertexToRemap.begin(); +00463 <font class="keywordflow">while</font> (iteRemap!=vertexToRemap.end()) +00464 { +00465 <font class="comment">// Remap the vertex</font> +00466 <font class="keywordtype">float</font> *UVCoordinate=(<font class="keywordtype">float</font>*)vertexBuffer.getTexCoordPointer(*iteRemap); +00467 UVCoordinate[0]=UVCoordinate[0]*descBitmap.FactorU+descBitmap.U; +00468 UVCoordinate[1]=UVCoordinate[1]*descBitmap.FactorV+descBitmap.V; +00469 +00470 <font class="comment">// Next vertex</font> +00471 iteRemap++; +00472 } +00473 } +00474 } +00475 } +00476 } +00477 } +00478 +00479 <font class="comment">// ***************************************************************************</font> +00480 +00481 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |