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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>instance_lighter.cpp</h1><a href="instance__lighter_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="instance__lighter_8h.html">3d/instance_lighter.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="mesh__multi__lod_8h.html">3d/mesh_multi_lod.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="path_8h.html">nel/misc/path.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="visual__collision__manager_8h.html">3d/visual_collision_manager.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="visual__collision__entity_8h.html">3d/visual_collision_entity.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="ig__surface__light__build_8h.html">3d/ig_surface_light_build.h</a>"</font> +00035 +00036 +00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00038 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00039 +00040 <font class="keyword">namespace </font>NL3D { +00041 +00042 +00043 <font class="comment">// Bad coded: don't set too big else it allocates too much memory.</font> +<a name="l00044"></a><a class="code" href="instance__lighter_8cpp.html#a0">00044</a> <font class="preprocessor">#define NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE 16</font> +00045 <font class="preprocessor"></font> +00046 +00047 <font class="comment">// ***************************************************************************</font> +00048 <font class="comment">// ***************************************************************************</font> +00049 <font class="comment">// Setup part</font> +00050 <font class="comment">// ***************************************************************************</font> +00051 <font class="comment">// ***************************************************************************</font> +00052 +00053 +00054 <font class="comment">// ***************************************************************************</font> +<a name="l00055"></a><a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#a0">00055</a> CInstanceLighter::CLightDesc::CLightDesc () +00056 { +00057 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m1">LightDirection</a>.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a> (1, 1, -1); +00058 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m2">GridSize</a>=512; +00059 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m3">GridCellSize</a>=4; +00060 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m4">Shadow</a>= <font class="keyword">true</font>; +00061 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m5">OverSampling</a>= 0; +00062 <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m0">DisableSunContribution</a>= <font class="keyword">false</font>; +00063 } +00064 +00065 <font class="comment">// ***************************************************************************</font> +<a name="l00066"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a0">00066</a> CInstanceLighter::CInstanceLighter() +00067 { +00068 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>= NULL; +00069 } +00070 +00071 <font class="comment">// ***************************************************************************</font> +<a name="l00072"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a2">00072</a> <font class="keywordtype">void</font> CInstanceLighter::init () +00073 { +00074 } +00075 +00076 <font class="comment">// ***************************************************************************</font> +<a name="l00077"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">00077</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (CLandscape &landscape, std::vector<uint> &listZone, uint order, std::vector<CTriangle>& triangleArray) +00078 { +00079 <font class="comment">// Lamed from CZoneLighter.</font> +00080 <font class="comment">// Set all to refine</font> +00081 <a class="code" href="classNL3D_1_1CInstanceLighter.html#f2">excludeAllPatchFromRefineAll</a> (landscape, listZone, <font class="keyword">false</font>); +00082 +00083 <font class="comment">// Setup the landscape</font> +00084 landscape.setThreshold (0); +00085 landscape.setTileMaxSubdivision (order); +00086 +00087 <font class="comment">// Refine it</font> +00088 landscape.refineAll (CVector (0, 0, 0)); +00089 +00090 <font class="comment">// Dump tesselated triangles</font> +00091 std::vector<const CTessFace*> leaves; +00092 landscape.getTessellationLeaves(leaves); +00093 +00094 <font class="comment">// Number of leaves</font> +00095 uint leavesCount=leaves.size(); +00096 +00097 <font class="comment">// Reserve the array</font> +00098 triangleArray.reserve (triangleArray.size()+leavesCount); +00099 +00100 <font class="comment">// Scan each leaves</font> +00101 <font class="keywordflow">for</font> (uint leave=0; leave<leavesCount; leave++) +00102 { +00103 <font class="comment">// Leave</font> +00104 <font class="keyword">const</font> CTessFace *face=leaves[leave]; +00105 +00106 <font class="comment">// Add a triangle. -1 because not an instance from an IG</font> +00107 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (face->VBase->EndPos, face->VLeft->EndPos, face->VRight->EndPos), -1 )); +00108 } +00109 +00110 <font class="comment">// Setup the landscape</font> +00111 landscape.setThreshold (1000); +00112 landscape.setTileMaxSubdivision (0); +00113 +00114 <font class="comment">// Remove all triangles</font> +00115 landscape.refineAll (CVector (0, 0, 0)); +00116 landscape.refineAll (CVector (0, 0, 0)); +00117 landscape.refineAll (CVector (0, 0, 0)); +00118 landscape.refineAll (CVector (0, 0, 0)); +00119 landscape.refineAll (CVector (0, 0, 0)); +00120 landscape.refineAll (CVector (0, 0, 0)); +00121 landscape.refineAll (CVector (0, 0, 0)); +00122 landscape.refineAll (CVector (0, 0, 0)); +00123 landscape.refineAll (CVector (0, 0, 0)); +00124 landscape.refineAll (CVector (0, 0, 0)); +00125 +00126 } +00127 +00128 <font class="comment">// ***************************************************************************</font> +<a name="l00129"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d2">00129</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> IShape &shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a>& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId) +00130 { +00131 <font class="comment">// Lamed from CZoneLighter.</font> +00132 +00133 <font class="comment">// Cast to CMesh</font> +00134 <font class="keyword">const</font> CMesh *mesh=dynamic_cast<const CMesh*>(&shape); +00135 +00136 <font class="comment">// Cast to CMeshMultiLod</font> +00137 <font class="keyword">const</font> CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape); +00138 +00139 <font class="comment">// Cast to CMeshMultiLod</font> +00140 <font class="keyword">const</font> CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&shape); +00141 +00142 <font class="comment">// It is a mesh ?</font> +00143 <font class="keywordflow">if</font> (mesh) +00144 { +00145 <font class="comment">// Add its triangles</font> +00146 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (mesh->getMeshGeom (), modelMT, triangleArray, instanceId); +00147 } +00148 <font class="comment">// It is a CMeshMultiLod ?</font> +00149 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMulti) +00150 { +00151 <font class="comment">// Get the first geommesh</font> +00152 <font class="keyword">const</font> IMeshGeom *meshGeom=&meshMulti->getMeshGeom (0); +00153 +00154 <font class="comment">// Dynamic cast</font> +00155 <font class="keyword">const</font> CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(meshGeom); +00156 <font class="keywordflow">if</font> (geomMesh) +00157 { +00158 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (*geomMesh, modelMT, triangleArray, instanceId); +00159 } +00160 +00161 <font class="comment">// Dynamic cast</font> +00162 <font class="keyword">const</font> CMeshMRMGeom *mrmGeomMesh=dynamic_cast<const CMeshMRMGeom*>(meshGeom); +00163 <font class="keywordflow">if</font> (mrmGeomMesh) +00164 { +00165 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (*mrmGeomMesh, modelMT, triangleArray, instanceId); +00166 } +00167 } +00168 <font class="comment">// It is a CMeshMultiLod ?</font> +00169 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMRM) +00170 { +00171 <font class="comment">// Get the first lod mesh geom</font> +00172 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (meshMRM->getMeshGeom (), modelMT, triangleArray, instanceId); +00173 } +00174 } +00175 +00176 +00177 <font class="comment">// ***************************************************************************</font> +00178 +<a name="l00179"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f0">00179</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> CMeshGeom &meshGeom, <font class="keyword">const</font> CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId) +00180 { +00181 <font class="comment">// Get the vertex buffer</font> +00182 <font class="keyword">const</font> CVertexBuffer &vb=meshGeom.getVertexBuffer(); +00183 +00184 <font class="comment">// For each matrix block</font> +00185 uint numBlock=meshGeom.getNbMatrixBlock(); +00186 <font class="keywordflow">for</font> (uint block=0; block<numBlock; block++) +00187 { +00188 <font class="comment">// For each render pass</font> +00189 uint numRenderPass=meshGeom.getNbRdrPass(block); +00190 <font class="keywordflow">for</font> (uint pass=0; pass<numRenderPass; pass++) +00191 { +00192 <font class="comment">// Get the primitive block</font> +00193 <font class="keyword">const</font> CPrimitiveBlock &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass); +00194 +00195 <font class="comment">// Dump triangles</font> +00196 <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer (); +00197 uint numTri=primitive.getNumTri (); +00198 uint tri; +00199 <font class="keywordflow">for</font> (tri=0; tri<numTri; tri++) +00200 { +00201 <font class="comment">// Vertex</font> +00202 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3])); +00203 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1])); +00204 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2])); +00205 +00206 <font class="comment">// Make a triangle</font> +00207 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId)); +00208 } +00209 +00210 <font class="comment">// Dump quad</font> +00211 triIndex=primitive.getQuadPointer (); +00212 numTri=primitive.getNumQuad (); +00213 <font class="keywordflow">for</font> (tri=0; tri<numTri; tri++) +00214 { +00215 <font class="comment">// Vertex</font> +00216 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4])); +00217 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1])); +00218 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2])); +00219 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3])); +00220 +00221 <font class="comment">// Make 2 triangles</font> +00222 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId)); +00223 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId)); +00224 } +00225 } +00226 } +00227 } +00228 +00229 <font class="comment">// ***************************************************************************</font> +00230 +<a name="l00231"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f1">00231</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> CMeshMRMGeom &meshGeom, <font class="keyword">const</font> CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId) +00232 { +00233 <font class="comment">// Get the vertex buffer</font> +00234 <font class="keyword">const</font> CVertexBuffer &vb=meshGeom.getVertexBuffer(); +00235 +00236 <font class="comment">// For each render pass</font> +00237 uint numRenderPass=meshGeom.getNbRdrPass(0); +00238 <font class="keywordflow">for</font> (uint pass=0; pass<numRenderPass; pass++) +00239 { +00240 <font class="comment">// Get the primitive block</font> +00241 <font class="keyword">const</font> CPrimitiveBlock &primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass); +00242 +00243 <font class="comment">// Dump triangles</font> +00244 <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer (); +00245 uint numTri=primitive.getNumTri (); +00246 uint tri; +00247 <font class="keywordflow">for</font> (tri=0; tri<numTri; tri++) +00248 { +00249 <font class="comment">// Vertex</font> +00250 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3])); +00251 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1])); +00252 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2])); +00253 +00254 <font class="comment">// Make a triangle</font> +00255 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId)); +00256 } +00257 +00258 <font class="comment">// Dump quad</font> +00259 triIndex=primitive.getQuadPointer (); +00260 numTri=primitive.getNumQuad (); +00261 <font class="keywordflow">for</font> (tri=0; tri<numTri; tri++) +00262 { +00263 <font class="comment">// Vertex</font> +00264 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4])); +00265 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1])); +00266 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2])); +00267 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3])); +00268 +00269 <font class="comment">// Make 2 triangles</font> +00270 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId)); +00271 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId)); +00272 } +00273 } +00274 } +00275 +00276 <font class="comment">// ***************************************************************************</font> +00277 +<a name="l00278"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f2">00278</a> <font class="keywordtype">void</font> CInstanceLighter::excludeAllPatchFromRefineAll (CLandscape &landscape, vector<uint> &listZone, <font class="keywordtype">bool</font> exclude) +00279 { +00280 <font class="comment">// For each zone</font> +00281 <font class="keywordflow">for</font> (uint zone=0; zone<listZone.size(); zone++) +00282 { +00283 <font class="comment">// Get num patches</font> +00284 uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs(); +00285 +00286 <font class="comment">// For each patches</font> +00287 <font class="keywordflow">for</font> (uint patch=0; patch<patchCount; patch++) +00288 { +00289 <font class="comment">// Exclude all the patches from refine all</font> +00290 landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude); +00291 } +00292 } +00293 } +00294 +00295 +00296 <font class="comment">// ***************************************************************************</font> +00297 <font class="comment">// ***************************************************************************</font> +00298 <font class="comment">// light part</font> +00299 <font class="comment">// ***************************************************************************</font> +00300 <font class="comment">// ***************************************************************************</font> +00301 +00302 +00303 +00304 <font class="comment">// ***************************************************************************</font> +<a name="l00305"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a3">00305</a> <font class="keywordtype">void</font> CInstanceLighter::light (<font class="keyword">const</font> CInstanceGroup &igIn, CInstanceGroup &igOut, <font class="keyword">const</font> CLightDesc &lightDesc, +00306 std::vector<CTriangle>& obstacles, CLandscape *landscape, CIGSurfaceLightBuild *igSurfaceLightBuild) +00307 { +00308 sint i; +00309 CVector outGlobalPos; +00310 std::vector<CCluster> outClusters; +00311 std::vector<CPortal> outPortals; +00312 std::vector<CPointLightNamed> pointLightList; +00313 +00314 <a class="code" href="debug_8h.html#a6">nlassert</a>(lightDesc.OverSampling==0 || lightDesc.OverSampling==2 || lightDesc.OverSampling==4 +00315 || lightDesc.OverSampling==8 || lightDesc.OverSampling==16); +00316 +00317 <font class="comment">// Setup.</font> +00318 <font class="comment">//========</font> +00319 +00320 <font class="comment">// Prepare IGSurfaceLight lighting</font> +00321 <font class="comment">//-----------</font> +00322 <font class="comment">// Bkup SurfaceLightBuild to know if must light the surfaces, in differents part of the process.</font> +00323 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>= igSurfaceLightBuild; +00324 <font class="comment">// Prepare _IGRetrieverGridMap.</font> +00325 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.clear(); +00326 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00327 { +00328 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_17">_TotalCellNumber</a>= 0; +00329 CIGSurfaceLightBuild::ItRetrieverGridMap itSrc; +00330 itSrc= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.begin(); +00331 <font class="comment">// For all retrievers Infos in _IGSurfaceLightBuild</font> +00332 <font class="keywordflow">while</font>(itSrc!=<a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.end()) +00333 { +00334 uint numSurfaces= itSrc->second.Grids.size(); +00335 <font class="comment">// If !empty retriever.</font> +00336 <font class="keywordflow">if</font>(numSurfaces>0) +00337 { +00338 <font class="comment">// Add it to the map, </font> +00339 CIGSurfaceLight::CRetrieverLightGrid &rlgDst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>[itSrc->first]; +00340 <font class="comment">// resize Array of surfaces.</font> +00341 rlgDst.Grids.resize(numSurfaces); +00342 <font class="comment">// For all surfaces, init them in rlgDst.</font> +00343 <font class="keywordflow">for</font>(uint i=0; i<numSurfaces; i++) +00344 { +00345 CIGSurfaceLightBuild::CSurface &surfSrc= itSrc->second.Grids[i]; +00346 CSurfaceLightGrid &surfDst= rlgDst.Grids[i]; +00347 <font class="comment">// Init Cells with a default CellCorner</font> +00348 CSurfaceLightGrid::CCellCorner defaultCellCorner; +00349 defaultCellCorner.SunContribution= 0; +00350 defaultCellCorner.Light[0]= 0xFF; +00351 defaultCellCorner.LocalAmbientId= 0xFF; +00352 +00353 <font class="comment">// Init the grid.</font> +00354 surfDst.Origin= surfSrc.Origin; +00355 surfDst.Width= surfSrc.Width; +00356 surfDst.Height= surfSrc.Height; +00357 surfDst.Cells.resize(surfSrc.Cells.size()); +00358 surfDst.Cells.fill(defaultCellCorner); +00359 <font class="comment">// The grid must be valid an not empty</font> +00360 <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Cells.size() == surfDst.Width*surfDst.Height ); +00361 <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Width>= 2 ); +00362 <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Height>= 2 ); +00363 +00364 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_17">_TotalCellNumber</a>+= surfDst.Cells.size(); +00365 } +00366 } +00367 +00368 <font class="comment">// Next localRetriever info.</font> +00369 itSrc++; +00370 } +00371 } +00372 <font class="comment">// Reset cell iteration.</font> +00373 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>; +00374 +00375 +00376 <font class="comment">// Retrieve info from igIn.</font> +00377 <font class="comment">//-----------</font> +00378 igIn.retrieve (outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList); +00379 +00380 +00381 <font class="comment">// set All Instances StaticLightEnabled= true, and Build _InstanceInfos.</font> +00382 <font class="comment">//-----------</font> +00383 <font class="comment">// Map of shape</font> +00384 std::map<string, IShape*> shapeMap; +00385 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.resize(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size()); +00386 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size();i++) +00387 { +00388 <font class="comment">// Avoid StaticLight precomputing??</font> +00389 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].AvoidStaticLightPreCompute) +00390 { +00391 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">false</font>; +00392 <font class="comment">// Next instance.</font> +00393 <font class="keywordflow">continue</font>; +00394 } +00395 +00396 <font class="comment">// Else let's do it.</font> +00397 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">true</font>; +00398 +00399 +00400 <font class="comment">// Get the shape centerPos;</font> +00401 <font class="comment">//------------</font> +00402 CVector shapeCenterPos; +00403 CVector overSamples[<a class="code" href="classNL3D_1_1CInstanceLighter.html#s1s0">MaxOverSamples</a>]; +00404 +00405 <font class="comment">// Get the instance shape name</font> +00406 string name= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Name; +00407 <font class="keywordtype">bool</font> shapeFound= <font class="keyword">true</font>; +00408 +00409 <font class="comment">// Try to find the shape in the UseShapeMap.</font> +00410 std::map<string, IShape*>::const_iterator iteMap= lightDesc.UserShapeMap.find (name); +00411 +00412 <font class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</font> +00413 <font class="keywordflow">if</font>( iteMap == lightDesc.UserShapeMap.end() ) +00414 { +00415 <font class="comment">// Add a .shape at the end ?</font> +00416 <font class="keywordflow">if</font> (name.find(<font class="charliteral">'.'</font>) == std::string::npos) +00417 name += <font class="stringliteral">".shape"</font>; +00418 +00419 <font class="comment">// Get the instance shape name</font> +00420 string nameLookup = CPath::lookup (name, <font class="keyword">false</font>, <font class="keyword">false</font>); +00421 <font class="keywordflow">if</font> (!nameLookup.empty()) +00422 name = nameLookup; +00423 +00424 <font class="comment">// Find the shape in the bank</font> +00425 iteMap= shapeMap.find (name); +00426 <font class="keywordflow">if</font> (iteMap==shapeMap.end()) +00427 { +00428 <font class="comment">// Input file</font> +00429 CIFile inputFile; +00430 +00431 <font class="keywordflow">if</font> (!name.empty() && inputFile.open (name)) +00432 { +00433 <font class="comment">// Load it</font> +00434 CShapeStream stream; +00435 stream.serial (inputFile); +00436 +00437 <font class="comment">// Get the pointer</font> +00438 iteMap=shapeMap.insert (std::map<string, IShape*>::value_type (name, stream.getShapePointer ())).first; +00439 } +00440 <font class="keywordflow">else</font> +00441 { +00442 <font class="comment">// Error</font> +00443 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"WARNING can't load shape %s\n"</font>, name.c_str()); +00444 shapeFound= <font class="keyword">false</font>; +00445 } +00446 } +00447 } +00448 +00449 +00450 <font class="comment">// Last chance to skip it: fully LightMapped ??</font> +00451 <font class="comment">//-----------</font> +00452 <font class="keywordflow">if</font>(shapeFound) +00453 { +00454 CMeshBase *mesh= dynamic_cast<CMeshBase*>(iteMap->second); +00455 <font class="keywordflow">if</font>(mesh) +00456 { +00457 <font class="comment">// If this mesh is not lightable (fully lightMapped)</font> +00458 <font class="keywordflow">if</font>(!mesh->isLightable()) +00459 { +00460 <font class="comment">// Force Avoid StaticLight precomputing</font> +00461 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].AvoidStaticLightPreCompute= <font class="keyword">true</font>; +00462 <font class="comment">// Disable static lighting.</font> +00463 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">false</font>; +00464 <font class="comment">// Next instance.</font> +00465 <font class="keywordflow">continue</font>; +00466 } +00467 } +00468 } +00469 +00470 +00471 <font class="comment">// Compute pos and OverSamples</font> +00472 <font class="comment">//-----------</font> +00473 { +00474 <font class="comment">// Compute bbox, or default bbox</font> +00475 CAABBox bbox; +00476 <font class="keywordflow">if</font>(!shapeFound) +00477 { +00478 bbox.setCenter(CVector::Null); +00479 bbox.setHalfSize(CVector::Null); +00480 } +00481 <font class="keywordflow">else</font> +00482 { +00483 iteMap->second->getAABBox(bbox); +00484 } +00485 <font class="comment">// get pos</font> +00486 shapeCenterPos= bbox.getCenter(); +00487 +00488 +00489 <font class="comment">// Compute overSamples</font> +00490 <font class="keywordtype">float</font> qx= bbox.getHalfSize().x/2; +00491 <font class="keywordtype">float</font> qy= bbox.getHalfSize().y/2; +00492 <font class="keywordtype">float</font> qz= bbox.getHalfSize().z/2; +00493 <font class="comment">// No OverSampling => just copy.</font> +00494 <font class="keywordflow">if</font>(lightDesc.OverSampling==0) +00495 overSamples[0]= shapeCenterPos; +00496 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==2) +00497 { +00498 <font class="comment">// Prefer Z Axis.</font> +00499 overSamples[0]= shapeCenterPos + CVector(0, 0, qz); +00500 overSamples[1]= shapeCenterPos - CVector(0, 0, qz); +00501 } +00502 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==4) +00503 { +00504 <font class="comment">// Apply an overSampling such that we see 4 points if we look on each side of the bbox.</font> +00505 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz); +00506 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, +qz); +00507 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, +qz); +00508 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz); +00509 } +00510 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==8 || lightDesc.OverSampling==16) +00511 { +00512 <font class="comment">// 8x is the best overSampling shceme for bbox</font> +00513 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz); +00514 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, -qz); +00515 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, -qz); +00516 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz); +00517 overSamples[4]= shapeCenterPos + CVector(-qx, -qy, +qz); +00518 overSamples[5]= shapeCenterPos + CVector(+qx, -qy, +qz); +00519 overSamples[6]= shapeCenterPos + CVector(-qx, +qy, +qz); +00520 overSamples[7]= shapeCenterPos + CVector(+qx, +qy, +qz); +00521 +00522 <font class="comment">// 16x => use this setup, and decal from 1/8</font> +00523 <font class="keywordflow">if</font>(lightDesc.OverSampling==16) +00524 { +00525 CVector decal(qx/2, qy/2, qz/2); +00526 <font class="keywordflow">for</font>(uint sample=0; sample<8; sample++) +00527 { +00528 <font class="comment">// Copy and decal</font> +00529 overSamples[sample+8]= overSamples[sample] + decal; +00530 <font class="comment">// neg decal me</font> +00531 overSamples[sample]-= decal; +00532 } +00533 } +00534 } +00535 } +00536 +00537 +00538 <font class="comment">// Compute pos of the instance</font> +00539 <font class="comment">//------------</font> +00540 CMatrix matInst; +00541 matInst.setPos(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Pos); +00542 matInst.setRot(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Rot); +00543 matInst.scale(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Scale); +00544 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos= matInst * shapeCenterPos; +00545 <font class="comment">// Apply matInst to samples.</font> +00546 uint nSamples= max(1U, lightDesc.OverSampling); +00547 <font class="keywordflow">for</font>(uint sample=0; sample<nSamples; sample++) +00548 { +00549 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].OverSamples[sample]= matInst * overSamples[sample]; +00550 } +00551 } +00552 +00553 <font class="comment">// Clean Up shapes.</font> +00554 <font class="comment">//-----------</font> +00555 std::map<string, IShape*>::iterator iteMap; +00556 iteMap= shapeMap.begin(); +00557 <font class="keywordflow">while</font>(iteMap!= shapeMap.end()) +00558 { +00559 <font class="comment">// delte shape</font> +00560 <font class="keyword">delete</font> iteMap->second; +00561 <font class="comment">// delete entry in map</font> +00562 shapeMap.erase(iteMap); +00563 <font class="comment">// next</font> +00564 iteMap= shapeMap.begin(); +00565 } +00566 +00567 <font class="comment">// Build all obstacles plane.</font> +00568 <font class="comment">//-----------</font> +00569 <font class="keywordflow">for</font>(i=0; i<(sint)obstacles.size();i++) +00570 { +00571 CInstanceLighter::CTriangle& triangle=obstacles[i]; +00572 <font class="comment">// Calc the plane</font> +00573 triangle.Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2); +00574 } +00575 +00576 +00577 <font class="comment">// Lighting</font> +00578 <font class="comment">//========</font> +00579 <font class="comment">// Light With Sun: build the grid, and do it on all _Instances, using _InstanceInfos</font> +00580 <font class="comment">// Compute also Lighting on surface.</font> +00581 <a class="code" href="classNL3D_1_1CInstanceLighter.html#c0">computeSunContribution</a>(lightDesc, obstacles, landscape); +00582 +00583 <font class="comment">// Light With PointLights</font> +00584 <font class="comment">// build the cubeGrids</font> +00585 <a class="code" href="classNL3D_1_1CInstanceLighter.html#c2">compilePointLightRT</a>(lightDesc.GridSize, lightDesc.GridCellSize, obstacles, lightDesc.Shadow); +00586 <font class="comment">// kill pointLightList, because will use mine.</font> +00587 pointLightList.clear(); +00588 <font class="comment">// Light for all _Instances, using _InstanceInfos</font> +00589 <font class="comment">// Compute also Lighting on surface.</font> +00590 <a class="code" href="classNL3D_1_1CInstanceLighter.html#c3">processIGPointLightRT</a>(pointLightList); +00591 +00592 <font class="comment">// If _IGSurfaceLightBuild, then dilate lighting</font> +00593 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00594 { +00595 <a class="code" href="classNL3D_1_1CInstanceLighter.html#c1">dilateLightingOnSurfaceCells</a>(); +00596 } +00597 +00598 +00599 <font class="comment">// Build result.</font> +00600 <font class="comment">//========</font> +00601 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00602 { +00603 <font class="comment">// build with IGSurfaceLight lighting</font> +00604 igOut.build(outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList, +00605 &<a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->CellSize); +00606 } +00607 <font class="keywordflow">else</font> +00608 { +00609 <font class="comment">// build without IGSurfaceLight lighting</font> +00610 igOut.build(outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList); +00611 } +00612 +00613 } +00614 +00615 +00616 <font class="comment">// ***************************************************************************</font> +00617 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a369">NEL3DCalcBase</a> (CVector &direction, CMatrix& <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>) +00618 { +00619 direction.normalize(); +00620 CVector I=(fabs(direction*CVector(1.f,0,0))>0.99)?CVector(0.f,1.f,0.f):CVector(1.f,0.f,0.f); +00621 CVector K=-direction; +00622 CVector J=K^I; +00623 J.normalize(); +00624 I=J^K; +00625 I.normalize(); +00626 <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.identity(); +00627 <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.setRot(I,J,K, <font class="keyword">true</font>); +00628 } +00629 +00630 +00631 +00632 <font class="comment">// ***************************************************************************</font> +<a name="l00633"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c0">00633</a> <font class="keywordtype">void</font> CInstanceLighter::computeSunContribution(<font class="keyword">const</font> CLightDesc &lightDesc, std::vector<CTriangle>& obstacles, CLandscape *landscape) +00634 { +00635 sint i; +00636 <font class="comment">// Use precoputed landscape SunContribution</font> +00637 CVisualCollisionManager *VCM= NULL; +00638 CVisualCollisionEntity *VCE= NULL; +00639 <font class="keywordflow">if</font>(landscape) +00640 { +00641 <font class="comment">// create a CVisualCollisionManager and a CVisualCollisionEntity</font> +00642 VCM= <font class="keyword">new</font> CVisualCollisionManager; +00643 VCM->setLandscape(landscape); +00644 VCE= VCM->createEntity(); +00645 } +00646 std::vector<CPointLightInfluence> dummyPointLightFromLandscape; +00647 dummyPointLightFromLandscape.reserve(1024); +00648 +00649 +00650 <font class="comment">// If DisableSunContribution, easy, </font> +00651 <font class="keywordflow">if</font>(lightDesc.DisableSunContribution) +00652 { +00653 <font class="comment">// Light all instances.</font> +00654 <font class="comment">//==========</font> +00655 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++) +00656 { +00657 <font class="comment">// If staticLight not enabled, skip.</font> +00658 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled ) +00659 <font class="keywordflow">continue</font>; +00660 +00661 <font class="comment">// fill SunContribution to 0</font> +00662 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= 0; +00663 } +00664 +00665 <font class="comment">// Light SurfaceGrid Cells.</font> +00666 <font class="comment">//==========</font> +00667 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00668 { +00669 <font class="comment">// Begin cell iteration</font> +00670 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +00671 <font class="comment">// For all surface cell corners</font> +00672 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +00673 { +00674 <font class="comment">// get the current cell and cellInfo iterated.</font> +00675 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +00676 CSurfaceLightGrid::CCellCorner &cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>(); +00677 +00678 <font class="comment">// if the cell corner lies in the polygon surface.</font> +00679 <font class="keywordflow">if</font>(cellInfo.InSurface) +00680 { +00681 <font class="comment">// fill SunContribution to 0</font> +00682 cell.SunContribution= 0; +00683 <font class="comment">// copy it to cellInfo</font> +00684 cellInfo.SunContribution= cell.SunContribution; +00685 } +00686 +00687 <font class="comment">// next cell</font> +00688 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +00689 } +00690 } +00691 } +00692 <font class="comment">// If no Raytrace Shadow, easy, </font> +00693 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(!lightDesc.Shadow) +00694 { +00695 <font class="comment">// Light all instances.</font> +00696 <font class="comment">//==========</font> +00697 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++) +00698 { +00699 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute SunContribution on Instances"</font>, i / <font class="keywordtype">float</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size()) ); +00700 +00701 <font class="comment">// If staticLight not enabled, skip.</font> +00702 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled ) +00703 <font class="keywordflow">continue</font>; +00704 +00705 <font class="comment">// by default, fill SunContribution to 255</font> +00706 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= 255; +00707 <font class="comment">// Try to get landscape SunContribution (better)</font> +00708 <font class="keywordflow">if</font>(landscape) +00709 { +00710 CVector pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos; +00711 uint8 landSunContribution; +00712 dummyPointLightFromLandscape.clear(); +00713 <font class="comment">// If find faces under me</font> +00714 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> dummyAmbient; +00715 <font class="keywordflow">if</font>(VCE->getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) ) +00716 { +00717 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= landSunContribution; +00718 } +00719 } +00720 } +00721 +00722 <font class="comment">// Light SurfaceGrid Cells.</font> +00723 <font class="comment">//==========</font> +00724 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00725 { +00726 <font class="comment">// Begin cell iteration</font> +00727 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +00728 <font class="comment">// For all surface cell corners</font> +00729 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +00730 { +00731 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute SunContribution on Surfaces"</font>); +00732 +00733 <font class="comment">// get the current cell and cellInfo iterated.</font> +00734 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +00735 CSurfaceLightGrid::CCellCorner &cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>(); +00736 +00737 <font class="comment">// if the cell corner lies in the polygon surface.</font> +00738 <font class="keywordflow">if</font>(cellInfo.InSurface) +00739 { +00740 <font class="comment">// Just init SunContribution to 255, since no shadowing.</font> +00741 cell.SunContribution= 255; +00742 <font class="comment">// copy it to cellInfo</font> +00743 cellInfo.SunContribution= cell.SunContribution; +00744 } +00745 +00746 <font class="comment">// next cell</font> +00747 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +00748 } +00749 } +00750 } +00751 <font class="keywordflow">else</font> +00752 { +00753 <font class="comment">// Compute rayBasis</font> +00754 CVector rayDir= lightDesc.LightDirection; +00755 CMatrix rayBasis; +00756 rayDir.normalize(); +00757 <a class="code" href="zone__lighter_8cpp.html#a7">NEL3DCalcBase</a>(rayDir, rayBasis); +00758 CMatrix invRayBasis; +00759 invRayBasis= rayBasis.inverted(); +00760 +00761 <font class="comment">// Build QuadGrid of obstacles.</font> +00762 <font class="comment">//=========</font> +00763 <font class="comment">// setup quadGrid</font> +00764 CQuadGrid<const CTriangle*> quadGrid; +00765 quadGrid.changeBase (invRayBasis); +00766 quadGrid.create(lightDesc.GridSize, lightDesc.GridCellSize); +00767 <font class="comment">// Insert all obstacles in quadGrid</font> +00768 <font class="keywordflow">for</font>(i=0; i<(sint)obstacles.size(); i++) +00769 { +00770 CAABBox triBBox; +00771 <font class="comment">// Compute the bbox in rayBasis.</font> +00772 triBBox.setCenter(invRayBasis * obstacles[i].Triangle.V0); +00773 triBBox.extend(invRayBasis * obstacles[i].Triangle.V1); +00774 triBBox.extend(invRayBasis * obstacles[i].Triangle.V2); +00775 <font class="comment">// And set the coord in our world, because will be multiplied with invRayBasis in insert()</font> +00776 quadGrid.insert(rayBasis * triBBox.getMin(), rayBasis * triBBox.getMax(), &obstacles[i]); +00777 } +00778 +00779 <font class="comment">// For all instances, light them.</font> +00780 <font class="comment">//=========</font> +00781 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++) +00782 { +00783 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute SunContribution on Instances"</font>, i / <font class="keywordtype">float</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size()) ); +00784 +00785 <font class="comment">// If staticLight not enabled, skip.</font> +00786 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled ) +00787 <font class="keywordflow">continue</font>; +00788 +00789 <font class="comment">// try to use landscape SunContribution.</font> +00790 <font class="keywordtype">bool</font> landUsed= <font class="keyword">false</font>; +00791 <font class="keywordflow">if</font>(landscape) +00792 { +00793 CVector pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos; +00794 uint8 landSunContribution; +00795 dummyPointLightFromLandscape.clear(); +00796 <font class="comment">// If find faces under me</font> +00797 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> dummyAmbient; +00798 <font class="keywordflow">if</font>(VCE->getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) ) +00799 { +00800 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= landSunContribution; +00801 landUsed= <font class="keyword">true</font>; +00802 } +00803 } +00804 +00805 <font class="comment">// If failed to use landscape SunContribution, rayTrace</font> +00806 <font class="keywordflow">if</font>(!landUsed) +00807 { +00808 <font class="comment">// number of samples (1 if no overSampling)</font> +00809 uint nSamples= max(1U, lightDesc.OverSampling); +00810 +00811 <font class="comment">// Default is full lighted.</font> +00812 uint sunAccum= 255*nSamples; +00813 +00814 <font class="comment">// For all samples</font> +00815 <font class="keywordflow">for</font>(uint sample=0; sample<nSamples; sample++) +00816 { +00817 <font class="comment">// pos to rayTrace against</font> +00818 CVector pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].OverSamples[sample]; +00819 +00820 <font class="comment">// rayTrace from this pos.</font> +00821 CVector lightPos= pos-(rayDir*1000.f); +00822 <font class="comment">// Select an element with the X axis as a 3d ray</font> +00823 quadGrid.select (lightPos, lightPos); +00824 <font class="comment">// For each triangle selected</font> +00825 CQuadGrid<const CTriangle*>::CIterator it=quadGrid.begin(); +00826 <font class="keywordflow">while</font> (it!=quadGrid.end()) +00827 { +00828 <font class="keyword">const</font> CTriangle *tri= *it; +00829 +00830 <font class="comment">// If same instanceId, skip</font> +00831 <font class="keywordflow">if</font>(tri->InstanceId != i) +00832 { +00833 CVector hit; +00834 <font class="comment">// If triangle occlude the ray, no sun Contribution</font> +00835 <font class="keywordflow">if</font>(tri->Triangle.intersect(lightPos, pos, hit, tri->Plane)) +00836 { +00837 <font class="comment">// The sample is not touched by sun. sub his contribution</font> +00838 sunAccum-= 255; +00839 <font class="comment">// End</font> +00840 <font class="keywordflow">break</font>; +00841 } +00842 } +00843 +00844 it++; +00845 } +00846 } +00847 +00848 <font class="comment">// Average samples</font> +00849 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= sunAccum / nSamples; +00850 } +00851 +00852 } +00853 +00854 +00855 <font class="comment">// Light SurfaceGrid Cells.</font> +00856 <font class="comment">//==========</font> +00857 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +00858 { +00859 <font class="comment">// No instance currenlty computed, since we compute surface cells.</font> +00860 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= -1; +00861 +00862 <font class="comment">// Begin cell iteration</font> +00863 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +00864 <font class="comment">// For all surface cell corners</font> +00865 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +00866 { +00867 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute SunContribution on Surfaces"</font>); +00868 +00869 <font class="comment">// get the current cell and cellInfo iterated.</font> +00870 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +00871 CSurfaceLightGrid::CCellCorner &cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>(); +00872 +00873 <font class="comment">// if the cell corner lies in the polygon surface.</font> +00874 <font class="keywordflow">if</font>(cellInfo.InSurface) +00875 { +00876 <font class="comment">// number of samples (at least 1 if no overSampling)</font> +00877 uint nSamples= cellInfo.NumOverSamples; +00878 <a class="code" href="debug_8h.html#a6">nlassert</a>(nSamples>=1); +00879 +00880 <font class="comment">// Default is full lighted.</font> +00881 uint sunAccum= 255*nSamples; +00882 +00883 <font class="comment">// For all samples</font> +00884 <font class="keywordflow">for</font>(uint sample=0; sample<nSamples; sample++) +00885 { +00886 <font class="comment">// Get pos to rayTrace.</font> +00887 CVector pos= cellInfo.OverSamples[sample]; +00888 +00889 <font class="comment">// rayTrace from the pos of this Cell sample.</font> +00890 CVector lightPos= pos-(rayDir*1000.f); +00891 <font class="comment">// Select an element with the X axis as a 3d ray</font> +00892 quadGrid.select (lightPos, lightPos); +00893 <font class="comment">// For each triangle selected</font> +00894 CQuadGrid<const CTriangle*>::CIterator it=quadGrid.begin(); +00895 <font class="keywordflow">while</font> (it!=quadGrid.end()) +00896 { +00897 <font class="keyword">const</font> CTriangle *tri= *it; +00898 +00899 CVector hit; +00900 <font class="comment">// If triangle occlude the ray, no sun Contribution</font> +00901 <font class="keywordflow">if</font>(tri->Triangle.intersect(lightPos, pos, hit, tri->Plane)) +00902 { +00903 <font class="comment">// The cell sample is not touched by sun. sub his contribution</font> +00904 sunAccum-= 255; +00905 <font class="comment">// End</font> +00906 <font class="keywordflow">break</font>; +00907 } +00908 +00909 it++; +00910 } +00911 } +00912 +00913 <font class="comment">// Average SunContribution</font> +00914 cell.SunContribution= sunAccum / nSamples; +00915 +00916 <font class="comment">// copy it to cellInfo</font> +00917 cellInfo.SunContribution= cell.SunContribution; +00918 } +00919 +00920 <font class="comment">// next cell</font> +00921 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +00922 } +00923 } +00924 } +00925 +00926 +00927 <font class="comment">// Clean VCM and VCE</font> +00928 <font class="keywordflow">if</font>(landscape) +00929 { +00930 <font class="comment">// delete CVisualCollisionManager and CVisualCollisionEntity</font> +00931 VCM->deleteEntity(VCE); +00932 <font class="keyword">delete</font> VCM; +00933 } +00934 +00935 } +00936 +00937 +00938 +00939 <font class="comment">// ***************************************************************************</font> +00940 <font class="comment">// ***************************************************************************</font> +00941 <font class="comment">// PointLights part</font> +00942 <font class="comment">// ***************************************************************************</font> +00943 <font class="comment">// ***************************************************************************</font> +00944 +00945 +00946 <font class="comment">// ***************************************************************************</font> +<a name="l00947"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#a0">00947</a> CInstanceLighter::CPointLightRT::CPointLightRT() +00948 { +00949 <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m4">RefCount</a>= 0; +00950 } +00951 +00952 +00953 <font class="comment">// ***************************************************************************</font> +<a name="l00954"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#a1">00954</a> <font class="keywordtype">bool</font> CInstanceLighter::CPointLightRT::testRaytrace(<font class="keyword">const</font> CVector &<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, sint instanceComputed) +00955 { +00956 CVector dummy; +00957 +00958 <font class="keywordflow">if</font>(!<a class="code" href="structNL3D_1_1CInstanceLighter_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>)) +00959 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00960 +00961 <font class="comment">// If Ambient light, just skip</font> +00962 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::AmbientLight) +00963 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00964 +00965 <font class="comment">// If SpotLight verify in angle radius.</font> +00966 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::SpotLight) +00967 { +00968 <font class="keywordtype">float</font> att= <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.computeLinearAttenuation(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00969 <font class="keywordflow">if</font> (att==0) +00970 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00971 } +00972 +00973 +00974 <font class="comment">// Select in the cubeGrid</font> +00975 <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.select(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00976 <font class="comment">// For all faces selected</font> +00977 <font class="keywordflow">while</font>(!<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.isEndSel()) +00978 { +00979 <font class="keyword">const</font> CTriangle *tri= <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.getSel(); +00980 +00981 <font class="comment">// If the triangle is not a triangle of the instance currenlty lighted</font> +00982 <font class="keywordflow">if</font>( instanceComputed<0 || tri->InstanceId != instanceComputed ) +00983 { +00984 <font class="comment">// If intersect, the point is occluded.</font> +00985 <font class="keywordflow">if</font>( tri->Triangle.intersect(<a class="code" href="structNL3D_1_1CInstanceLighter_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->getPlane()) ) +00986 <font class="keywordflow">return</font> <font class="keyword">false</font>; +00987 } +00988 +00989 <font class="comment">// next</font> +00990 <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.nextSel(); +00991 } +00992 +00993 <font class="comment">// Ok the point is visilbe from the light</font> +00994 <font class="keywordflow">return</font> <font class="keyword">true</font>; +00995 } +00996 +00997 +00998 <font class="comment">// ***************************************************************************</font> +<a name="l00999"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z463_0">00999</a> <font class="keywordtype">void</font> CInstanceLighter::addStaticPointLight(<font class="keyword">const</font> CPointLightNamed &pln) +01000 { +01001 <font class="comment">// build the plRT.</font> +01002 CPointLightRT plRT; +01003 plRT.PointLight= pln; +01004 <font class="comment">// compute plRT.OODeltaAttenuation</font> +01005 plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin(); +01006 <font class="keywordflow">if</font>(plRT.OODeltaAttenuation <=0 ) +01007 plRT.OODeltaAttenuation= 1e10f; +01008 <font class="keywordflow">else</font> +01009 plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation; +01010 <font class="comment">// compute plRT.BSphere</font> +01011 plRT.BSphere.Center= pln.getPosition(); +01012 plRT.BSphere.Radius= pln.getAttenuationEnd(); +01013 <font class="comment">// NB: FaceCubeGrid will be computed during light()</font> +01014 +01015 <font class="comment">// add the plRT</font> +01016 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.push_back(plRT); +01017 +01018 } +01019 +01020 +01021 <font class="comment">// ***************************************************************************</font> +<a name="l01022"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c2">01022</a> <font class="keywordtype">void</font> CInstanceLighter::compilePointLightRT(uint gridSize, <font class="keywordtype">float</font> gridCellSize, std::vector<CTriangle>& obstacles, <font class="keywordtype">bool</font> doShadow) +01023 { +01024 uint i; +01025 +01026 <font class="comment">// Fill the quadGrid of Lights.</font> +01027 <font class="comment">// ===========</font> +01028 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.create(gridSize, gridCellSize); +01029 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++) +01030 { +01031 CPointLightRT &plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i]; +01032 +01033 <font class="comment">// Compute the bbox of the light</font> +01034 CAABBox bbox; +01035 bbox.setCenter(plRT.BSphere.Center); +01036 <font class="keywordtype">float</font> hl= plRT.BSphere.Radius; +01037 bbox.setHalfSize(CVector(hl,hl,hl)); +01038 +01039 <font class="comment">// Insert the pointLight in the quadGrid.</font> +01040 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.insert(bbox.getMin(), bbox.getMax(), &plRT); +01041 } +01042 +01043 +01044 <font class="comment">// Append triangles to cubeGrid ??</font> +01045 <font class="keywordflow">if</font>(doShadow) +01046 { +01047 <font class="comment">// For all obstacles, Fill a quadGrid.</font> +01048 <font class="comment">// ===========</font> +01049 CQuadGrid<CTriangle*> obstacleGrid; +01050 obstacleGrid.create(gridSize, gridCellSize); +01051 uint size= obstacles.size(); +01052 <font class="keywordflow">for</font>(i=0; i<size; i++) +01053 { +01054 <font class="comment">// bbox of triangle</font> +01055 CAABBox bbox; +01056 bbox.setCenter(obstacles[i].Triangle.V0); +01057 bbox.extend(obstacles[i].Triangle.V1); +01058 bbox.extend(obstacles[i].Triangle.V2); +01059 <font class="comment">// insert triangle in quadGrid.</font> +01060 obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &obstacles[i]); +01061 } +01062 +01063 +01064 <font class="comment">// For all PointLights, fill his CubeGrid</font> +01065 <font class="comment">// ===========</font> +01066 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++) +01067 { +01068 <font class="comment">// progress</font> +01069 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 1/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size()); +01070 +01071 CPointLightRT &plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i]; +01072 <font class="comment">// Create the cubeGrid</font> +01073 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), <a class="code" href="instance__lighter_8cpp.html#a0">NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE</a>); +01074 +01075 <font class="comment">// AmbiantLIghts: do nothing.</font> +01076 <font class="keywordflow">if</font>(plRT.PointLight.getType()!=CPointLight::AmbientLight) +01077 { +01078 <font class="comment">// Select only obstacle Faces around the light. Other are not usefull</font> +01079 CAABBox bbox; +01080 bbox.setCenter(plRT.PointLight.getPosition()); +01081 <font class="keywordtype">float</font> hl= plRT.PointLight.getAttenuationEnd(); +01082 bbox.setHalfSize(CVector(hl,hl,hl)); +01083 obstacleGrid.select(bbox.getMin(), bbox.getMax()); +01084 +01085 <font class="comment">// For all faces, fill the cubeGrid.</font> +01086 CQuadGrid<CTriangle*>::CIterator itObstacle; +01087 itObstacle= obstacleGrid.begin(); +01088 <font class="keywordflow">while</font>( itObstacle!=obstacleGrid.end() ) +01089 { +01090 CTriangle &tri= *(*itObstacle); +01091 <font class="comment">/* Don't Test BackFace culling Here (unlike in CZoneLighter !!).</font> +01092 <font class="comment"> For objects:</font> +01093 <font class="comment"> AutoOccluding problem is avoided with _CurrentInstanceComputed scheme.</font> +01094 <font class="comment"> Also, With pointLights, there is no multiSampling (since no factor stored)</font> +01095 <font class="comment"> Hence we are sure that no Object samples will lies under floor, and that the center of the </font> +01096 <font class="comment"> object is far away.</font> +01097 <font class="comment"> For IGSurface lighting:</font> +01098 <font class="comment"> notice that we already add 20cm in height because of "stairs problem" so</font> +01099 <font class="comment"> floor/surface auto_shadowing is not a problem here...</font> +01100 <font class="comment"> */</font> +01101 <font class="comment">// Insert the triangle in the CubeGrid</font> +01102 plRT.FaceCubeGrid.insert( tri.Triangle, &tri); +01103 +01104 itObstacle++; +01105 } +01106 } +01107 +01108 <font class="comment">// Compile the CubeGrid.</font> +01109 plRT.FaceCubeGrid.compile(); +01110 +01111 <font class="comment">// And Reset RefCount.</font> +01112 plRT.RefCount= 0; +01113 } +01114 } +01115 <font class="comment">// else, just build empty grid</font> +01116 <font class="keywordflow">else</font> +01117 { +01118 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++) +01119 { +01120 <font class="comment">// progress</font> +01121 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 1/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size()); +01122 +01123 CPointLightRT &plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i]; +01124 <font class="comment">// Create a dummy empty cubeGrid => no rayTrace :)</font> +01125 plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4); +01126 +01127 <font class="comment">// Compile the CubeGrid.</font> +01128 plRT.FaceCubeGrid.compile(); +01129 +01130 <font class="comment">// And Reset RefCount.</font> +01131 plRT.RefCount= 0; +01132 } +01133 } +01134 +01135 } +01136 +01137 +01138 <font class="comment">// ***************************************************************************</font> +<a name="l01139"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#a0">01139</a> <font class="keywordtype">bool</font> CInstanceLighter::CPredPointLightToPoint::operator() (CPointLightRT *pla, CPointLightRT *plb)<font class="keyword"> const</font> +01140 <font class="keyword"></font>{ +01141 <font class="keywordtype">float</font> ra= (pla->BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm(); +01142 <font class="keywordtype">float</font> rb= (plb->BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm(); +01143 <font class="keywordtype">float</font> infA= (pla->PointLight.getAttenuationEnd() - ra) * pla->OODeltaAttenuation; +01144 <font class="keywordtype">float</font> infB= (plb->PointLight.getAttenuationEnd() - rb) * plb->OODeltaAttenuation; +01145 <font class="comment">// It is important to clamp, else strange results...</font> +01146 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(infA, 0.f, 1.f); +01147 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(infB, 0.f, 1.f); +01148 <font class="comment">// return which light impact the most.</font> +01149 <font class="comment">// If same impact</font> +01150 <font class="keywordflow">if</font>(infA==infB) +01151 <font class="comment">// return nearest</font> +01152 <font class="keywordflow">return</font> ra < rb; +01153 <font class="keywordflow">else</font> +01154 <font class="comment">// return better impact</font> +01155 <font class="keywordflow">return</font> infA > infB; +01156 } +01157 +01158 +01159 <font class="comment">// ***************************************************************************</font> +<a name="l01160"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c3">01160</a> <font class="keywordtype">void</font> CInstanceLighter::processIGPointLightRT(std::vector<CPointLightNamed> &listPointLight) +01161 { +01162 uint i; +01163 vector<CPointLightRT*> lightInfs; +01164 lightInfs.reserve(1024); +01165 +01166 <font class="comment">// clear result list</font> +01167 listPointLight.clear(); +01168 +01169 +01170 <font class="comment">// Compute each Instance</font> +01171 <font class="comment">//===========</font> +01172 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.size(); i++) +01173 { +01174 <font class="comment">// If staticLight not enabled, skip.</font> +01175 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled ) +01176 <font class="keywordflow">continue</font>; +01177 +01178 CInstanceInfo &inst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i]; +01179 <font class="comment">// Avoid autoShadowing</font> +01180 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= i; +01181 +01182 <font class="comment">// progress</font> +01183 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 2/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.size()); +01184 +01185 <font class="comment">// get the point of the instance.</font> +01186 CVector pos= inst.CenterPos; +01187 +01188 <font class="comment">// Default: takes no LocalAmbientLight;</font> +01189 inst.LocalAmbientLight= NULL; +01190 <font class="keywordtype">float</font> furtherAmbLight= 0; +01191 +01192 <font class="comment">// Compute Which light influences him.</font> +01193 <font class="comment">//---------</font> +01194 lightInfs.clear(); +01195 <font class="comment">// Search possible lights around the position.</font> +01196 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.select(pos, pos); +01197 <font class="comment">// For all of them, get the ones which touch this point.</font> +01198 CQuadGrid<CPointLightRT*>::CIterator it= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.begin(); +01199 <font class="keywordflow">while</font>(it != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.end()) +01200 { +01201 CPointLightRT *pl= *it; +01202 +01203 <font class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</font> +01204 <font class="keywordflow">if</font>( pl->testRaytrace(pos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>) ) +01205 { +01206 <font class="comment">// Ok, add the light to the lights which influence the instance</font> +01207 lightInfs.push_back(pl); +01208 } +01209 +01210 <font class="comment">// Ambient Light ??</font> +01211 <font class="keywordflow">if</font>( pl->PointLight.getType() == CPointLight::AmbientLight ) +01212 { +01213 <font class="comment">// If the instance is in radius of the ambiant light.</font> +01214 <font class="keywordtype">float</font> dRadius= pl->BSphere.Radius - (pl->BSphere.Center - pos).norm(); +01215 <font class="keywordflow">if</font>(dRadius>0) +01216 { +01217 <font class="comment">// Take the best ambient light: the one which is further from the circumference</font> +01218 <font class="keywordflow">if</font>(dRadius > furtherAmbLight) +01219 { +01220 furtherAmbLight= dRadius; +01221 inst.LocalAmbientLight= pl; +01222 } +01223 } +01224 } +01225 +01226 <font class="comment">// next</font> +01227 it++; +01228 } +01229 +01230 <font class="comment">// If ambientLight chosen, inc Ref count of it</font> +01231 <font class="keywordflow">if</font>(inst.LocalAmbientLight) +01232 inst.LocalAmbientLight->RefCount++; +01233 +01234 <font class="comment">// Choose the Best ones.</font> +01235 <font class="comment">//---------</font> +01236 CPredPointLightToPoint predPLTP; +01237 predPLTP.Point= pos; +01238 <font class="comment">// sort.</font> +01239 sort(lightInfs.begin(), lightInfs.end(), predPLTP); +01240 <font class="comment">// truncate.</font> +01241 lightInfs.resize( <a class="code" href="bit__set_8cpp.html#a0">min</a>(lightInfs.size(), (uint)CInstanceGroup::NumStaticLightPerInstance) ); +01242 +01243 +01244 <font class="comment">// For each of them, fill instance</font> +01245 <font class="comment">//---------</font> +01246 uint lightInfId; +01247 <font class="keywordflow">for</font>(lightInfId=0; lightInfId<lightInfs.size(); lightInfId++) +01248 { +01249 CPointLightRT *pl= lightInfs[lightInfId]; +01250 +01251 <font class="comment">// copy light.</font> +01252 inst.Light[lightInfId]= pl; +01253 +01254 <font class="comment">// Inc RefCount of the light.</font> +01255 pl->RefCount++; +01256 } +01257 <font class="comment">// Reset any empty slot to NULL.</font> +01258 <font class="keywordflow">for</font>(; lightInfId<CInstanceGroup::NumStaticLightPerInstance; lightInfId++) +01259 { +01260 inst.Light[lightInfId]= NULL; +01261 } +01262 +01263 } +01264 +01265 +01266 <font class="comment">// Compute Lighting on SurfaceLightGrid</font> +01267 <font class="comment">//===========</font> +01268 <font class="comment">// Must do it before compression !!</font> +01269 <font class="comment">// NB: big copy/Past from above</font> +01270 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +01271 { +01272 <font class="comment">// No instance currenlty computed, since we compute surface cells.</font> +01273 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= -1; +01274 +01275 <font class="comment">// Begin cell iteration</font> +01276 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +01277 <font class="comment">// For all surface cell corners</font> +01278 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +01279 { +01280 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute PointLights on Surfaces"</font>); +01281 +01282 <font class="comment">// get the current cellInfo iterated.</font> +01283 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +01284 +01285 <font class="comment">// if the cell corner lies in the polygon surface.</font> +01286 <font class="keywordflow">if</font>(cellInfo.InSurface) +01287 { +01288 <font class="comment">// get the point of the cell.</font> +01289 CVector pos= cellInfo.CenterPos; +01290 +01291 <font class="comment">// Default: takes no LocalAmbientLight;</font> +01292 cellInfo.LocalAmbientLight= NULL; +01293 <font class="keywordtype">float</font> furtherAmbLight= 0; +01294 +01295 <font class="comment">// Compute Which light influences him.</font> +01296 <font class="comment">//---------</font> +01297 lightInfs.clear(); +01298 <font class="comment">// Search possible lights around the position.</font> +01299 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.select(pos, pos); +01300 <font class="comment">// For all of them, get the ones which touch this point.</font> +01301 CQuadGrid<CPointLightRT*>::CIterator it= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.begin(); +01302 <font class="keywordflow">while</font>(it != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.end()) +01303 { +01304 CPointLightRT *pl= *it; +01305 +01306 <font class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</font> +01307 <font class="keywordflow">if</font>( pl->testRaytrace(pos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>) ) +01308 { +01309 <font class="comment">// Ok, add the light to the lights which influence the cell</font> +01310 lightInfs.push_back(pl); +01311 } +01312 +01313 <font class="comment">// Ambient Light ??</font> +01314 <font class="keywordflow">if</font>( pl->PointLight.getType() == CPointLight::AmbientLight ) +01315 { +01316 <font class="comment">// If the instance is in radius of the ambiant light.</font> +01317 <font class="keywordtype">float</font> dRadius= pl->BSphere.Radius - (pl->BSphere.Center - pos).norm(); +01318 <font class="keywordflow">if</font>(dRadius>0) +01319 { +01320 <font class="comment">// Take the best ambient light: the one which is further from the circumference</font> +01321 <font class="keywordflow">if</font>(dRadius > furtherAmbLight) +01322 { +01323 furtherAmbLight= dRadius; +01324 cellInfo.LocalAmbientLight= pl; +01325 } +01326 } +01327 } +01328 +01329 <font class="comment">// next</font> +01330 it++; +01331 } +01332 +01333 <font class="comment">// If ambientLight chosen, inc Ref count of it</font> +01334 <font class="keywordflow">if</font>(cellInfo.LocalAmbientLight) +01335 ((CPointLightRT*)cellInfo.LocalAmbientLight)->RefCount++; +01336 +01337 +01338 <font class="comment">// Choose the Best ones.</font> +01339 <font class="comment">//---------</font> +01340 CPredPointLightToPoint predPLTP; +01341 predPLTP.Point= pos; +01342 <font class="comment">// sort.</font> +01343 sort(lightInfs.begin(), lightInfs.end(), predPLTP); +01344 <font class="comment">// truncate.</font> +01345 lightInfs.resize( <a class="code" href="bit__set_8cpp.html#a0">min</a>(lightInfs.size(), (uint)CSurfaceLightGrid::NumLightPerCorner) ); +01346 +01347 +01348 <font class="comment">// For each of them, fill cellInfo</font> +01349 <font class="comment">//---------</font> +01350 uint lightInfId; +01351 <font class="keywordflow">for</font>(lightInfId=0; lightInfId<lightInfs.size(); lightInfId++) +01352 { +01353 CPointLightRT *pl= lightInfs[lightInfId]; +01354 +01355 <font class="comment">// copy light.</font> +01356 cellInfo.LightInfo[lightInfId]= pl; +01357 +01358 <font class="comment">// Inc RefCount of the light.</font> +01359 pl->RefCount++; +01360 } +01361 <font class="comment">// Reset any empty slot to NULL.</font> +01362 <font class="keywordflow">for</font>(; lightInfId<CSurfaceLightGrid::NumLightPerCorner; lightInfId++) +01363 { +01364 cellInfo.LightInfo[lightInfId]= NULL; +01365 } +01366 +01367 } +01368 +01369 <font class="comment">// next cell</font> +01370 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +01371 } +01372 } +01373 +01374 +01375 +01376 <font class="comment">// Compress and setup _Instances with compressed data.</font> +01377 <font class="comment">//===========</font> +01378 uint plId= 0; +01379 <font class="comment">// Process each pointLights</font> +01380 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size(); i++) +01381 { +01382 CPointLightRT &plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i]; +01383 <font class="comment">// If this light is used.</font> +01384 <font class="keywordflow">if</font>(plRT.RefCount > 0) +01385 { +01386 <font class="comment">// Must Copy it into Ig.</font> +01387 listPointLight.push_back(plRT.PointLight); +01388 plRT.DstId= plId++; +01389 <font class="comment">// If index >= 255, too many lights (NB: => because 255 is a NULL code).</font> +01390 <font class="keywordflow">if</font>(plId>=0xFF) +01391 { +01392 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"Too many Static Point Lights influence the IG!!"</font>); +01393 } +01394 } +01395 } +01396 +01397 <font class="comment">// For each instance, compress Point light info</font> +01398 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++) +01399 { +01400 <font class="comment">// If staticLight not enabled, skip.</font> +01401 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled ) +01402 <font class="keywordflow">continue</font>; +01403 +01404 CInstanceInfo &instSrc= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i]; +01405 CInstanceGroup::CInstance &instDst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i]; +01406 +01407 <font class="comment">// Do it for PointLights</font> +01408 <font class="keywordflow">for</font>(uint lightId= 0; lightId<CInstanceGroup::NumStaticLightPerInstance; lightId++) +01409 { +01410 <font class="keywordflow">if</font>(instSrc.Light[lightId] == NULL) +01411 { +01412 <font class="comment">// Mark as unused.</font> +01413 instDst.Light[lightId]= 0xFF; +01414 } +01415 <font class="keywordflow">else</font> +01416 { +01417 <font class="comment">// Get index.</font> +01418 instDst.Light[lightId]= instSrc.Light[lightId]->DstId; +01419 } +01420 } +01421 +01422 <font class="comment">// Do it for Ambientlight</font> +01423 <font class="keywordflow">if</font>(instSrc.LocalAmbientLight == NULL) +01424 instDst.LocalAmbientId= 0xFF; +01425 <font class="keywordflow">else</font> +01426 instDst.LocalAmbientId= instSrc.LocalAmbientLight->DstId; +01427 } +01428 +01429 <font class="comment">// For each cell, compress Point light info</font> +01430 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +01431 { +01432 <font class="comment">// Begin cell iteration</font> +01433 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +01434 <font class="comment">// For all surface cell corners</font> +01435 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +01436 { +01437 <font class="comment">// get the current cell and cellInfo iterated.</font> +01438 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +01439 CSurfaceLightGrid::CCellCorner &cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>(); +01440 +01441 <font class="keywordflow">if</font>(cellInfo.InSurface) +01442 { +01443 <font class="comment">// Do it for PointLights</font> +01444 <font class="keywordflow">for</font>(uint lightId= 0; lightId<CSurfaceLightGrid::NumLightPerCorner; lightId++) +01445 { +01446 <font class="keywordflow">if</font>(cellInfo.LightInfo[lightId] == NULL) +01447 { +01448 <font class="comment">// Mark as unused.</font> +01449 cell.Light[lightId]= 0xFF; +01450 } +01451 <font class="keywordflow">else</font> +01452 { +01453 <font class="comment">// Get index.</font> +01454 cell.Light[lightId]= reinterpret_cast<CPointLightRT*>(cellInfo.LightInfo[lightId])->DstId; +01455 } +01456 } +01457 +01458 <font class="comment">// Do it for Ambientlight</font> +01459 <font class="keywordflow">if</font>(cellInfo.LocalAmbientLight == NULL) +01460 cell.LocalAmbientId= 0xFF; +01461 <font class="keywordflow">else</font> +01462 cell.LocalAmbientId= ((CPointLightRT*)cellInfo.LocalAmbientLight)->DstId; +01463 } +01464 +01465 <font class="comment">// next cell</font> +01466 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +01467 } +01468 } +01469 +01470 +01471 } +01472 +01473 +01474 <font class="comment">// ***************************************************************************</font> +01475 <font class="comment">// ***************************************************************************</font> +01476 <font class="comment">// lightIgSimple</font> +01477 <font class="comment">// ***************************************************************************</font> +01478 <font class="comment">// ***************************************************************************</font> +01479 +01480 +01481 <font class="comment">// ***************************************************************************</font> +<a name="l01482"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d0">01482</a> <font class="keywordtype">void</font> CInstanceLighter::lightIgSimple(CInstanceLighter &instLighter, <font class="keyword">const</font> CInstanceGroup &igIn, CInstanceGroup &igOut, <font class="keyword">const</font> CLightDesc &lightDesc) +01483 { +01484 sint i; +01485 +01486 +01487 <font class="comment">// Setup.</font> +01488 <font class="comment">//=======</font> +01489 <font class="comment">// Init</font> +01490 instLighter.init(); +01491 +01492 <font class="comment">// Add obstacles.</font> +01493 std::vector<CInstanceLighter::CTriangle> obstacles; +01494 <font class="comment">// only if Shadowing On.</font> +01495 <font class="keywordflow">if</font>(lightDesc.Shadow) +01496 { +01497 <font class="comment">// Map of shape to load</font> +01498 std::map<string, IShape*> shapeMap; +01499 +01500 <font class="comment">// For all instances of igIn.</font> +01501 <font class="keywordflow">for</font>(i=0; i<(sint)igIn.getNumInstance();i++) +01502 { +01503 <font class="comment">// progress</font> +01504 instLighter.progress(<font class="stringliteral">"Loading Shapes obstacles"</font>, <font class="keywordtype">float</font>(i)/igIn.getNumInstance()); +01505 +01506 <font class="comment">// Skip it??</font> +01507 <font class="keywordflow">if</font>(igIn.getInstance(i).DontCastShadow) +01508 <font class="keywordflow">continue</font>; +01509 +01510 <font class="comment">// Get the instance shape name</font> +01511 string name= igIn.getShapeName(i); +01512 <font class="keywordtype">bool</font> shapeFound= <font class="keyword">true</font>; +01513 +01514 <font class="comment">// Try to find the shape in the UseShapeMap.</font> +01515 std::map<string, IShape*>::const_iterator iteMap= lightDesc.UserShapeMap.find (name); +01516 +01517 <font class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</font> +01518 <font class="keywordflow">if</font>( iteMap == lightDesc.UserShapeMap.end() ) +01519 { +01520 <font class="comment">// Add a .shape at the end ?</font> +01521 <font class="keywordflow">if</font> (name.find(<font class="charliteral">'.'</font>) == std::string::npos) +01522 name += <font class="stringliteral">".shape"</font>; +01523 +01524 <font class="comment">// Get the instance shape name</font> +01525 string nameLookup = CPath::lookup (name, <font class="keyword">false</font>, <font class="keyword">false</font>); +01526 <font class="keywordflow">if</font> (!nameLookup.empty()) +01527 name = nameLookup; +01528 +01529 <font class="comment">// Find the shape in the bank</font> +01530 iteMap= shapeMap.find (name); +01531 <font class="keywordflow">if</font> (iteMap==shapeMap.end()) +01532 { +01533 <font class="comment">// Input file</font> +01534 CIFile inputFile; +01535 +01536 <font class="keywordflow">if</font> (!name.empty() && inputFile.open (name)) +01537 { +01538 <font class="comment">// Load it</font> +01539 CShapeStream stream; +01540 stream.serial (inputFile); +01541 +01542 <font class="comment">// Get the pointer</font> +01543 iteMap=shapeMap.insert (std::map<string, IShape*>::value_type (name, stream.getShapePointer ())).first; +01544 } +01545 <font class="keywordflow">else</font> +01546 { +01547 <font class="comment">// Error</font> +01548 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"WARNING can't load shape %s\n"</font>, name.c_str()); +01549 shapeFound= <font class="keyword">false</font>; +01550 } +01551 } +01552 } +01553 +01554 <font class="keywordflow">if</font>(shapeFound) +01555 { +01556 CMatrix matInst; +01557 matInst.setPos(igIn.getInstancePos(i)); +01558 matInst.setRot(igIn.getInstanceRot(i)); +01559 matInst.scale(igIn.getInstanceScale(i)); +01560 <font class="comment">// Add triangles of this shape</font> +01561 CInstanceLighter::addTriangles(*iteMap->second, matInst, obstacles, i); +01562 } +01563 +01564 } +01565 +01566 <font class="comment">// Clean Up shapes.</font> +01567 <font class="comment">//-----------</font> +01568 std::map<string, IShape*>::iterator iteMap; +01569 iteMap= shapeMap.begin(); +01570 <font class="keywordflow">while</font>(iteMap!= shapeMap.end()) +01571 { +01572 <font class="comment">// delte shape</font> +01573 <font class="keyword">delete</font> iteMap->second; +01574 <font class="comment">// delete entry in map</font> +01575 shapeMap.erase(iteMap); +01576 <font class="comment">// next</font> +01577 iteMap= shapeMap.begin(); +01578 } +01579 } +01580 +01581 <font class="comment">// Add pointLights of the IG.</font> +01582 <font class="keywordflow">for</font>(i=0; i<(sint)igIn.getPointLightList().size();i++) +01583 { +01584 instLighter.addStaticPointLight( igIn.getPointLightList()[i] ); +01585 } +01586 +01587 +01588 <font class="comment">// Run.</font> +01589 <font class="comment">//=======</font> +01590 instLighter.light(igIn, igOut, lightDesc, obstacles); +01591 +01592 } +01593 +01594 +01595 <font class="comment">// ***************************************************************************</font> +01596 <font class="comment">// ***************************************************************************</font> +01597 <font class="comment">// Cell Iteration</font> +01598 <font class="comment">// ***************************************************************************</font> +01599 <font class="comment">// ***************************************************************************</font> +01600 +01601 +01602 <font class="comment">// ***************************************************************************</font> +<a name="l01603"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">01603</a> <font class="keywordtype">void</font> CInstanceLighter::progressCell(<font class="keyword">const</font> <font class="keywordtype">char</font> *message) +01604 { +01605 <font class="keywordtype">float</font> cp= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_8">getCurrentCellNumber</a>() / float(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_9">getTotalCellNumber</a>()); +01606 <font class="keywordflow">if</font>( cp > <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>+0.05f) +01607 { +01608 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a>(message, cp); +01609 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>= cp; +01610 } +01611 } +01612 +01613 +01614 <font class="comment">// ***************************************************************************</font> +<a name="l01615"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">01615</a> <font class="keywordtype">void</font> CInstanceLighter::beginCell() +01616 { +01617 <font class="keywordflow">if</font>(_IGSurfaceLightBuild) +01618 { +01619 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.begin(); +01620 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end() ) +01621 { +01622 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->first); +01623 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.end() ); +01624 <font class="comment">// We are suze here that the retriever is not empty, and that the grid herself is not empty too</font> +01625 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>= 0; +01626 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>= 0; +01627 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_16">_ItCurrentCellNumber</a>= 0; +01628 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">false</font>; +01629 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>= 0; +01630 } +01631 <font class="keywordflow">else</font> +01632 { +01633 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>; +01634 } +01635 } +01636 <font class="keywordflow">else</font> +01637 { +01638 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>; +01639 } +01640 } +01641 +01642 <font class="comment">// ***************************************************************************</font> +<a name="l01643"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">01643</a> <font class="keywordtype">void</font> CInstanceLighter::nextCell() +01644 { +01645 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>()); +01646 +01647 <font class="comment">// Next Cell.</font> +01648 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>++; +01649 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_16">_ItCurrentCellNumber</a>++; +01650 +01651 <font class="comment">// If end of Cells, next surface.</font> +01652 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a> >= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells.size() ) +01653 { +01654 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>= 0; +01655 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a> ++; +01656 } +01657 +01658 <font class="comment">// If end of surface, next retriever.</font> +01659 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a> >= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->second.Grids.size() ) +01660 { +01661 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>= 0; +01662 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>++; +01663 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end()) +01664 { +01665 <font class="comment">// Get info.</font> +01666 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->first); +01667 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->RetrieverGridMap.end() ); +01668 } +01669 } +01670 +01671 <font class="comment">// If end of retreiver, End.</font> +01672 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> == <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end()) +01673 { +01674 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>; +01675 } +01676 } +01677 +01678 <font class="comment">// ***************************************************************************</font> +<a name="l01679"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">01679</a> <font class="keywordtype">bool</font> CInstanceLighter::isEndCell() +01680 { +01681 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>; +01682 } +01683 +01684 <font class="comment">// ***************************************************************************</font> +<a name="l01685"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">01685</a> CSurfaceLightGrid::CCellCorner &CInstanceLighter::getCurrentCell() +01686 { +01687 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>()); +01688 +01689 <font class="comment">// return ref on Cell.</font> +01690 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>]; +01691 } +01692 +01693 <font class="comment">// ***************************************************************************</font> +<a name="l01694"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">01694</a> CIGSurfaceLightBuild::CCellCorner &CInstanceLighter::getCurrentCellInfo() +01695 { +01696 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>()); +01697 +01698 <font class="comment">// return ref on CellInfo.</font> +01699 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>]; +01700 } +01701 +01702 +01703 <font class="comment">// ***************************************************************************</font> +<a name="l01704"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">01704</a> <font class="keywordtype">bool</font> CInstanceLighter::isCurrentNeighborCellInSurface(sint xnb, sint ynb) +01705 { +01706 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>()); +01707 +01708 <font class="comment">// get a ref on the current grid.</font> +01709 CSurfaceLightGrid &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>]; +01710 <font class="comment">// copute coordinate of the current cellCorner.</font> +01711 sint xCell, yCell; +01712 xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width; +01713 yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width; +01714 <font class="comment">// compute coordinate of the neighbor cell corner</font> +01715 xCell+= xnb; +01716 yCell+= ynb; +01717 +01718 <font class="comment">// check if in the surfaceGrid</font> +01719 <font class="keywordflow">if</font>(xCell<0 || xCell>=(sint)surfGrid.Width) +01720 <font class="keywordflow">return</font> <font class="keyword">false</font>; +01721 <font class="keywordflow">if</font>(yCell<0 || yCell>=(sint)surfGrid.Height) +01722 <font class="keywordflow">return</font> <font class="keyword">false</font>; +01723 +01724 <font class="comment">// compute the neighbor id</font> +01725 uint nbId= yCell*surfGrid.Width + xCell; +01726 +01727 <font class="comment">// Now check in the cellInfo if this cell is InSurface.</font> +01728 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[nbId].InSurface ) +01729 <font class="keywordflow">return</font> <font class="keyword">false</font>; +01730 +01731 <font class="comment">// Ok, the neighbor cell is valid.</font> +01732 +01733 <font class="keywordflow">return</font> <font class="keyword">true</font>; +01734 } +01735 +01736 <font class="comment">// ***************************************************************************</font> +<a name="l01737"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_6">01737</a> CSurfaceLightGrid::CCellCorner &CInstanceLighter::getCurrentNeighborCell(sint xnb, sint ynb) +01738 { +01739 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb)); +01740 +01741 <font class="comment">// get a ref on the current grid.</font> +01742 CSurfaceLightGrid &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>]; +01743 <font class="comment">// copute coordinate of the current cellCorner.</font> +01744 sint xCell, yCell; +01745 xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width; +01746 yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width; +01747 <font class="comment">// compute coordinate of the neighbor cell corner</font> +01748 xCell+= xnb; +01749 yCell+= ynb; +01750 <font class="comment">// compute the neighbor id</font> +01751 uint nbId= yCell*surfGrid.Width + xCell; +01752 +01753 <font class="comment">// then return a ref on it</font> +01754 <font class="keywordflow">return</font> surfGrid.Cells[nbId]; +01755 } +01756 +01757 +01758 <font class="comment">// ***************************************************************************</font> +<a name="l01759"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_7">01759</a> CIGSurfaceLightBuild::CCellCorner &CInstanceLighter::getCurrentNeighborCellInfo(sint xnb, sint ynb) +01760 { +01761 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb)); +01762 +01763 <font class="comment">// get a ref on the current grid.</font> +01764 CIGSurfaceLightBuild::CSurface &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>->second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>]; +01765 <font class="comment">// copute coordinate of the current cellCorner.</font> +01766 sint xCell, yCell; +01767 xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width; +01768 yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width; +01769 <font class="comment">// compute coordinate of the neighbor cell corner</font> +01770 xCell+= xnb; +01771 yCell+= ynb; +01772 <font class="comment">// compute the neighbor id</font> +01773 uint nbId= yCell*surfGrid.Width + xCell; +01774 +01775 <font class="comment">// then return a ref on it</font> +01776 <font class="keywordflow">return</font> surfGrid.Cells[nbId]; +01777 } +01778 +01779 +01780 <font class="comment">// ***************************************************************************</font> +<a name="l01781"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c1">01781</a> <font class="keywordtype">void</font> CInstanceLighter::dilateLightingOnSurfaceCells() +01782 { +01783 <font class="comment">// Begin cell iteration</font> +01784 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>(); +01785 <font class="comment">// For all surface cell corners</font> +01786 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() ) +01787 { +01788 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Dilate Surfaces grids"</font>); +01789 +01790 <font class="comment">// get the current cell and cellInfo iterated.</font> +01791 CIGSurfaceLightBuild::CCellCorner &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>(); +01792 CSurfaceLightGrid::CCellCorner &cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>(); +01793 +01794 <font class="comment">// if the cell is not in the polygon surface, try to get from his neighbors.</font> +01795 <font class="keywordflow">if</font>(!cellInfo.InSurface) +01796 { +01797 <font class="comment">// Add Weighted influence of SunContribution, and get one of the PointLightContribution (random).</font> +01798 uint wgtSunContribution= 0; +01799 uint wgtSunCount= 0; +01800 <font class="comment">// search if one of 8 neighbors is InSurface.</font> +01801 <font class="keywordflow">for</font>(sint ynb= -1; ynb<= 1; ynb++) +01802 { +01803 <font class="keywordflow">for</font>(sint xnb= -1; xnb<= 1; xnb++) +01804 { +01805 <font class="comment">// center => skip.</font> +01806 <font class="keywordflow">if</font>( xnb==0 && ynb==0 ) +01807 <font class="keywordflow">continue</font>; +01808 <font class="comment">// If the neighbor point is not out of the grid, and if in Surface.</font> +01809 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb) ) +01810 { +01811 <font class="comment">// get the neighbor cell</font> +01812 CIGSurfaceLightBuild::CCellCorner &nbCellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_7">getCurrentNeighborCellInfo</a>(xnb, ynb); +01813 CSurfaceLightGrid::CCellCorner &nbCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_6">getCurrentNeighborCell</a>(xnb, ynb); +01814 <font class="comment">// Add SunContribution.</font> +01815 wgtSunContribution+= nbCell.SunContribution; +01816 wgtSunCount++; +01817 <font class="comment">// Just Copy PointLight info.</font> +01818 <font class="keywordflow">for</font>(uint lightId= 0; lightId<CSurfaceLightGrid::NumLightPerCorner; lightId++) +01819 cell.Light[lightId]= nbCell.Light[lightId]; +01820 <font class="comment">// Just Copy AmbientLight info.</font> +01821 cell.LocalAmbientId= nbCell.LocalAmbientId; +01822 +01823 +01824 <font class="comment">// For debug mesh only, copy z from nb cellInfo</font> +01825 cellInfo.CenterPos.z= nbCellInfo.CenterPos.z; +01826 } +01827 } +01828 } +01829 <font class="comment">// average SunContribution.</font> +01830 <font class="keywordflow">if</font>(wgtSunCount>0) +01831 { +01832 cell.SunContribution= wgtSunContribution / wgtSunCount; +01833 +01834 <font class="comment">// For debug mesh only, copy SunContribution into cellInfo</font> +01835 cellInfo.SunContribution= cell.SunContribution; +01836 cellInfo.Dilated= <font class="keyword">true</font>; +01837 } +01838 } +01839 +01840 <font class="comment">// next cell</font> +01841 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>(); +01842 } +01843 } +01844 +01845 +01846 +01847 } <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> |