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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>lighting_manager.cpp</h1><a href="lighting__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 <font class="preprocessor">#include "<a class="code" href="lighting__manager_8h.html">3d/lighting_manager.h</a>"</font> +00029 <font class="preprocessor">#include "<a class="code" href="point__light_8h.html">3d/point_light.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="logic__info_8h.html">nel/3d/logic_info.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="aabbox_8h.html">nel/misc/aabbox.h</a>"</font> +00034 +00035 +00036 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00038 +00039 +00040 <font class="keyword">namespace </font>NL3D { +00041 +00042 +00043 <font class="comment">// ***************************************************************************</font> +00044 <font class="comment">/* LightQuadGrid setup. This is the same setup for StaticLightedModelQuadGrid setup.</font> +00045 <font class="comment"> NB: with this setup, a light will lies into 4*4=16 squares of a quadGrid at max.</font> +00046 <font class="comment">*/</font> +<a name="l00047"></a><a class="code" href="lighting__manager_8cpp.html#a0">00047</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_SIZE 256</font> +<a name="l00048"></a><a class="code" href="lighting__manager_8cpp.html#a1">00048</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_ELTSIZE 10.f</font> +<a name="l00049"></a><a class="code" href="lighting__manager_8cpp.html#a2">00049</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT 20.f</font> +00050 <font class="preprocessor"></font><font class="comment">// Factor for a level to the next: size/=factor, eltSize*=factor, and radiusLimit*=factor.</font> +<a name="l00051"></a><a class="code" href="lighting__manager_8cpp.html#a3">00051</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_FACTOR 4</font> +00052 <font class="preprocessor"></font> +00053 +00054 <font class="comment">// this is a big radius for light that don't have attenuation</font> +<a name="l00055"></a><a class="code" href="lighting__manager_8cpp.html#a4">00055</a> <font class="preprocessor">#define NL3D_DEFAULT_NOATT_LIGHT_RADIUS 1000.f</font> +00056 <font class="preprocessor"></font><font class="comment">// this is used when the model is out of attBegin/attEnd, to modulate the influence</font> +<a name="l00057"></a><a class="code" href="lighting__manager_8cpp.html#a5">00057</a> <font class="preprocessor">#define NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR 0.1f</font> +00058 <font class="preprocessor"></font><font class="comment">// Defualt LightTransitionThreshold</font> +<a name="l00059"></a><a class="code" href="lighting__manager_8cpp.html#a6">00059</a> <font class="preprocessor">#define NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD 0.1f</font> +00060 <font class="preprocessor"></font> +00061 +00062 <font class="comment">// ***************************************************************************</font> +<a name="l00063"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a0">00063</a> CLightingManager::CLightingManager() +00064 { +00065 <font class="comment">// Init the lightQuadGrids and StaticLightedModelQuadGrid</font> +00066 <font class="comment">// finer level.</font> +00067 uint qgSize= <a class="code" href="lighting__manager_8cpp.html#a0">NL3D_LIGHT_QUAD_GRID_SIZE</a>; +00068 <font class="keywordtype">float</font> eltSize= <a class="code" href="lighting__manager_8cpp.html#a1">NL3D_LIGHT_QUAD_GRID_ELTSIZE</a>; +00069 <font class="keywordtype">float</font> radiusLimit= <a class="code" href="lighting__manager_8cpp.html#a2">NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT</a>; +00070 <font class="comment">// for all levels</font> +00071 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++) +00072 { +00073 <font class="comment">// init _LightQuadGrid and _StaticLightedModelQuadGrid</font> +00074 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].create(qgSize, eltSize); +00075 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].create(qgSize, eltSize); +00076 <a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[i]= radiusLimit; +00077 +00078 <font class="comment">// coarser quadGrid level</font> +00079 qgSize/= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>; +00080 qgSize= max(qgSize, 1U); +00081 eltSize*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>; +00082 radiusLimit*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>; +00083 } +00084 +00085 +00086 <font class="comment">// default paramters</font> +00087 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= <a class="code" href="lighting__manager_8cpp.html#a4">NL3D_DEFAULT_NOATT_LIGHT_RADIUS</a>; +00088 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= <a class="code" href="lighting__manager_8cpp.html#a5">NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR</a>; +00089 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= <a class="code" href="lighting__manager_8cpp.html#a6">NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD</a>; +00090 +00091 +00092 <font class="comment">// Default number of pointLight on an object.</font> +00093 <a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">setMaxLightContribution</a>(3); +00094 } +00095 +00096 +00097 <font class="comment">// ***************************************************************************</font> +<a name="l00098"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">00098</a> <font class="keywordtype">void</font> CLightingManager::setMaxLightContribution(uint nlights) +00099 { +00100 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(nlights, (uint)<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>); +00101 } +00102 +00103 +00104 <font class="comment">// ***************************************************************************</font> +<a name="l00105"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_2">00105</a> <font class="keywordtype">void</font> CLightingManager::setNoAttLightRadius(<font class="keywordtype">float</font> noAttLightRadius) +00106 { +00107 <a class="code" href="debug_8h.html#a6">nlassert</a>(noAttLightRadius>0); +00108 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= noAttLightRadius; +00109 } +00110 +00111 +00112 <font class="comment">// ***************************************************************************</font> +<a name="l00113"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_4">00113</a> <font class="keywordtype">void</font> CLightingManager::setOutOfAttLightInfFactor(<font class="keywordtype">float</font> outOfAttLightInfFactor) +00114 { +00115 outOfAttLightInfFactor= max(0.f, outOfAttLightInfFactor); +00116 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= outOfAttLightInfFactor; +00117 } +00118 +00119 +00120 <font class="comment">// ***************************************************************************</font> +<a name="l00121"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_6">00121</a> <font class="keywordtype">void</font> CLightingManager::setLightTransitionThreshold(<font class="keywordtype">float</font> lightTransitionThreshold) +00122 { +00123 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lightTransitionThreshold, 0.f, 1.f); +00124 <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= lightTransitionThreshold; +00125 } +00126 +00127 +00128 +00129 <font class="comment">// ***************************************************************************</font> +<a name="l00130"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_0">00130</a> <font class="keywordtype">void</font> CLightingManager::clearDynamicLights() +00131 { +00132 <font class="comment">// for all levels</font> +00133 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++) +00134 { +00135 <font class="comment">// clear all the lights in the quadGrid.</font> +00136 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].clear(); +00137 } +00138 +00139 <font class="comment">// clear the list.</font> +00140 <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.clear(); +00141 } +00142 +00143 <font class="comment">// ***************************************************************************</font> +<a name="l00144"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_1">00144</a> <font class="keywordtype">void</font> CLightingManager::addDynamicLight(CPointLight *light) +00145 { +00146 +00147 <font class="comment">// Insert the light in the quadGrid.</font> +00148 <font class="comment">//----------</font> +00149 CPointLightInfo plInfo; +00150 plInfo.Light= light; +00151 +00152 <font class="comment">// build the bounding sphere for this light, with the AttenuationEnd of the light</font> +00153 <font class="keywordtype">float</font> radius=light->getAttenuationEnd(); +00154 <font class="comment">// if attenuation is disabled (ie getAttenuationEnd() return 0), then have a dummy radius</font> +00155 <font class="keywordflow">if</font>(radius==0) +00156 radius= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>; +00157 plInfo.Sphere.Center= light->getPosition(); +00158 plInfo.Sphere.Radius= radius; +00159 +00160 <font class="comment">// build a bbox, so it includes the sphere</font> +00161 CVector bbmin= light->getPosition(); +00162 bbmin-= CVector(radius, radius, radius); +00163 CVector bbmax= light->getPosition(); +00164 bbmax+= CVector(radius, radius, radius); +00165 +00166 <font class="comment">// choose the correct quadgrid according to the radius of the light.</font> +00167 uint qgId; +00168 <font class="keywordflow">for</font>(qgId= 0; qgId<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>-1; qgId++) +00169 { +00170 <font class="comment">// if radius is inferior to the requested radius for this quadGrid, ok!</font> +00171 <font class="keywordflow">if</font>(radius<<a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[qgId]) +00172 <font class="keywordflow">break</font>; +00173 } +00174 <font class="comment">// insert this light in the correct quadgrid.</font> +00175 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId].insert(bbmin, bbmax, plInfo); +00176 +00177 +00178 <font class="comment">// touch the objects around the lights.</font> +00179 <font class="comment">//----------</font> +00180 +00181 <font class="comment">// Select the static lightedModels to update around this light.</font> +00182 <font class="comment">// Use the same level of _StaticLightedModelQuadGrid than me to not select too many squares in the quadGrid</font> +00183 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].select(bbmin, bbmax); +00184 <font class="comment">// For all those models.</font> +00185 CQuadGrid<CTransform*>::CIterator itModel= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].begin(); +00186 <font class="keywordflow">while</font>(itModel != <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].end() ) +00187 { +00188 CTransform *model= *itModel; +00189 <font class="keyword">const</font> CVector &modelPos= model->getWorldMatrix().getPos(); +00190 +00191 <font class="comment">// test first if this model is in the area of the light.</font> +00192 <font class="keywordflow">if</font>( plInfo.Sphere.include(modelPos) ) +00193 { +00194 <font class="comment">// yes, then this model must recompute his lighting, because a dynamic light touch him.</font> +00195 model->resetLighting(); +00196 } +00197 +00198 <font class="comment">// next.</font> +00199 itModel++; +00200 } +00201 +00202 +00203 <font class="comment">// insert the light in the list.</font> +00204 <font class="comment">//----------</font> +00205 <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.push_back(light); +00206 +00207 } +00208 +00209 <font class="comment">// ***************************************************************************</font> +<a name="l00210"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_0">00210</a> CLightingManager::CQGItLightedModel CLightingManager::eraseStaticLightedModel(CQGItLightedModel ite) +00211 { +00212 <font class="comment">// Erase the iterator for all levels</font> +00213 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++) +00214 { +00215 <font class="comment">// NB: it is possible here that the iterator is NULL (ie end()).</font> +00216 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].erase(ite.QgItes[i]); +00217 } +00218 +00219 <font class="comment">// return end(), ie NULL iterators</font> +00220 <font class="keywordflow">return</font> CQGItLightedModel(); +00221 } +00222 +00223 <font class="comment">// ***************************************************************************</font> +<a name="l00224"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_1">00224</a> CLightingManager::CQGItLightedModel CLightingManager::insertStaticLightedModel(CTransform *model) +00225 { +00226 CQGItLightedModel ite; +00227 <font class="keyword">const</font> CVector &worldPos= model->getWorldMatrix().getPos(); +00228 +00229 <font class="comment">// Insert the models in all levels, because addDynamicLight() may choose the best suited level to select</font> +00230 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++) +00231 { +00232 ite.QgItes[i]= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].insert(worldPos, worldPos, model); +00233 } +00234 +00235 <font class="comment">// return the iterator</font> +00236 <font class="keywordflow">return</font> ite; +00237 } +00238 +00239 +00240 <font class="comment">// ***************************************************************************</font> +<a name="l00241"></a><a class="code" href="structNL3D_1_1CSortLight.html">00241</a> <font class="keyword">struct </font>CSortLight +00242 { +<a name="l00243"></a><a class="code" href="structNL3D_1_1CSortLight.html#m0">00243</a> CPointLight *<a class="code" href="structNL3D_1_1CSortLight.html#m0">PointLight</a>; +<a name="l00244"></a><a class="code" href="structNL3D_1_1CSortLight.html#m1">00244</a> <font class="keywordtype">float</font> <a class="code" href="structNL3D_1_1CSortLight.html#m1">Influence</a>; +00245 +00246 }; +00247 +00248 <font class="comment">// ***************************************************************************</font> +<a name="l00249"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a1">00249</a> <font class="keywordtype">void</font> CLightingManager::computeModelLightContributions(CTransform *model, CLightContribution &lightContrib, +00250 ILogicInfo *logicInfo) +00251 { +00252 sint i; +00253 +00254 <font class="comment">// This is the list of light which touch this model.</font> +00255 <font class="keyword">static</font> std::vector<CPointLightInfluence> lightList; +00256 <font class="comment">// static, for malloc perf.</font> +00257 lightList.clear(); +00258 +00259 <font class="comment">// the position of the model.</font> +00260 CVector modelPos; +00261 <font class="keywordtype">float</font> modelRadius; +00262 +00263 <font class="comment">// get the untransformed bbox from the model.</font> +00264 CAABBox bbox; +00265 model->getAABBox(bbox); +00266 <font class="comment">// get transformed center pos of bbox</font> +00267 modelPos= model->getWorldMatrix() * bbox.getCenter(); +00268 <font class="comment">// If the model is a big lightable, must take radius from aabbox, else suppose 0 radius.</font> +00269 <font class="keywordflow">if</font>(model->isBigLightable()) +00270 { +00271 <font class="comment">// get size of the bbox (bounding sphere)</font> +00272 modelRadius= bbox.getRadius(); +00273 } +00274 <font class="keywordflow">else</font> +00275 { +00276 <font class="comment">// Assume 0 radius => faster computeLinearAttenuation()</font> +00277 modelRadius= 0; +00278 } +00279 +00280 +00281 <font class="comment">// First pass, fill the list of light which touch this model.</font> +00282 <font class="comment">//=========</font> +00283 <font class="comment">// get the dynamic lights around the model</font> +00284 <a class="code" href="classNL3D_1_1CLightingManager.html#c0">getDynamicPointLightList</a>(modelPos, lightList); +00285 +00286 <font class="comment">// if not already precomputed, append staticLights to this list.</font> +00287 <font class="keywordflow">if</font>( !lightContrib.FrozenStaticLightSetup ) +00288 { +00289 <font class="comment">// If no logicInfo provided</font> +00290 <font class="keywordflow">if</font>(!logicInfo) +00291 { +00292 <font class="comment">// Default: suppose full SunLight and no PointLights.</font> +00293 lightContrib.SunContribution= 255; +00294 <font class="comment">// Take full SunAmbient.</font> +00295 lightContrib.LocalAmbient.set(0,0,0,0); +00296 <font class="comment">// do not append any pointLight to the setup</font> +00297 } +00298 <font class="keywordflow">else</font> +00299 { +00300 <font class="comment">// NB: SunContribution is computed by logicInfo</font> +00301 logicInfo->getStaticLightSetup(lightList, lightContrib.SunContribution, lightContrib.LocalAmbient); +00302 } +00303 } +00304 +00305 <font class="comment">// Second pass, in the lightList, choose the best suited light to lit this model</font> +00306 <font class="comment">//=========</font> +00307 +00308 <font class="comment">// for each light, modulate the factor of influence</font> +00309 <font class="keywordflow">for</font>(i=0; i<(sint)lightList.size();i++) +00310 { +00311 CPointLight *pl= lightList[i].PointLight; +00312 +00313 <font class="comment">// get the distance from the light to the model</font> +00314 <font class="keywordtype">float</font> dist= (pl->getPosition() - modelPos).norm(); +00315 <font class="keywordtype">float</font> distMinusRadius= dist - modelRadius; +00316 +00317 <font class="comment">// modulate the factor by the distance and the attenuation distance.</font> +00318 <font class="keywordtype">float</font> inf; +00319 <font class="keywordtype">float</font> attBegin= pl->getAttenuationBegin(); +00320 <font class="keywordtype">float</font> attEnd= pl->getAttenuationEnd(); +00321 <font class="comment">// if no attenuation</font> +00322 <font class="keywordflow">if</font>( attEnd==0 ) +00323 { +00324 <font class="comment">// influence is awlays 1.</font> +00325 inf= 1; +00326 +00327 <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font> +00328 <font class="keywordflow">if</font>(pl->getType() == CPointLight::SpotLight) +00329 inf*= pl->computeLinearAttenuation(modelPos, dist, modelRadius); +00330 } +00331 <font class="keywordflow">else</font> +00332 { +00333 <font class="comment">// if correct attenuation radius</font> +00334 <font class="keywordflow">if</font>(distMinusRadius<attBegin) +00335 { +00336 <font class="comment">// NB: we are sure that attBegin>0, because dist>=0.</font> +00337 <font class="comment">// if < attBegin, inf should be ==1, but must select the nearest lights; for better</font> +00338 <font class="comment">// understanding of the scene</font> +00339 inf= 1 + <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attBegin - distMinusRadius); <font class="comment">// inf E [1, +oo[</font> +00340 <font class="comment">// NB: this formula favour big lights (ie light with big attBegin).</font> +00341 +00342 <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font> +00343 <font class="keywordflow">if</font>(pl->getType() == CPointLight::SpotLight) +00344 inf*= pl->computeLinearAttenuation(modelPos, dist, modelRadius); +00345 } +00346 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(distMinusRadius<attEnd) +00347 { +00348 <font class="comment">// we are sure attEnd-attBegin>0 because of the test</font> +00349 <font class="comment">// compute influence of the light: attenuation and SpotAttenuation</font> +00350 inf= pl->computeLinearAttenuation(modelPos, dist, modelRadius); +00351 } +00352 <font class="keywordflow">else</font> +00353 { +00354 <font class="comment">// if >= attEnd, inf should be ==0, but must select the nearest lights; for better</font> +00355 <font class="comment">// understanding of the scene</font> +00356 inf= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attEnd - distMinusRadius); <font class="comment">// inf E ]-oo, 0]</font> +00357 } +00358 } +00359 +00360 <font class="comment">// modulate the influence with this factor</font> +00361 lightList[i].BkupInfluence= lightList[i].Influence; +00362 lightList[i].Influence*= inf; +00363 +00364 <font class="comment">// Bkup distance to model.</font> +00365 lightList[i].DistanceToModel= dist; +00366 } +00367 +00368 <font class="comment">// sort the light by influence</font> +00369 sort(lightList.begin(), lightList.end()); +00370 +00371 +00372 <font class="comment">// and choose only max light.</font> +00373 uint startId= 0; +00374 uint ligthSrcId= 0; +00375 <font class="comment">// skip already setuped light (statically)</font> +00376 <font class="keywordflow">if</font>(lightContrib.FrozenStaticLightSetup) +00377 startId= lightContrib.NumFrozenStaticLight; +00378 +00379 <font class="comment">// If there is still place for Dynamic lights.</font> +00380 <font class="keywordflow">if</font>(startId < <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>) +00381 { +00382 <font class="comment">// setup the transition.</font> +00383 <font class="keywordtype">float</font> deltaMinInfluence= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>; +00384 <font class="keywordtype">float</font> minInfluence= 0; +00385 <font class="comment">// If there is more light that we can accept, </font> +00386 <font class="keywordflow">if</font>(lightList.size() > <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId) +00387 { +00388 <font class="comment">// the minInfluence is the influence of the first light not taken.</font> +00389 minInfluence= lightList[<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId].Influence; +00390 <font class="comment">// but must still be >=0.</font> +00391 minInfluence= max(minInfluence, 0.f); +00392 } +00393 <font class="comment">// Any light under this minInfluence+deltaMinInfluence will be smoothly darken.</font> +00394 <font class="keywordtype">float</font> minInfluenceStart = minInfluence + deltaMinInfluence; +00395 <font class="keywordtype">float</font> OOdeltaMinInfluencex255= 255.f / deltaMinInfluence; +00396 +00397 <font class="comment">// fill maxLight at max.</font> +00398 <font class="keywordflow">for</font>(i=startId;i<(sint)<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>; i++) +00399 { +00400 <font class="comment">// if not so many pointLights found, end!!</font> +00401 <font class="keywordflow">if</font>(ligthSrcId>=lightList.size()) +00402 <font class="keywordflow">break</font>; +00403 <font class="keywordflow">else</font> +00404 { +00405 CPointLight *pl= lightList[ligthSrcId].PointLight; +00406 <font class="keywordtype">float</font> inf= lightList[ligthSrcId].Influence; +00407 <font class="keywordtype">float</font> bkupInf= lightList[ligthSrcId].BkupInfluence; +00408 <font class="keywordtype">float</font> distToModel= lightList[ligthSrcId].DistanceToModel; +00409 <font class="comment">// else fill it.</font> +00410 lightContrib.PointLight[i]= pl; +00411 +00412 <font class="comment">// Compute the Final factor of influence of the light.</font> +00413 <font class="keywordflow">if</font>(inf >= minInfluenceStart) +00414 { +00415 <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font> +00416 <font class="comment">// don't worry about the precision of floor, because of *255.</font> +00417 lightContrib.Factor[i]= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(bkupInf*255); +00418 } +00419 <font class="keywordflow">else</font> +00420 { +00421 <font class="keywordtype">float</font> f= (inf-minInfluence) * OOdeltaMinInfluencex255; +00422 sint fi; +00423 <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font> +00424 <font class="comment">// don't worry about the precision of floor, because of *255.</font> +00425 fi= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( bkupInf*f ); +00426 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(fi, 0, 255); +00427 lightContrib.Factor[i]= fi; +00428 } +00429 +00430 <font class="comment">// Compute the Final Att factor for models using Global Attenuation. NB: modulate with Factor</font> +00431 <font class="comment">// don't worry about the precision of floor, because of *255.</font> +00432 <font class="comment">// NB: compute att on the center of the model => modelRadius==0</font> +00433 sint attFactor= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( lightContrib.Factor[i] * pl->computeLinearAttenuation(modelPos, distToModel) ); +00434 lightContrib.AttFactor[i]= (uint8)attFactor; +00435 +00436 <font class="comment">// must append this lightedModel to the list in the light.</font> +00437 lightContrib.TransformIterator[i]= pl->appendLightedModel(model); +00438 +00439 <font class="comment">// next light.</font> +00440 ligthSrcId++; +00441 } +00442 } +00443 } +00444 <font class="keywordflow">else</font> +00445 { +00446 <font class="comment">// point to end the list</font> +00447 i= startId; +00448 } +00449 +00450 <font class="comment">// End the list.</font> +00451 <font class="keywordflow">if</font>(i<<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>) +00452 { +00453 lightContrib.PointLight[i]= NULL; +00454 } +00455 +00456 } +00457 +00458 +00459 <font class="comment">// ***************************************************************************</font> +<a name="l00460"></a><a class="code" href="classNL3D_1_1CLightingManager.html#c0">00460</a> <font class="keywordtype">void</font> CLightingManager::getDynamicPointLightList(<font class="keyword">const</font> CVector &worldPos, std::vector<CPointLightInfluence> &lightList) +00461 { +00462 <font class="comment">// For all quadGrids.</font> +00463 <font class="keywordflow">for</font>(uint qgId=0; qgId<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>; qgId++) +00464 { +00465 CQuadGrid<CPointLightInfo> &quadGrid= <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId]; +00466 +00467 <font class="comment">// select the lights around this position in the quadGrids.</font> +00468 quadGrid.select(worldPos, worldPos); +00469 +00470 <font class="comment">// for all possible found lights</font> +00471 CQuadGrid<CPointLightInfo>::CIterator itLight; +00472 <font class="keywordflow">for</font>(itLight= quadGrid.begin(); itLight!=quadGrid.end(); itLight++) +00473 { +00474 <font class="comment">// verify it includes the entity</font> +00475 <font class="keywordflow">if</font>( (*itLight).Sphere.include(worldPos) ) +00476 { +00477 <font class="comment">// ok, insert in list.</font> +00478 CPointLightInfluence pli; +00479 pli.PointLight= (*itLight).Light; +00480 <font class="comment">// No special Influence degradation scheme for Dynamic lighting</font> +00481 pli.Influence= 1; +00482 lightList.push_back( pli ); +00483 } +00484 } +00485 } +00486 } +00487 +00488 +00489 +00490 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- 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> |