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+<hr><h1>meshvp_wind_tree.cpp</h1><a href="meshvp__wind__tree_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 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="meshvp__wind__tree_8h.html">3d/meshvp_wind_tree.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00032 <font class="preprocessor">#include &lt;math.h&gt;</font>
+00033 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
+00035
+00036
+00037 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00038 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00039
+00040
+00041 <font class="keyword">namespace </font>NL3D
+00042 {
+00043
+00044
+00045 <font class="comment">// ***************************************************************************</font>
+00046 <font class="comment">// Light VP fragment constants start at 24</font>
+00047 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>= 24;
+00048
+00049
+00050 <font class="comment">// ***************************************************************************</font>
+<a name="l00051"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">00051</a> std::auto_ptr&lt;CVertexProgram&gt; CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
+00052
+00053 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a155">WindTreeVPCodeWave</a>=
+00054 <font class="stringliteral">"!!VP1.0 \n\</font>
+00055 <font class="stringliteral"> # extract from color.R the 3 factors into R0.xyz \n\</font>
+00056 <font class="stringliteral"> MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\</font>
+00057 <font class="stringliteral"> MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\</font>
+00058 <font class="stringliteral"> MAX R0, R0, c[8].xxxx; \n\</font>
+00059 <font class="stringliteral"> \n\</font>
+00060 <font class="stringliteral"> # Add influence of Bone Level1 \n\</font>
+00061 <font class="stringliteral"> MAD R5, c[15], R0.x, v[0]; \n\</font>
+00062 <font class="stringliteral"> \n\</font>
+00063 <font class="stringliteral"> # Sample LevelPhase into R7.yz: 0 to 3. \n\</font>
+00064 <font class="stringliteral"> MUL R7, v[3].xyzw, c[10].x; \n\</font>
+00065 <font class="stringliteral"> \n\</font>
+00066 <font class="stringliteral"> # Add influence of Bone Level2 \n\</font>
+00067 <font class="stringliteral"> ARL A0.x, R7.y; \n\</font>
+00068 <font class="stringliteral"> MAD R5, c[A0.x+16], R0.y, R5; \n\</font>
+00069 <font class="stringliteral"> \n\</font>
+00070 <font class="stringliteral"> # Add influence of Bone Level3 \n\</font>
+00071 <font class="stringliteral"> ARL A0.x, R7.z; \n\</font>
+00072 <font class="stringliteral"> MAD R5, c[A0.x+20], R0.z, R5; \n\</font>
+00073 <font class="stringliteral"> \n\</font>
+00074 <font class="stringliteral"> # Get normal in R6 for lighting. \n\</font>
+00075 <font class="stringliteral"> MOV R6, v[2]; \n\</font>
+00076 <font class="stringliteral">"</font>;
+00077
+00078 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a156">WindTreeVPCodeEnd</a>=
+00079 <font class="stringliteral">" # compute in Projection space \n\</font>
+00080 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R5; \n\</font>
+00081 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R5; \n\</font>
+00082 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R5; \n\</font>
+00083 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R5; \n\</font>
+00084 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+00085 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+00086 <font class="stringliteral"> DP4 o[FOGC].x, c[6], -R5; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+00087 <font class="stringliteral"> END \n\</font>
+00088 <font class="stringliteral">"</font>;
+00089
+00090
+00091 <font class="comment">// ***************************************************************************</font>
+<a name="l00092"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">00092</a> <font class="keywordtype">float</font> CMeshVPWindTree::speedCos(<font class="keywordtype">float</font> angle)
+00093 {
+00094 <font class="comment">// \todo yoyo TODO_OPTIM</font>
+00095 <font class="keywordflow">return</font> cosf(angle * 2*(<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>);
+00096 }
+00097
+00098
+00099 <font class="comment">// ***************************************************************************</font>
+<a name="l00100"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#a0">00100</a> CMeshVPWindTree::CMeshVPWindTree()
+00101 {
+00102 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
+00103 {
+00104 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_0">Frequency</a>[i]= 1;
+00105 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_1">FrequencyWindFactor</a>[i]= 0;
+00106 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_2">PowerXY</a>[i]= 0;
+00107 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_3">PowerZ</a>[i]= 0;
+00108 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[i]= 0;
+00109 <font class="comment">// Init currentTime.</font>
+00110 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]= 0;
+00111 }
+00112 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>= <font class="keyword">false</font>;
+00113
+00114 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>= 0;
+00115 }
+00116
+00117
+00118 <font class="comment">// ***************************************************************************</font>
+<a name="l00119"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#a1">00119</a> CMeshVPWindTree::~CMeshVPWindTree()
+00120 {
+00121 }
+00122
+00123
+00124 <font class="comment">// ***************************************************************************</font>
+<a name="l00125"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_5">00125</a> <font class="keywordtype">void</font> CMeshVPWindTree::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
+00126 {
+00127 (void)f.serialVersion(0);
+00128
+00129 <a class="code" href="debug_8h.html#a6">nlassert</a>(HrcDepth==3);
+00130 <font class="keywordflow">for</font>(uint i=0; i&lt;HrcDepth; i++)
+00131 {
+00132 f.serial(Frequency[i]);
+00133 f.serial(FrequencyWindFactor[i]);
+00134 f.serial(PowerXY[i]);
+00135 f.serial(PowerZ[i]);
+00136 f.serial(Bias[i]);
+00137 }
+00138 f.serial(SpecularLighting);
+00139 }
+00140
+00141
+00142 <font class="comment">// ***************************************************************************</font>
+<a name="l00143"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_0">00143</a> <font class="keywordtype">void</font> CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
+00144 {
+00145 <font class="comment">// init the vertexProgram code.</font>
+00146 <font class="keyword">static</font> <font class="keywordtype">bool</font> vpCreated= <font class="keyword">false</font>;
+00147 <font class="keywordflow">if</font>(!vpCreated)
+00148 {
+00149 vpCreated= <font class="keyword">true</font>;
+00150 <font class="comment">// All vpcode and begin() written for HrcDepth==3</font>
+00151 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>==3);
+00152
+00153 <font class="comment">// combine fragments.</font>
+00154 string vpCode;
+00155
+00156 <font class="comment">// For all possible VP.</font>
+00157 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#u1u0">NumVp</a>;i++)
+00158 {
+00159 <font class="comment">// setup of the VPLight fragment</font>
+00160 uint numPls= i/4;
+00161 <font class="keywordtype">bool</font> normalize= (i&amp;1)!=0;
+00162 <font class="keywordtype">bool</font> specular= (i&amp;2)!=0;
+00163
+00164 <font class="comment">// combine fragments</font>
+00165 vpCode= string(<a class="code" href="namespaceNL3D.html#a155">WindTreeVPCodeWave</a>)
+00166 + CRenderTrav::getLightVPFragment(numPls, <a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>, specular, normalize)
+00167 + <a class="code" href="namespaceNL3D.html#a156">WindTreeVPCodeEnd</a>;
+00168 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">_VertexProgram</a>[i]= std::auto_ptr&lt;CVertexProgram&gt;(<font class="keyword">new</font> CVertexProgram(vpCode.c_str()));
+00169 }
+00170 }
+00171
+00172 <font class="comment">// init a random phase.</font>
+00173 mbi-&gt;_VPWindTreePhase= <a class="code" href="namespaceNLMISC.html#a212">frand</a>(1);
+00174 }
+00175 <font class="comment">// ***************************************************************************</font>
+<a name="l00176"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_1">00176</a> <font class="keywordtype">bool</font> CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;invertedModelMat, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp; <font class="comment">/*viewerPos*/</font>)
+00177 {
+00178 <font class="keywordflow">if</font> (!(driver-&gt;isVertexProgramSupported() &amp;&amp; !driver-&gt;isVertexProgramEmulated())) <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00179
+00180
+00181 <font class="comment">// precompute mesh/instance.</font>
+00182 <font class="comment">//===============</font>
+00183
+00184
+00185 <font class="comment">// Get info from scene/instance</font>
+00186 <font class="keywordtype">float</font> windPower= scene-&gt;getGlobalWindPower();
+00187 <font class="keywordtype">float</font> instancePhase= mbi-&gt;_VPWindTreePhase;
+00188
+00189
+00190 <font class="comment">// process current times and current power. Only one time per render() and per CMeshVPWindTree.</font>
+00191 <font class="keywordflow">if</font>(scene-&gt;getCurrentTime() != <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>)
+00192 {
+00193 <font class="keywordtype">float</font> dt= (float)(scene-&gt;getCurrentTime() - <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>);
+00194 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>= scene-&gt;getCurrentTime();
+00195
+00196 <font class="comment">// Update each boneLevel time according to frequency.</font>
+00197 uint i;
+00198 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
+00199 {
+00200 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]+= dt*(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_0">Frequency</a>[i] + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_1">FrequencyWindFactor</a>[i]*windPower);
+00201 <font class="comment">// get it between 0 and 1. Important for float precision problems.</font>
+00202 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]= (float)fmod(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i], 1);
+00203 }
+00204
+00205 <font class="comment">// Update each boneLevel maximum amplitude vector.</font>
+00206 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
+00207 {
+00208 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i]= scene-&gt;getGlobalWindDirection() * <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_2">PowerXY</a>[i] * windPower;
+00209 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i].z= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_3">PowerZ</a>[i] * windPower;
+00210 }
+00211 }
+00212
+00213
+00214 <font class="comment">// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects</font>
+00215 <font class="keyword">static</font> CMatrix invWorldMatrix;
+00216 <font class="comment">// Keep only rotation part. (just need it and faster invert)</font>
+00217 invWorldMatrix.setRot(mbi-&gt;getWorldMatrix());
+00218 invWorldMatrix.invert();
+00219 <font class="keyword">static</font> CVector maxDeltaPosOS[<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>];
+00220 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
+00221 {
+00222 maxDeltaPosOS[i]= invWorldMatrix.mulVector(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i]);
+00223 }
+00224
+00225
+00226 <font class="comment">// Setup constants</font>
+00227 <font class="comment">//===============</font>
+00228
+00229 <font class="comment">// Setup lighting and lighting constants</font>
+00230 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#c0">setupLighting</a>(scene, mbi, invertedModelMat);
+00231
+00232 <font class="comment">// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();</font>
+00233 driver-&gt;setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
+00234 <font class="comment">// c[4..7] take the ModelView Matrix. After setupModelMatrix();</font>
+00235 driver-&gt;setConstantMatrix(4, IDriver::ModelView, IDriver::Identity);
+00236 <font class="comment">// c[8] take usefull constants.</font>
+00237 <font class="keyword">static</font> <font class="keywordtype">float</font> ct8[4]= {0, 1, 0.5f, 2};
+00238 driver-&gt;setConstant(8, 1, ct8);
+00239 <font class="comment">// c[9] take other usefull constants.</font>
+00240 <font class="keyword">static</font> <font class="keywordtype">float</font> ct9[4]= {3.f, 0.f, -1.f, -2.f};
+00241 driver-&gt;setConstant(9, 1, ct9);
+00242 <font class="comment">// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.</font>
+00243 <font class="keyword">static</font> <font class="keywordtype">float</font> ct10[4]= {4-0.01f, 0, 0, 0};
+00244 driver-&gt;setConstant(10, 1, ct10);
+00245
+00246
+00247 <font class="comment">// c[15] take Wind of level 0.</font>
+00248 <font class="keywordtype">float</font> f;
+00249 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[0] + instancePhase;
+00250 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>(f) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[0];
+00251 driver-&gt;setConstant(15, maxDeltaPosOS[0]*f );
+00252
+00253
+00254 <font class="comment">// c[16-19] take Wind of level 1.</font>
+00255 <font class="comment">// Unrolled. </font>
+00256 <font class="keywordtype">float</font> instTime1= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[1] + instancePhase;
+00257 <font class="comment">// phase 0.</font>
+00258 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0 ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
+00259 driver-&gt;setConstant(16+0, maxDeltaPosOS[1]*f);
+00260 <font class="comment">// phase 1.</font>
+00261 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.25f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
+00262 driver-&gt;setConstant(16+1, maxDeltaPosOS[1]*f);
+00263 <font class="comment">// phase 2.</font>
+00264 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.50f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
+00265 driver-&gt;setConstant(16+2, maxDeltaPosOS[1]*f);
+00266 <font class="comment">// phase 3.</font>
+00267 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.75f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
+00268 driver-&gt;setConstant(16+3, maxDeltaPosOS[1]*f);
+00269
+00270
+00271 <font class="comment">// c[20, 23] take Wind of level 2.</font>
+00272 <font class="comment">// Unrolled. </font>
+00273 <font class="keywordtype">float</font> instTime2= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[2] + instancePhase;
+00274 <font class="comment">// phase 0.</font>
+00275 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0 ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
+00276 driver-&gt;setConstant(20+0, maxDeltaPosOS[2]*f);
+00277 <font class="comment">// phase 1.</font>
+00278 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.25f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
+00279 driver-&gt;setConstant(20+1, maxDeltaPosOS[2]*f);
+00280 <font class="comment">// phase 2.</font>
+00281 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.50f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
+00282 driver-&gt;setConstant(20+2, maxDeltaPosOS[2]*f);
+00283 <font class="comment">// phase 3.</font>
+00284 f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.75f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
+00285 driver-&gt;setConstant(20+3, maxDeltaPosOS[2]*f);
+00286
+00287
+00288 <font class="comment">// Activate the good VertexProgram</font>
+00289 <font class="comment">//===============</font>
+00290
+00291 <font class="comment">// Get how many pointLights are setuped now.</font>
+00292 <a class="code" href="debug_8h.html#a6">nlassert</a>(scene != NULL);
+00293 CRenderTrav *renderTrav= scene-&gt;getRenderTrav();
+00294 sint numPls= renderTrav-&gt;getNumVPLights()-1;
+00295 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(numPls, 0, CRenderTrav::MaxVPLight-1);
+00296
+00297 <font class="comment">// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"</font>
+00298 uint idVP= (<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>?2:0) + (driver-&gt;isForceNormalize()?1:0) ;
+00299 <font class="comment">// correct VP id for correct unmber of pls.</font>
+00300 idVP= numPls*4 + idVP;
+00301
+00302 <font class="comment">// activate VP.</font>
+00303 driver-&gt;activeVertexProgram(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">_VertexProgram</a>[idVP].get());
+00304
+00305
+00306 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00307 }
+00308 <font class="comment">// ***************************************************************************</font>
+<a name="l00309"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_2">00309</a> <font class="keywordtype">void</font> CMeshVPWindTree::end(IDriver *driver)
+00310 {
+00311 <font class="comment">// Disable the VertexProgram</font>
+00312 driver-&gt;activeVertexProgram(NULL);
+00313 }
+00314
+00315 <font class="comment">// ***************************************************************************</font>
+00316 <font class="comment">// tool fct</font>
+00317 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(<font class="keyword">const</font> CMaterial &amp;mat, CScene *scene)
+00318 {
+00319 CRenderTrav *renderTrav= scene-&gt;getRenderTrav();
+00320 renderTrav-&gt;changeVPLightSetupMaterial(mat, <font class="keyword">false</font> <font class="comment">/* don't exclude strongest */</font>);
+00321 }
+00322
+00323 <font class="comment">// ***************************************************************************</font>
+<a name="l00324"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_3">00324</a> <font class="keywordtype">void</font> CMeshVPWindTree::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
+00325 IDriver *drv,
+00326 CScene *scene,
+00327 CVertexBuffer *)
+00328 {
+00329 <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(mat, scene);
+00330 }
+00331
+00332 <font class="comment">// ***************************************************************************</font>
+<a name="l00333"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_4">00333</a> <font class="keywordtype">void</font> CMeshVPWindTree::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
+00334 IDriver *drv,
+00335 CScene *scene,
+00336 IVertexBufferHard *vb)
+00337 {
+00338 <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(mat, scene);
+00339 }
+00340
+00341 <font class="comment">// ***************************************************************************</font>
+<a name="l00342"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#c0">00342</a> <font class="keywordtype">void</font> CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;invertedModelMat)
+00343 {
+00344 <a class="code" href="debug_8h.html#a6">nlassert</a>(scene != NULL);
+00345 CRenderTrav *renderTrav= scene-&gt;getRenderTrav();
+00346 <font class="comment">// setup cte for lighting</font>
+00347 renderTrav-&gt;beginVPLightSetup(<a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>, <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>, invertedModelMat);
+00348 }
+00349
+00350 } <font class="comment">// NL3D</font>
+</pre></div>
+
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