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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>patch_lightmap.cpp</h1><a href="patch__lightmap_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 +00027 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00028 +00029 +00030 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="patchuv__locator_8h.html">3d/patchuv_locator.h</a>"</font> +00038 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font> +00039 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font> +00040 <font class="preprocessor">#include "<a class="code" href="light__influence__interpolator_8h.html">3d/light_influence_interpolator.h</a>"</font> +00041 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font> +00042 <font class="keyword">using</font> <font class="keyword">namespace </font>std; +00043 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC; +00044 +00045 +00046 <font class="keyword">namespace </font>NL3D +00047 { +00048 +00049 +00050 <font class="comment">// ***************************************************************************</font> +00051 <font class="comment">// Precalc table used to decompress shadow map</font> +00052 <font class="comment">// NB: if you want to change thoses values, see unpackLumelBlock, cause hardcoded.</font> +00053 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a173">NL3DDecompressLumelFactor0Case0</a>[8]= +00054 { +00055 7, 0, 6, 5, 4, 3, 2, 1 +00056 }; +00057 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a174">NL3DDecompressLumelFactor1Case0</a>[8]= +00058 { +00059 0, 7, 1, 2, 3, 4, 5, 6 +00060 }; +00061 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a175">NL3DDecompressLumelFactor0Case1</a>[6]= +00062 { +00063 5, 0, 4, 3, 2, 1, +00064 }; +00065 <font class="keyword">static</font> <font class="keyword">const</font> uint <a class="code" href="namespaceNL3D.html#a176">NL3DDecompressLumelFactor1Case1</a>[6]= +00066 { +00067 0, 5, 1, 2, 3, 4, +00068 }; +00069 <font class="comment">// ***************************************************************************</font> +<a name="l00070"></a><a class="code" href="classNL3D_1_1CPatch.html#c2">00070</a> <font class="keywordtype">void</font> CPatch::unpackLumelBlock (uint8 *dest, <font class="keyword">const</font> uint8 *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>) +00071 { +00072 <font class="comment">// Take the two alpha values</font> +00073 uint alpha0=<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[0]; +00074 uint alpha1=<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[1]; +00075 +00076 <font class="comment">// precompute the 8 possible values, for each possible code.</font> +00077 <font class="comment">// ------------------</font> +00078 uint8 values[8]; +00079 <font class="comment">// Case 0</font> +00080 <font class="keywordflow">if</font> (alpha0>alpha1) +00081 { +00082 <font class="comment">// unrolled, and hardcoded for faster compute</font> +00083 values[0]= alpha0; +00084 values[1]= alpha1; +00085 values[2]= (uint8) ( (alpha0*219 + alpha1*37 ) >>8 ) ; <font class="comment">// 6*256/7</font> +00086 values[3]= (uint8) ( (alpha0*183 + alpha1*73 ) >>8 ) ; <font class="comment">// 5*256/7</font> +00087 values[4]= (uint8) ( (alpha0*146 + alpha1*110) >>8 ) ; <font class="comment">// 4*256/7</font> +00088 values[5]= (uint8) ( (alpha0*110 + alpha1*146) >>8 ) ; <font class="comment">// 3*256/7</font> +00089 values[6]= (uint8) ( (alpha0*73 + alpha1*183) >>8 ) ; <font class="comment">// 2*256/7</font> +00090 values[7]= (uint8) ( (alpha0*37 + alpha1*219) >>8 ) ; <font class="comment">// 1*256/7</font> +00091 } +00092 <font class="comment">// Case 1</font> +00093 <font class="keywordflow">else</font> +00094 { +00095 <font class="comment">// unrolled, and hardcoded for faster compute</font> +00096 values[0]= alpha0; +00097 values[1]= alpha1; +00098 values[2]= (uint8) ( (alpha0*205 + alpha1*51 ) >>8 ) ; <font class="comment">// 4*256/5</font> +00099 values[3]= (uint8) ( (alpha0*154 + alpha1*102) >>8 ) ; <font class="comment">// 3*256/5</font> +00100 values[4]= (uint8) ( (alpha0*102 + alpha1*154) >>8 ) ; <font class="comment">// 2*256/5</font> +00101 values[5]= (uint8) ( (alpha0*51 + alpha1*205) >>8 ) ; <font class="comment">// 1*256/5</font> +00102 values[6]= 0; +00103 values[7]= 255; +00104 } +00105 +00106 +00107 <font class="comment">// For each pixel, set the value according to the code</font> +00108 <font class="comment">// ------------------</font> +00109 uint block8Pixs[2]; +00110 <font class="comment">// Split the 48 bits data in 2 24 bits pass.</font> +00111 block8Pixs[0]= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[2]<<16) + ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[3]<<8) + ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[4]) ; +00112 block8Pixs[1]= ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[5]<<16) + ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[6]<<8) + ((uint)<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[7]) ; +00113 +00114 <font class="comment">// write all lumels</font> +00115 <font class="keywordflow">for</font>(uint i=0; i<2; i++) +00116 { +00117 uint blockPix= block8Pixs[i]; +00118 <font class="comment">// parse the 8 pixs, and write seq to dest</font> +00119 <font class="keywordflow">for</font>(uint n=8; n>0; n--, dest++) +00120 { +00121 uint code= (blockPix>>21)&0x7; +00122 +00123 <font class="comment">// read LUT, and store</font> +00124 *dest= values[code]; +00125 +00126 <font class="comment">// shift the block</font> +00127 blockPix<<= 3; +00128 } +00129 } +00130 +00131 } +00132 +00133 <font class="comment">// ***************************************************************************</font> +00134 <font class="keyword">inline</font> uint8 <a class="code" href="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (<font class="keyword">const</font> uint8 *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, uint pixel) +00135 { +00136 <font class="comment">// Offset of the bit</font> +00137 pixel*=3; +00138 uint <a class="code" href="driver__opengl__extension__def_8h.html#a378">offset</a>=(pixel>>3)+2; +00139 uint bits=pixel&7; +00140 +00141 <font class="comment">// Uncompress 16 codes</font> +00142 uint code; +00143 +00144 <font class="comment">// Get the code</font> +00145 <font class="keywordflow">if</font> (bits<=5) +00146 code=(<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a378">offset</a>]>>(5-bits))&0x7; +00147 <font class="keywordflow">else</font> +00148 code= ( (<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a378">offset</a>]<<(bits-5)) | (<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a378">offset</a>+1]>>(13-bits)) )&0x7; +00149 +00150 <font class="comment">// Case 0</font> +00151 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[0]><a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[1]) +00152 { +00153 <font class="comment">// Decompress the data</font> +00154 <font class="keywordflow">return</font> (uint8)((<a class="code" href="namespaceNL3D.html#a173">NL3DDecompressLumelFactor0Case0</a>[code]*<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[0]+<a class="code" href="namespaceNL3D.html#a174">NL3DDecompressLumelFactor1Case0</a>[code]*<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[1])/7); +00155 } +00156 <font class="comment">// Case 1</font> +00157 <font class="keywordflow">else</font> +00158 { +00159 <font class="comment">// Decompress the data</font> +00160 <font class="keywordflow">if</font> (code<6) +00161 <font class="keywordflow">return</font> (uint8)((<a class="code" href="namespaceNL3D.html#a175">NL3DDecompressLumelFactor0Case1</a>[code]*<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[0]+<a class="code" href="namespaceNL3D.html#a176">NL3DDecompressLumelFactor1Case1</a>[code]*<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[1])/5); +00162 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (code==6) +00163 <font class="keywordflow">return</font> 0; +00164 <font class="keywordflow">else</font> +00165 <font class="keywordflow">return</font> 255; +00166 } +00167 } +00168 +00169 <font class="comment">// ***************************************************************************</font> +<a name="l00170"></a><a class="code" href="classNL3D_1_1CPatch.html#a34">00170</a> <font class="keywordtype">void</font> CPatch::unpackShadowMap (uint8 *pLumelDest) +00171 { +00172 <font class="comment">// Input of compresed data</font> +00173 uint8 *compressedData=&<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[0]; +00174 +00175 <font class="comment">// Number of lumel by lines</font> +00176 uint lumelCount=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +00177 +00178 <font class="comment">// Number of block in a line</font> +00179 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lumelCount&0x3)==0); +00180 uint numLumelBlock=lumelCount>>2; +00181 +00182 <font class="comment">// Number of line</font> +00183 uint lineCount=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +00184 +00185 <font class="comment">// Number of block line</font> +00186 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lineCount&0x3)==0); +00187 uint numLineBlock=lineCount>>2; +00188 +00189 <font class="comment">// Destination lumel block size</font> +00190 uint lumelDestBlockSize=4; +00191 +00192 <font class="comment">// Destination lumel line block size</font> +00193 uint lumelDestLineBlockSize=lumelCount*lumelDestBlockSize; +00194 +00195 <font class="comment">// Each line block</font> +00196 <font class="keywordflow">for</font> (uint lineBlock=0; lineBlock<numLineBlock; lineBlock++) +00197 { +00198 uint countVx4=16; +00199 +00200 <font class="comment">// Block pointer</font> +00201 uint8 *blockLine=pLumelDest; +00202 +00203 <font class="comment">// Each lumel block</font> +00204 <font class="keywordflow">for</font> (uint lumelBlock=0; lumelBlock<numLumelBlock; lumelBlock++) +00205 { +00206 <font class="comment">// *** Unpack the block</font> +00207 uint countU=4; +00208 +00209 <font class="comment">// Destination lumel</font> +00210 uint8 *blockDest=blockLine; +00211 +00212 <font class="comment">// Temp block</font> +00213 uint8 block[4*4]; +00214 +00215 <font class="comment">// Block unpacking...</font> +00216 <a class="code" href="classNL3D_1_1CPatch.html#c2">unpackLumelBlock</a> (block, compressedData); +00217 +00218 <font class="comment">// Copy the lumels</font> +00219 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><countVx4; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+=4) +00220 { +00221 <font class="keywordflow">for</font> (uint u=0; u<countU; u++) +00222 { +00223 <font class="comment">// Copy the lumel</font> +00224 blockDest[u]=block[<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+u]; +00225 } +00226 +00227 <font class="comment">// Next line</font> +00228 blockDest+=lumelCount; +00229 } +00230 +00231 <font class="comment">// Next source block</font> +00232 compressedData+=<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>; +00233 +00234 <font class="comment">// Next block on the line</font> +00235 blockLine+=lumelDestBlockSize; +00236 } +00237 +00238 <font class="comment">// Next line of block</font> +00239 pLumelDest+=lumelDestLineBlockSize; +00240 } +00241 } +00242 +00243 <font class="comment">// ***************************************************************************</font> +<a name="l00244"></a><a class="code" href="classNL3D_1_1CPatch.html#c1">00244</a> uint CPatch::evalLumelBlock (<font class="keyword">const</font> uint8 *original, <font class="keyword">const</font> uint8 *unCompressed, uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>) +00245 { +00246 <font class="comment">// Sum</font> +00247 uint sum=0; +00248 +00249 <font class="comment">// Eval error for each..</font> +00250 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>++) +00251 <font class="keywordflow">for</font> (uint u=0; u<<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>; u++) +00252 { +00253 sum += abs((sint)original[<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>*4+u]-(sint)unCompressed[<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>*4+u]); +00254 } +00255 +00256 <font class="comment">// return the sum</font> +00257 <font class="keywordflow">return</font> sum; +00258 } +00259 +00260 <font class="comment">// ***************************************************************************</font> +<a name="l00261"></a><a class="code" href="classNL3D_1_1CPatch.html#c0">00261</a> <font class="keywordtype">void</font> CPatch::packLumelBlock (uint8 *dest, <font class="keyword">const</font> uint8 *source, uint8 alpha0, uint8 alpha1) +00262 { +00263 <font class="comment">// Precalc the height values..</font> +00264 uint8 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[8]; +00265 +00266 <font class="comment">// For each value</font> +00267 uint i; +00268 <font class="keywordflow">for</font> (i=0; i<8; i++) +00269 { +00270 <font class="comment">// Case 0 or 1 ?</font> +00271 <font class="keywordflow">if</font> (alpha0>alpha1) +00272 <font class="comment">// Case 0</font> +00273 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[i]=(<a class="code" href="namespaceNL3D.html#a173">NL3DDecompressLumelFactor0Case0</a>[i]*alpha0+<a class="code" href="namespaceNL3D.html#a174">NL3DDecompressLumelFactor1Case0</a>[i]*alpha1)/7; +00274 <font class="keywordflow">else</font> +00275 { +00276 <font class="keywordflow">if</font> (i<6) +00277 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[i]=(<a class="code" href="namespaceNL3D.html#a175">NL3DDecompressLumelFactor0Case1</a>[i]*alpha0+<a class="code" href="namespaceNL3D.html#a176">NL3DDecompressLumelFactor1Case1</a>[i]*alpha1)/5; +00278 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (i==6) +00279 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[i]=0; +00280 <font class="keywordflow">else</font> +00281 <a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[i]=255; +00282 } +00283 } +00284 +00285 <font class="comment">// Store alpha value</font> +00286 dest[0]=alpha0; +00287 dest[1]=alpha1; +00288 +00289 <font class="comment">// Clear dest codes</font> +00290 <font class="keywordflow">for</font> (i=0; i<6; i++) +00291 { +00292 <font class="comment">// Clear the code</font> +00293 dest[2+i]=0; +00294 } +00295 +00296 <font class="comment">// For each original select the best</font> +00297 uint codeOffset=2; +00298 sint codeShift=5; +00299 <font class="keywordflow">for</font> (i=0; i<16; i++) +00300 { +00301 <font class="comment">// Best dist and code</font> +00302 uint bestDist=10000; +00303 uint8 bestCode=0; +00304 +00305 <font class="comment">// Calc distance</font> +00306 <font class="keywordflow">for</font> (uint code=0; code<8; code++) +00307 { +00308 <font class="comment">// Distance from original value</font> +00309 uint dist=abs ((sint)(source[i])-(sint)(<a class="code" href="driver__opengl__extension__def_8h.html#a415">value</a>[code])); +00310 +00311 <font class="comment">// The best ?</font> +00312 <font class="keywordflow">if</font> (dist<bestDist) +00313 { +00314 <font class="comment">// New best</font> +00315 bestDist=dist; +00316 bestCode=code; +00317 } +00318 +00319 <font class="comment">// Perfect, stop searching</font> +00320 <font class="keywordflow">if</font> (dist==0) +00321 <font class="keywordflow">break</font>; +00322 } +00323 +00324 <font class="comment">// Store the best</font> +00325 <font class="keywordflow">if</font> (codeShift>=0) +00326 dest[codeOffset]|=bestCode<<codeShift; +00327 <font class="keywordflow">else</font> +00328 { +00329 dest[codeOffset]|=bestCode>>(-codeShift); +00330 dest[codeOffset+1]|=bestCode<<(8+codeShift); +00331 } +00332 +00333 +00334 <font class="comment">// Next shift</font> +00335 codeShift-=3; +00336 <font class="keywordflow">if</font> (codeShift<=-3) +00337 { +00338 codeOffset++; +00339 codeShift+=8; +00340 } +00341 } +00342 } +00343 +00344 <font class="comment">// ***************************************************************************</font> +<a name="l00345"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_17">00345</a> <font class="keywordtype">void</font> CPatch::getTileTileColors(uint ts, uint tt, CRGBA corners[4]) +00346 { +00347 <font class="keywordflow">for</font>(sint i=0;i<4;i++) +00348 { +00349 CTileColor &tcol= <a class="code" href="classNL3D_1_1CPatch.html#m5">TileColors</a>[ (tt+(i>>1))*(<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>+1) + (ts+(i&1)) ]; +00350 CRGBA &col= corners[i]; +00351 col.set565 (tcol.Color565); +00352 } +00353 } +00354 +00355 +00356 <font class="comment">// ***************************************************************************</font> +00357 <font class="comment">// bilinear at center of the pixels. x E [0, 3], y E [0, 3].</font> +00358 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a387">bilinearColor</a>(CRGBA corners[4], uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, uint &R, uint &G, uint &B) +00359 { +00360 <font class="comment">// Fast bilinear and modulate. </font> +00361 <font class="comment">// \todo yoyo: TODO_OPTIMIZE: should be ASMed later. (MMX...)</font> +00362 <font class="comment">// hardcoded for 4 pixels.</font> +00363 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>==4); +00364 +00365 <font class="comment">// expand to be on center of pixel=> 1,3,5 or 7.</font> +00366 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= (<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<1)+1; +00367 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<1)+1; +00368 uint x1= 8-<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>; +00369 uint y1= 8-<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00370 +00371 <font class="comment">// compute weight factors.</font> +00372 uint xy= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00373 uint x1y= x1*<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00374 uint xy1= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*y1; +00375 uint x1y1= x1*y1; +00376 +00377 <font class="comment">// bilinear</font> +00378 <font class="comment">// pix left top.</font> +00379 R = corners[0].R * x1y1; +00380 G = corners[0].G * x1y1; +00381 B = corners[0].B * x1y1; +00382 <font class="comment">// pix right top.</font> +00383 R+= corners[1].R * xy1; +00384 G+= corners[1].G * xy1; +00385 B+= corners[1].B * xy1; +00386 <font class="comment">// pix left bottom.</font> +00387 R+= corners[2].R * x1y; +00388 G+= corners[2].G * x1y; +00389 B+= corners[2].B * x1y; +00390 <font class="comment">// pix right bottom.</font> +00391 R+= corners[3].R * xy; +00392 G+= corners[3].G * xy; +00393 B+= corners[3].B * xy; +00394 +00395 } +00396 +00397 +00398 <font class="comment">// ***************************************************************************</font> +00399 <font class="comment">// bilinear at center of the pixels. x E [0, 3], y E [0, 3].</font> +00400 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a388">bilinearColorAndModulate</a>(CRGBA corners[4], uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA &<a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>) +00401 { +00402 uint R,G,B; +00403 <a class="code" href="namespaceNL3D.html#a387">bilinearColor</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, R, G, B); +00404 +00405 <font class="comment">// modulate with input.</font> +00406 R*= <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.R; +00407 G*= <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.G; +00408 B*= <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.B; +00409 +00410 <font class="comment">// result.</font> +00411 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.R= R >> 14; +00412 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.G= G >> 14; +00413 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.B= B >> 14; +00414 } +00415 +00416 +00417 <font class="comment">// ***************************************************************************</font> +00418 <font class="comment">// bilinear at center of the pixels. x E [0, 3], y E [0, 3].</font> +00419 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a389">bilinearColorAndAdd</a>(CRGBA corners[4], uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA &<a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>) +00420 { +00421 uint R,G,B; +00422 <a class="code" href="namespaceNL3D.html#a387">bilinearColor</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, R, G, B); +00423 +00424 <font class="comment">// add with input.</font> +00425 R= (R>>6) + <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.R; +00426 G= (G>>6) + <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.G; +00427 B= (B>>6) + <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.B; +00428 R= <a class="code" href="bit__set_8cpp.html#a0">min</a>(R, 255U); +00429 G= <a class="code" href="bit__set_8cpp.html#a0">min</a>(G, 255U); +00430 B= <a class="code" href="bit__set_8cpp.html#a0">min</a>(B, 255U); +00431 +00432 <font class="comment">// result.</font> +00433 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.R= R; +00434 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.G= G; +00435 <a class="code" href="driver__opengl__extension__def_8h.html#a400">res</a>.B= B; +00436 } +00437 +00438 +00439 +00440 <font class="comment">// ***************************************************************************</font> +<a name="l00441"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_14">00441</a> <font class="keywordtype">void</font> CPatch::modulateTileLightmapWithTileColors(uint ts, uint tt, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00442 { +00443 <font class="comment">// Get the tileColors around this tile</font> +00444 CRGBA corners[4]; +00445 <a class="code" href="classNL3D_1_1CPatch.html#z682_17">getTileTileColors</a>(ts, tt, corners); +00446 +00447 <font class="comment">// For all lumel, bilinear.</font> +00448 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00449 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +00450 { +00451 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00452 { +00453 <font class="comment">// compute this pixel, and modulate</font> +00454 <a class="code" href="namespaceNL3D.html#a388">bilinearColorAndModulate</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]); +00455 } +00456 } +00457 } +00458 +00459 +00460 <font class="comment">// ***************************************************************************</font> +<a name="l00461"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_15">00461</a> <font class="keywordtype">void</font> CPatch::modulateTileLightmapEdgeWithTileColors(uint ts, uint tt, uint edge, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keywordtype">bool</font> inverse) +00462 { +00463 <font class="comment">// Get the tileColors around this tile</font> +00464 CRGBA corners[4]; +00465 <a class="code" href="classNL3D_1_1CPatch.html#z682_17">getTileTileColors</a>(ts, tt, corners); +00466 +00467 <font class="comment">// get coordinate according to edge.</font> +00468 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; +00469 <font class="keywordflow">switch</font>(edge) +00470 { +00471 <font class="keywordflow">case</font> 0: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= 0; <font class="keywordflow">break</font>; +00472 <font class="keywordflow">case</font> 1: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +00473 <font class="keywordflow">case</font> 2: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +00474 <font class="keywordflow">case</font> 3: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 0; <font class="keywordflow">break</font>; +00475 }; +00476 +00477 <font class="comment">// For all lumel of the edge, bilinear.</font> +00478 uint i; +00479 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; i++) +00480 { +00481 <font class="comment">// if vertical edge</font> +00482 <font class="keywordflow">if</font>( (edge&1)==0 ) <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= i; +00483 <font class="comment">// else horizontal edge</font> +00484 <font class="keywordflow">else</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= i; +00485 +00486 <font class="comment">// manage inverse.</font> +00487 uint where; +00488 <font class="keywordflow">if</font>(inverse) where= (<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1)-i; +00489 <font class="keywordflow">else</font> where= i; +00490 <font class="comment">// compute this pixel, and modulate</font> +00491 <a class="code" href="namespaceNL3D.html#a388">bilinearColorAndModulate</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest[where*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>]); +00492 } +00493 } +00494 +00495 +00496 <font class="comment">// ***************************************************************************</font> +<a name="l00497"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_16">00497</a> <font class="keywordtype">void</font> CPatch::modulateTileLightmapPixelWithTileColors(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, CRGBA *dest) +00498 { +00499 <font class="comment">// Get the tileColors around this tile</font> +00500 CRGBA corners[4]; +00501 <a class="code" href="classNL3D_1_1CPatch.html#z682_17">getTileTileColors</a>(ts, tt, corners); +00502 +00503 <font class="comment">// compute this pixel, and modulate</font> +00504 <a class="code" href="namespaceNL3D.html#a388">bilinearColorAndModulate</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, *dest); +00505 } +00506 +00507 +00508 +00509 <font class="comment">// ***************************************************************************</font> +<a name="l00510"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_8">00510</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapAutomatic(uint ts, uint tt, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00511 { +00512 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00513 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +00514 { +00515 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00516 { +00517 <font class="comment">// compute this pixel.</font> +00518 <a class="code" href="classNL3D_1_1CPatch.html#z682_10">computeTileLightmapPixelAutomatic</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest+ <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>); +00519 } +00520 } +00521 } +00522 +00523 <font class="comment">// ***************************************************************************</font> +<a name="l00524"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_9">00524</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapEdgeAutomatic(uint ts, uint tt, uint edge, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keywordtype">bool</font> inverse) +00525 { +00526 <font class="comment">// get coordinate according to edge.</font> +00527 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; +00528 <font class="keywordflow">switch</font>(edge) +00529 { +00530 <font class="keywordflow">case</font> 0: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= 0; <font class="keywordflow">break</font>; +00531 <font class="keywordflow">case</font> 1: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +00532 <font class="keywordflow">case</font> 2: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +00533 <font class="keywordflow">case</font> 3: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 0; <font class="keywordflow">break</font>; +00534 }; +00535 +00536 uint i; +00537 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; i++) +00538 { +00539 <font class="comment">// if vertical edge</font> +00540 <font class="keywordflow">if</font>( (edge&1)==0 ) <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= i; +00541 <font class="comment">// else horizontal edge</font> +00542 <font class="keywordflow">else</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= i; +00543 +00544 <font class="comment">// manage inverse.</font> +00545 uint where; +00546 <font class="keywordflow">if</font>(inverse) where= (<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1)-i; +00547 <font class="keywordflow">else</font> where= i; +00548 <font class="comment">// compute this pixel.</font> +00549 <a class="code" href="classNL3D_1_1CPatch.html#z682_10">computeTileLightmapPixelAutomatic</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest+ where*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>); +00550 } +00551 } +00552 +00553 <font class="comment">// ***************************************************************************</font> +<a name="l00554"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_10">00554</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapPixelAutomatic(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, CRGBA *dest) +00555 { +00556 <font class="keywordtype">float</font> u,<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>; +00557 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font> lumelSize= 1.f/<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +00558 +00559 <font class="comment">// use 3 computeVertex to compute a normal. This is slow....</font> +00560 CVector p0, p1 ,p2; +00561 <font class="comment">// 1st vert. Top-left of the lumel.</font> +00562 u= (ts + <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>; +00563 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (tt + <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>; +00564 p0= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00565 <font class="comment">// 2nd vert. Bottom-left of the lumel.</font> +00566 u= (ts + <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>; +00567 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (tt + (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+1)*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>; +00568 p1= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00569 <font class="comment">// 3rd vert. Center-Right of the lumel.</font> +00570 u= (ts + (<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+1)*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>; +00571 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (tt + (<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+0.5f)*lumelSize )/<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>; +00572 p2= <a class="code" href="classNL3D_1_1CPatch.html#a16">computeVertex</a>(u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); +00573 +00574 <font class="comment">// the normal.</font> +00575 CVector normal; +00576 normal= (p1-p0)^(p2-p0); +00577 normal.normalize(); +00578 +00579 <font class="comment">// lighting.</font> +00580 <font class="keywordtype">float</font> c= -normal*<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getAutomaticLightDir(); +00581 c= max(c, 0.f); +00582 sint ic; +00583 +00584 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font> +00585 <font class="preprocessor"></font> <font class="comment">// FastFloor using fistp. Don't care convention.</font> +00586 <font class="keywordtype">float</font> fc= c*256; +00587 _asm +00588 { +00589 fld fc +00590 fistp ic +00591 } +00592 <font class="preprocessor">#else</font> +00593 <font class="preprocessor"></font> ic= (sint)floor(c*256); +00594 <font class="preprocessor">#endif</font> +00595 <font class="preprocessor"></font> <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(ic, 0, 255); +00596 +00597 <font class="comment">// ambiant/diffuse lighting.</font> +00598 *dest= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getStaticLight()[ic]; +00599 } +00600 +00601 +00602 <font class="comment">// ***************************************************************************</font> +<a name="l00603"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_3">00603</a> <font class="keywordtype">void</font> CPatch::getTileLumelmapPrecomputed(uint ts, uint tt, uint8 *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00604 { +00605 <font class="comment">// Unpack the lumels</font> +00606 uint8 buffer[<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>]; +00607 <a class="code" href="classNL3D_1_1CPatch.html#c2">unpackLumelBlock</a> (buffer, &(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[(ts + (tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>))*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>])); +00608 +00609 <font class="comment">// Retrun it</font> +00610 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00611 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +00612 { +00613 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00614 { +00615 <font class="comment">// lumel</font> +00616 dest[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= buffer[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>)]; +00617 } +00618 } +00619 } +00620 +00621 +00622 <font class="comment">// ***************************************************************************</font> +<a name="l00623"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_4">00623</a> <font class="keywordtype">void</font> CPatch::getTileLumelmapPixelPrecomputed(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint8 &dest)<font class="keyword"> const</font> +00624 <font class="keyword"></font>{ +00625 <font class="comment">// Return the lumel</font> +00626 dest= <a class="code" href="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (&(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[(ts + (tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>))*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>]), <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><<2)); +00627 } +00628 +00629 +00630 <font class="comment">// ***************************************************************************</font> +<a name="l00631"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_11">00631</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapPrecomputed(uint ts, uint tt, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00632 { +00633 <font class="comment">// Lumel table</font> +00634 <font class="keyword">const</font> CRGBA* colorTable=<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a> ()->getStaticLight (); +00635 <font class="comment">// Unpack the lumels</font> +00636 uint8 buffer[<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>]; +00637 <a class="code" href="classNL3D_1_1CPatch.html#c2">unpackLumelBlock</a> (buffer, &(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[(ts + (tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>))*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>])); +00638 +00639 <font class="comment">// Retrun it</font> +00640 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +00641 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +00642 { +00643 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00644 { +00645 <font class="comment">// lumel</font> +00646 dest[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]=colorTable[buffer[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>)]]; +00647 } +00648 } +00649 } +00650 +00651 <font class="comment">// ***************************************************************************</font> +00652 +00653 <font class="keyword">static</font> uint <a class="code" href="namespaceNL3D.html#a177">NL3DPixelStartLumel</a>[4]={0, 4*3, 3, 0}; +00654 <font class="keyword">static</font> uint <a class="code" href="namespaceNL3D.html#a178">NL3DDeltaLumel</a>[4]={4, 1, 4, 1}; +00655 +00656 <font class="comment">// ***************************************************************************</font> +<a name="l00657"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_12">00657</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapEdgePrecomputed(uint ts, uint tt, uint edge, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keywordtype">bool</font> inverse) +00658 { +00659 <font class="comment">// Lumel table</font> +00660 <font class="keyword">const</font> CRGBA* colorTable=<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a> ()->getStaticLight (); +00661 +00662 <font class="comment">// Witch corner to start ?</font> +00663 uint pixel=<a class="code" href="namespaceNL3D.html#a177">NL3DPixelStartLumel</a>[edge]; +00664 uint delta=<a class="code" href="namespaceNL3D.html#a178">NL3DDeltaLumel</a>[edge]; +00665 +00666 <font class="comment">// For each lumels</font> +00667 <font class="keyword">const</font> uint8 *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>=&(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[(ts + (tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>))*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>]); +00668 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>; +00669 <font class="keywordflow">if</font> (inverse) +00670 { +00671 uint inverseStride=<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>*(4-1); +00672 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><4; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00673 { +00674 <font class="comment">// lumel</font> +00675 dest[inverseStride-<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>]=colorTable[<a class="code" href="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, pixel)]; +00676 pixel+=delta; +00677 } +00678 } +00679 <font class="keywordflow">else</font> +00680 { +00681 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><4; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +00682 { +00683 <font class="comment">// lumel</font> +00684 dest[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>]=colorTable[<a class="code" href="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, pixel)]; +00685 pixel+=delta; +00686 } +00687 } +00688 } +00689 +00690 <font class="comment">// ***************************************************************************</font> +<a name="l00691"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_13">00691</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapPixelPrecomputed(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, CRGBA *dest) +00692 { +00693 <font class="comment">// Lumel table</font> +00694 <font class="keyword">const</font> CRGBA* colorTable=<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a> ()->getStaticLight (); +00695 +00696 <font class="comment">// Return the lumel</font> +00697 *dest=colorTable[<a class="code" href="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (&(<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[(ts + (tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>))*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>]), <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><<2))]; +00698 } +00699 +00700 +00701 +00702 <font class="comment">// ***************************************************************************</font> +<a name="l00703"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_5">00703</a> <font class="keywordtype">void</font> CPatch::computeTileLightmap(uint ts, uint tt, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00704 { +00705 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getAutomaticLighting()) +00706 <a class="code" href="classNL3D_1_1CPatch.html#z682_8">computeTileLightmapAutomatic</a>(ts, tt, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>); +00707 <font class="keywordflow">else</font> +00708 { +00709 <a class="code" href="classNL3D_1_1CPatch.html#z682_11">computeTileLightmapPrecomputed</a>(ts, tt, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>); +00710 <font class="comment">// Add the inlufence of TLI.</font> +00711 <a class="code" href="classNL3D_1_1CPatch.html#z682_20">addTileLightmapWithTLI</a>(ts, tt, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>); +00712 } +00713 +00714 <font class="comment">// modulate dest with tileColors (at center of lumels).</font> +00715 <a class="code" href="classNL3D_1_1CPatch.html#z682_14">modulateTileLightmapWithTileColors</a>(ts, tt, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>); +00716 } +00717 <font class="comment">// ***************************************************************************</font> +<a name="l00718"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_6">00718</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapEdge(uint ts, uint tt, uint edge, CRGBA *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keywordtype">bool</font> inverse) +00719 { +00720 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getAutomaticLighting()) +00721 <a class="code" href="classNL3D_1_1CPatch.html#z682_9">computeTileLightmapEdgeAutomatic</a>(ts, tt, edge, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00722 <font class="keywordflow">else</font> +00723 { +00724 <a class="code" href="classNL3D_1_1CPatch.html#z682_12">computeTileLightmapEdgePrecomputed</a>(ts, tt, edge, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00725 <font class="comment">// Add the inlufence of TLI.</font> +00726 <a class="code" href="classNL3D_1_1CPatch.html#z682_21">addTileLightmapEdgeWithTLI</a>(ts, tt, edge, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00727 } +00728 +00729 <font class="comment">// modulate dest with tileColors (at center of lumels).</font> +00730 <a class="code" href="classNL3D_1_1CPatch.html#z682_15">modulateTileLightmapEdgeWithTileColors</a>(ts, tt, edge, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00731 } +00732 +00733 +00734 <font class="comment">// ***************************************************************************</font> +<a name="l00735"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_7">00735</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapPixel(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, CRGBA *dest) +00736 { +00737 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getAutomaticLighting()) +00738 <a class="code" href="classNL3D_1_1CPatch.html#z682_10">computeTileLightmapPixelAutomatic</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, dest); +00739 <font class="keywordflow">else</font> +00740 { +00741 <a class="code" href="classNL3D_1_1CPatch.html#z682_13">computeTileLightmapPixelPrecomputed</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, dest); +00742 <font class="comment">// Add the inlufence of TLI.</font> +00743 <a class="code" href="classNL3D_1_1CPatch.html#z682_22">addTileLightmapPixelWithTLI</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, dest); +00744 } +00745 +00746 <font class="comment">// modulate dest with tileColors (at center of lumels).</font> +00747 <a class="code" href="classNL3D_1_1CPatch.html#z682_16">modulateTileLightmapPixelWithTileColors</a>(ts, tt, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, dest); +00748 } +00749 +00750 +00751 <font class="comment">// ***************************************************************************</font> +<a name="l00752"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_4">00752</a> <font class="keywordtype">void</font> CPatch::computeTileLightmapPixelAroundCorner(<font class="keyword">const</font> CVector2f &stIn, CRGBA *dest, <font class="keywordtype">bool</font> lookAround) +00753 { +00754 <font class="keywordtype">bool</font> mustLookOnNeighbor= <font class="keyword">false</font>; +00755 +00756 <font class="comment">// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis).</font> +00757 sint u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>; +00758 u= (sint)floor(stIn.x*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +00759 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (sint)floor(stIn.y*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +00760 +00761 <font class="comment">// if allowed, try to go on neighbor patch.</font> +00762 <font class="keywordflow">if</font>(lookAround) +00763 { +00764 <font class="comment">// try to know if we must go on a neighbor patch (maybe false with bind X/1).</font> +00765 <font class="keywordflow">if</font>( u<0 || u>=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> || v<0 || v>=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>) +00766 mustLookOnNeighbor= <font class="keyword">true</font>; +00767 } +00768 +00769 +00770 <font class="comment">// If we must get (if possible) the pixel in the current patch, do it.</font> +00771 <font class="keywordflow">if</font>(!mustLookOnNeighbor) +00772 { +00773 <font class="comment">// if out this patch, abort.</font> +00774 <font class="keywordflow">if</font>( u<0 || u>=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> || v<0 || v>=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>) +00775 <font class="keywordflow">return</font>; +00776 <font class="keywordflow">else</font> +00777 { +00778 <font class="comment">// get this pixel.</font> +00779 <a class="code" href="classNL3D_1_1CPatch.html#z682_7">computeTileLightmapPixel</a>(u>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, u&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), dest); +00780 } +00781 } +00782 <font class="comment">// else get from the best neighbor patch.</font> +00783 <font class="keywordflow">else</font> +00784 { +00785 <font class="comment">// choose against which edge we must find the pixel.</font> +00786 uint edge=0; +00787 <font class="keywordflow">if</font>(u<0) edge=0; +00788 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>>=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>) edge=1; +00789 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(u>=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>) edge=2; +00790 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><0) edge=3; +00791 +00792 <font class="comment">// retrieve info on neighbor.</font> +00793 CBindInfo bindInfo; +00794 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo); +00795 +00796 <font class="comment">// if neighbor present.</font> +00797 <font class="keywordflow">if</font>(bindInfo.Zone) +00798 { +00799 CVector2f stOut; +00800 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut; +00801 uint patchId; +00802 +00803 <font class="comment">// Ok, search uv on this patch.</font> +00804 CPatchUVLocator uvLocator; +00805 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo); +00806 patchId= uvLocator.selectPatch(stIn); +00807 uvLocator.locateUV(stIn, patchId, patchOut, stOut); +00808 +00809 <font class="comment">// retry only one time, so at next call, must find the data IN htis patch (else abort).</font> +00810 patchOut->computeTileLightmapPixelAroundCorner(stOut, dest, <font class="keyword">false</font>); +00811 } +00812 } +00813 } +00814 +00815 +00816 <font class="comment">// ***************************************************************************</font> +<a name="l00817"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_3">00817</a> <font class="keywordtype">void</font> CPatch::computeNearBlockLightmap(uint uts, uint utt, CRGBA *lightText) +00818 { +00819 sint ts= uts; +00820 sint tt= utt; +00821 +00822 <font class="comment">// hardcoded for 10x10.</font> +00823 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>==10); +00824 CRGBA *dest; +00825 uint edge; +00826 uint corner; +00827 +00828 <font class="comment">// Compute center of the TessBlock: the 2x2 tiles.</font> +00829 <font class="comment">//=================</font> +00830 <font class="comment">// compute tile 0,0 of the tessBlock. must decal of 1 pixel.</font> +00831 dest= lightText+<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>+1; +00832 <a class="code" href="classNL3D_1_1CPatch.html#z682_5">computeTileLightmap</a>(ts, tt, dest, <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>); +00833 <font class="comment">// compute tile 1,0 of the tessBlock. must decal of 1 pixel.</font> +00834 dest= lightText + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>+1 ; +00835 <a class="code" href="classNL3D_1_1CPatch.html#z682_5">computeTileLightmap</a>(ts+1, tt, dest, <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>); +00836 <font class="comment">// compute tile 0,1 of the tessBlock. must decal of 1 pixel.</font> +00837 dest= lightText + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a> + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>+1 ; +00838 <a class="code" href="classNL3D_1_1CPatch.html#z682_5">computeTileLightmap</a>(ts, tt+1, dest, <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>); +00839 <font class="comment">// compute tile 1,1 of the tessBlock. must decal of 1 pixel.</font> +00840 dest= lightText + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a> + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a> + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>+1 ; +00841 <a class="code" href="classNL3D_1_1CPatch.html#z682_5">computeTileLightmap</a>(ts+1, tt+1, dest, <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>); +00842 +00843 +00844 <font class="comment">// Compute edges of the TessBlock.</font> +00845 <font class="comment">//=================</font> +00846 <font class="keywordtype">bool</font> edgeBorder[4]; +00847 <font class="comment">// where are we on a border of a patch??</font> +00848 edgeBorder[0]= ( ts==0 ); +00849 edgeBorder[1]= ( tt == <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-2 ); +00850 edgeBorder[2]= ( ts == <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-2 ); +00851 edgeBorder[3]= ( tt==0 ); +00852 +00853 <font class="comment">// For all edges.</font> +00854 <font class="keywordflow">for</font>(edge=0; edge<4; edge++) +00855 { +00856 <font class="comment">// compute dest info.</font> +00857 <font class="comment">//==============</font> +00858 <font class="comment">// Are we on a vertical edge or horizontal edge??</font> +00859 uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>= (edge&1)==0? <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a> : 1; +00860 +00861 <font class="comment">// must compute on which tile we must find info.</font> +00862 sint decalS=0; +00863 sint decalT=0; +00864 <font class="comment">// and must compute ptr, where we store the result of the edge.</font> +00865 <font class="keywordflow">switch</font>(edge) +00866 { +00867 <font class="keywordflow">case</font> 0: decalS=-1; dest= lightText + 0 + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +00868 <font class="keywordflow">case</font> 1: decalT= 2; dest= lightText + 1 + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1)*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +00869 <font class="keywordflow">case</font> 2: decalS= 2; dest= lightText + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1) + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +00870 <font class="keywordflow">case</font> 3: decalT=-1; dest= lightText + 1; <font class="keywordflow">break</font>; +00871 }; +00872 +00873 <font class="comment">// compute the second tile dest info.</font> +00874 CRGBA *dest2; +00875 sint decalS2; +00876 sint decalT2; +00877 <font class="comment">// if vertical edge.</font> +00878 <font class="keywordflow">if</font>((edge&1)==0) +00879 { +00880 <font class="comment">// Next Y tile.</font> +00881 dest2= dest + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; +00882 decalS2= decalS; +00883 decalT2= decalT+1; +00884 } +00885 <font class="keywordflow">else</font> +00886 { +00887 <font class="comment">// Next X tile.</font> +00888 dest2= dest + <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +00889 decalS2= decalS+1; +00890 decalT2= decalT; +00891 } +00892 +00893 +00894 <font class="comment">// If we are not on a border of a patch, just compute on the interior of the patch.</font> +00895 <font class="comment">//==============</font> +00896 <font class="keywordflow">if</font>(!edgeBorder[edge]) +00897 { +00898 <font class="comment">// find the result on the mirrored border of us. First tile.</font> +00899 <a class="code" href="classNL3D_1_1CPatch.html#z682_6">computeTileLightmapEdge</a>(ts+decalS, tt+decalT, (edge+2)&3, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keyword">false</font>); +00900 +00901 <font class="comment">// find the result on the mirrored border of us. Second Tile.</font> +00902 <a class="code" href="classNL3D_1_1CPatch.html#z682_6">computeTileLightmapEdge</a>(ts+decalS2, tt+decalT2, (edge+2)&3, dest2, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keyword">false</font>); +00903 +00904 } +00905 <font class="comment">// else, slightly complicated, must find the result on neighbor patch(s).</font> +00906 <font class="comment">//==============</font> +00907 <font class="keywordflow">else</font> +00908 { +00909 CPatchUVLocator uvLocator; +00910 CBindInfo bindInfo; +00911 bindInfo.Zone= NULL; +00912 +00913 <font class="comment">// if smmothed edge, search the neighbor.</font> +00914 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a40">getSmoothFlag</a>(edge)) +00915 { +00916 <font class="comment">// Build the bindInfo against this edge.</font> +00917 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo); +00918 +00919 <font class="comment">// if ok, build the uv info against this edge.</font> +00920 <font class="keywordflow">if</font>(bindInfo.Zone) +00921 { +00922 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo); +00923 <font class="comment">// if there is not same tile order across the edge, invalidate the smooth.</font> +00924 <font class="comment">// This is rare, so don't bother.</font> +00925 <font class="keywordflow">if</font>(!uvLocator.sameEdgeOrder()) +00926 bindInfo.Zone= NULL; +00927 } +00928 } +00929 +00930 +00931 <font class="comment">// Fast reject: if no neighbor, or if not smoothed, or if edge order pb, just copy from my interior.</font> +00932 <font class="keywordflow">if</font>(!bindInfo.Zone) +00933 { +00934 CRGBA *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>=0; +00935 <font class="keywordflow">switch</font>(edge) +00936 { +00937 <font class="keywordflow">case</font> 0: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest + 1; <font class="keywordflow">break</font>; +00938 <font class="keywordflow">case</font> 1: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest - <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +00939 <font class="keywordflow">case</font> 2: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest - 1; <font class="keywordflow">break</font>; +00940 <font class="keywordflow">case</font> 3: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +00941 }; +00942 +00943 <font class="comment">// fill the NL_LUMEL_BY_TILE*2 (8) pixels.</font> +00944 <font class="keywordflow">for</font>(uint n=<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>*2; n>0; n--, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>+=<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, dest+=<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +00945 *dest= *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>; +00946 } +00947 <font class="comment">// else, ok, get from neighbor.</font> +00948 <font class="keywordflow">else</font> +00949 { +00950 CVector2f stIn, stOut; +00951 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut; +00952 uint patchId; +00953 uint edgeOut; +00954 <font class="keywordtype">bool</font> inverse; +00955 +00956 <font class="comment">// First Tile.</font> +00957 <font class="comment">//=========</font> +00958 <font class="comment">// to remove floor pbs, take the center of the wanted tile.</font> +00959 stIn.set(ts+decalS + 0.5f, tt+decalT + 0.5f); +00960 patchId= uvLocator.selectPatch(stIn); +00961 uvLocator.locateUV(stIn, patchId, patchOut, stOut); +00962 <font class="comment">// must find what edge on neighbor to compute, and if we must inverse (swap) result.</font> +00963 <font class="comment">// easy: the edge of the tile is the edge of the patch where we are binded.</font> +00964 edgeOut= bindInfo.Edge[patchId]; +00965 <font class="comment">// edge0 is oriented in T increasing order. edge1 is oriented in S increasing order.</font> +00966 <font class="comment">// edge2 is oriented in T decreasing order. edge3 is oriented in S decreasing order.</font> +00967 <font class="comment">// inverse is true if same sens on both edges (because of mirroring, sens should be different).</font> +00968 inverse= (edge>>1)==(edgeOut>>1); +00969 <font class="comment">// compute the lightmap on the edge of the neighbor.</font> +00970 patchOut->computeTileLightmapEdge((sint)floor(stOut.x), (sint)floor(stOut.y), edgeOut, dest, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00971 +00972 <font class="comment">// Second Tile.</font> +00973 <font class="comment">//=========</font> +00974 <font class="comment">// same reasoning.</font> +00975 stIn.set(ts+decalS2 + 0.5f, tt+decalT2 + 0.5f); +00976 patchId= uvLocator.selectPatch(stIn); +00977 uvLocator.locateUV(stIn, patchId, patchOut, stOut); +00978 edgeOut= bindInfo.Edge[patchId]; +00979 inverse= (edge>>1)==(edgeOut>>1); +00980 patchOut->computeTileLightmapEdge((sint)floor(stOut.x), (sint)floor(stOut.y), edgeOut, dest2, <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, inverse); +00981 } +00982 +00983 } +00984 } +00985 +00986 +00987 <font class="comment">// Compute corners of the TessBlock.</font> +00988 <font class="comment">//=================</font> +00989 <font class="keywordtype">bool</font> cornerOnPatchEdge[4]; +00990 <font class="keywordtype">bool</font> cornerOnPatchCorner[4]; +00991 <font class="comment">// where are we on a edge border of a patch??</font> +00992 cornerOnPatchEdge[0]= edgeBorder[3] != edgeBorder[0]; +00993 cornerOnPatchEdge[1]= edgeBorder[0] != edgeBorder[1]; +00994 cornerOnPatchEdge[2]= edgeBorder[1] != edgeBorder[2]; +00995 cornerOnPatchEdge[3]= edgeBorder[2] != edgeBorder[3]; +00996 <font class="comment">// where are we on a corner border of a patch??</font> +00997 cornerOnPatchCorner[0]= edgeBorder[3] && edgeBorder[0]; +00998 cornerOnPatchCorner[1]= edgeBorder[0] && edgeBorder[1]; +00999 cornerOnPatchCorner[2]= edgeBorder[1] && edgeBorder[2]; +01000 cornerOnPatchCorner[3]= edgeBorder[2] && edgeBorder[3]; +01001 +01002 <font class="comment">// For all corners.</font> +01003 <font class="keywordflow">for</font>(corner=0; corner<4; corner++) +01004 { +01005 <font class="comment">// compute dest info.</font> +01006 <font class="comment">//==============</font> +01007 <font class="comment">// must compute on which tile we must find info.</font> +01008 sint decalS=0; +01009 sint decalT=0; +01010 <font class="comment">// and must compute ptr, where we store the result of the corner.</font> +01011 <font class="keywordflow">switch</font>(corner) +01012 { +01013 <font class="keywordflow">case</font> 0: decalS=-1; decalT=-1; dest= lightText + 0 + 0; <font class="keywordflow">break</font>; +01014 <font class="keywordflow">case</font> 1: decalS=-1; decalT= 2; dest= lightText + 0 + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1)*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01015 <font class="keywordflow">case</font> 2: decalS= 2; decalT= 2; dest= lightText + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1) + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1)*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01016 <font class="keywordflow">case</font> 3: decalS= 2; decalT=-1; dest= lightText + (<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>-1) + 0; <font class="keywordflow">break</font>; +01017 }; +01018 +01019 +01020 <font class="comment">// If we are not on a border of a patch, just compute on the interior of the patch.</font> +01021 <font class="comment">//==============</font> +01022 <font class="comment">// if the corner is IN the patch.</font> +01023 <font class="keywordflow">if</font>(!cornerOnPatchCorner[corner] && !cornerOnPatchEdge[corner]) +01024 { +01025 <font class="comment">// what pixel to read.</font> +01026 uint subS, subT; +01027 <font class="keywordflow">if</font>(decalS==-1) subS= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; +01028 <font class="keywordflow">else</font> subS= 0; +01029 <font class="keywordflow">if</font>(decalT==-1) subT= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; +01030 <font class="keywordflow">else</font> subT= 0; +01031 +01032 <font class="comment">// find the result on the corner of the neighbor tile.</font> +01033 <a class="code" href="classNL3D_1_1CPatch.html#z682_7">computeTileLightmapPixel</a>(ts+decalS, tt+decalT, subS, subT, dest); +01034 } +01035 <font class="keywordflow">else</font> +01036 { +01037 <font class="comment">// By default, fill the corner with our interior corner. Because other methods may fail.</font> +01038 CRGBA *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>=0; +01039 <font class="keywordflow">switch</font>(corner) +01040 { +01041 <font class="keywordflow">case</font> 0: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest + 1 + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01042 <font class="keywordflow">case</font> 1: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest + 1 - <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01043 <font class="keywordflow">case</font> 2: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest - 1 - <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01044 <font class="keywordflow">case</font> 3: <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= dest - 1 + <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; <font class="keywordflow">break</font>; +01045 }; +01046 +01047 <font class="comment">// fill the pixel.</font> +01048 *dest= *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>; +01049 +01050 <font class="comment">// get the coordinate of the corner, in our [0,Order] basis. get it at the center of the pixel.</font> +01051 CBindInfo bindInfo; +01052 CPatchUVLocator uvLocator; +01053 CVector2f stIn, stOut; +01054 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut; +01055 uint patchId; +01056 <font class="keywordtype">float</font> decX, decY; +01057 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font> lumelSize= 1.f/<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +01058 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font> semiLumelSize= 0.5f*lumelSize; +01059 +01060 <font class="keywordflow">if</font>(decalS==-1) decX= - semiLumelSize; +01061 <font class="keywordflow">else</font> decX= 2+ semiLumelSize; +01062 <font class="keywordflow">if</font>(decalT==-1) decY= - semiLumelSize; +01063 <font class="keywordflow">else</font> decY= 2+ semiLumelSize; +01064 stIn.set( ts+decX, tt+decY); +01065 +01066 +01067 <font class="comment">// if the corner is on One edge only of the patch.</font> +01068 <font class="keywordflow">if</font>(cornerOnPatchEdge[corner]) +01069 { +01070 <font class="comment">// find the edge where to read this corner: hard edge after or before this corner.</font> +01071 <font class="keywordflow">if</font>(edgeBorder[corner]) edge= corner; +01072 <font class="keywordflow">else</font> edge= (corner+4-1) & 3; +01073 +01074 <font class="comment">// if this edge is smoothed, find on neighbor.</font> +01075 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a40">getSmoothFlag</a>(edge)) +01076 { +01077 <font class="comment">// retrieve neigbhor info.</font> +01078 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo); +01079 +01080 <font class="comment">// if neighbor present.</font> +01081 <font class="keywordflow">if</font>(bindInfo.Zone) +01082 { +01083 <font class="comment">// Ok, search uv on this patch.</font> +01084 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo); +01085 patchId= uvLocator.selectPatch(stIn); +01086 uvLocator.locateUV(stIn, patchId, patchOut, stOut); +01087 +01088 <font class="comment">// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis), and get from neighbor patch</font> +01089 sint u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>; +01090 u= (sint)floor(stOut.x*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01091 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (sint)floor(stOut.y*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01092 patchOut->computeTileLightmapPixel(u>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, u&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), dest); +01093 } +01094 } +01095 <font class="comment">// else we must still smooth with our lumel on this patch, so get it from neighbor on edge.</font> +01096 <font class="keywordflow">else</font> +01097 { +01098 <font class="comment">// first, clamp to our patch (recenter on the previous pixel)</font> +01099 <font class="keywordflow">if</font>(stIn.x<0) stIn.x+= lumelSize; +01100 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(stIn.x><a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) stIn.x-= lumelSize; +01101 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(stIn.y<0) stIn.y+= lumelSize; +01102 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(stIn.y><a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>) stIn.y-= lumelSize; +01103 +01104 <font class="comment">// Get the Uv, in [0,Order?*NL_LUMEL_BY_TILE] basis (ie lumel basis), and get from this patch</font> +01105 sint u, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>; +01106 u= (sint)floor(stIn.x*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01107 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (sint)floor(stIn.y*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01108 <a class="code" href="classNL3D_1_1CPatch.html#z682_7">computeTileLightmapPixel</a>(u>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, u&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), dest); +01109 } +01110 } +01111 <font class="comment">// else it is on a corner of the patch.</font> +01112 <font class="keywordflow">else</font> +01113 { +01114 <font class="comment">// if the corner of the patch (same as tile corner) is smoothed, find on neighbor</font> +01115 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z668_1">getCornerSmoothFlag</a>(corner)) +01116 { +01117 <font class="comment">// retrieve neigbhor info. NB: use edgeId=corner, (corner X is the start of the edge X)it works.</font> +01118 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(corner, bindInfo); +01119 +01120 <font class="comment">// if neighbor present.</font> +01121 <font class="keywordflow">if</font>(bindInfo.Zone) +01122 { +01123 <font class="comment">// Ok, search uv on this patch.</font> +01124 uvLocator.build(<font class="keyword">this</font>, corner, bindInfo); +01125 patchId= uvLocator.selectPatch(stIn); +01126 uvLocator.locateUV(stIn, patchId, patchOut, stOut); +01127 +01128 <font class="comment">// same reasoning as in computeDisplaceCornerSmooth(), must find the pixel on the neighbor </font> +01129 <font class="comment">// of our neighbor. But the current corner may be a corner on a bind X/1. All is managed by doing</font> +01130 <font class="comment">// this way.</font> +01131 patchOut->computeTileLightmapPixelAroundCorner(stOut, dest, <font class="keyword">true</font>); +01132 } +01133 } +01134 } +01135 } +01136 +01137 } +01138 +01139 +01140 } +01141 +01142 +01143 <font class="comment">// ***************************************************************************</font> +<a name="l01144"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_0">01144</a> <font class="keywordtype">void</font> CPatch::getTileLightMap(uint ts, uint tt, CPatchRdrPass *&rdrpass) +01145 { +01146 <font class="comment">// TessBlocks must have been allocated.</font> +01147 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()!=0); +01148 +01149 <font class="comment">// get what tessBlock to use.</font> +01150 uint numtb, numtm; +01151 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, ts, tt); +01152 CTessBlock &tessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]; +01153 +01154 <font class="comment">// If the lightmap Id has not been computed, compute it.</font> +01155 <font class="keywordflow">if</font>(tessBlock.LightMapRefCount==0) +01156 { +01157 <font class="comment">// Compute the lightmap texture, with help of TileColors, with neighboring info etc...</font> +01158 CRGBA lightText[<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>]; +01159 <a class="code" href="classNL3D_1_1CPatch.html#z682_3">computeNearBlockLightmap</a>(ts&(~1), tt&(~1), lightText); +01160 +01161 <font class="comment">// Create a rdrPass with this texture, donlod to Driver etc...</font> +01162 tessBlock.LightMapId= <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getTileLightMap(lightText, rdrpass); +01163 +01164 <font class="comment">// store this rdrpass ptr.</font> +01165 tessBlock.LightMapRdrPass= rdrpass; +01166 } +01167 +01168 <font class="comment">// We are using this 2x2 tiles lightmap.</font> +01169 tessBlock.LightMapRefCount++; +01170 +01171 +01172 <font class="comment">// get the rdrpass ptr of the tessBlock lightmap</font> +01173 rdrpass= tessBlock.LightMapRdrPass; +01174 } +01175 +01176 +01177 <font class="comment">// ***************************************************************************</font> +<a name="l01178"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_1">01178</a> <font class="keywordtype">void</font> CPatch::getTileLightMapUvInfo(uint ts, uint tt, CVector &uvScaleBias) +01179 { +01180 <font class="comment">// TessBlocks must have been allocated.</font> +01181 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()!=0); +01182 +01183 <font class="comment">// get what tessBlock to use.</font> +01184 uint numtb, numtm; +01185 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, ts, tt); +01186 CTessBlock &tessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]; +01187 +01188 <font class="comment">// Get the uvScaleBias for the tile 0,0 of the block.</font> +01189 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getTileLightMapUvInfo(tessBlock.LightMapId, uvScaleBias); +01190 +01191 <font class="comment">// Must increment the bias, for the good tile in the 2x2 block Lightmap.</font> +01192 uint tsDec= ts & 1; +01193 uint ttDec= tt & 1; +01194 uvScaleBias.x+= tsDec * uvScaleBias.z; +01195 uvScaleBias.y+= ttDec * uvScaleBias.z; +01196 } +01197 +01198 +01199 <font class="comment">// ***************************************************************************</font> +<a name="l01200"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_2">01200</a> <font class="keywordtype">void</font> CPatch::releaseTileLightMap(uint ts, uint tt) +01201 { +01202 <font class="comment">// TessBlocks must have been allocated.</font> +01203 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()!=0); +01204 +01205 <font class="comment">// get what tessBlock to use.</font> +01206 uint numtb, numtm; +01207 <a class="code" href="classNL3D_1_1CPatch.html#c35">computeTbTm</a>(numtb, numtm, ts, tt); +01208 CTessBlock &tessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb]; +01209 +01210 <font class="comment">// If no more tileMaterial use this lightmap, release it.</font> +01211 <a class="code" href="debug_8h.html#a6">nlassert</a>(tessBlock.LightMapRefCount>0); +01212 tessBlock.LightMapRefCount--; +01213 <font class="keywordflow">if</font>(tessBlock.LightMapRefCount==0) +01214 { +01215 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->releaseTileLightMap(tessBlock.LightMapId); +01216 } +01217 } +01218 +01219 <font class="comment">// ***************************************************************************</font> +<a name="l01220"></a><a class="code" href="classNL3D_1_1CPatch.html#a35">01220</a> <font class="keywordtype">void</font> CPatch::packShadowMap (<font class="keyword">const</font> uint8 *pLumelSrc) +01221 { +01222 <font class="comment">// Number of lumel by lines</font> +01223 uint lumelCount=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +01224 +01225 <font class="comment">// Number of block in a line</font> +01226 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lumelCount&0x3)==0); +01227 uint numLumelBlock=lumelCount>>2; +01228 +01229 <font class="comment">// Number of line</font> +01230 uint lineCount=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +01231 +01232 <font class="comment">// Number of block line</font> +01233 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lineCount&0x3)==0); +01234 uint numLineBlock=lineCount>>2; +01235 +01236 <font class="comment">// Resize the compressed buffer</font> +01237 <a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>.resize (numLumelBlock*numLineBlock*<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>); +01238 +01239 <font class="comment">// Input of compresed data</font> +01240 uint8 *compressedData=&<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[0]; +01241 +01242 <font class="comment">// Each line block</font> +01243 <font class="keywordflow">for</font> (uint lineBlock=0; lineBlock<numLineBlock; lineBlock++) +01244 { +01245 <font class="comment">// Block pointer</font> +01246 <font class="keyword">const</font> uint8 *blockLine=pLumelSrc; +01247 +01248 <font class="comment">// Each lumel block</font> +01249 <font class="keywordflow">for</font> (uint lumelBlock=0; lumelBlock<numLumelBlock; lumelBlock++) +01250 { +01251 <font class="comment">// *** Unpack the block</font> +01252 uint countU; +01253 +01254 <font class="comment">// Last block ?</font> +01255 <font class="keywordflow">if</font> (lumelBlock==numLumelBlock-1) +01256 countU=lumelCount&3; +01257 <font class="keywordflow">else</font> +01258 countU=4; +01259 +01260 <font class="comment">// Destination lumel</font> +01261 <font class="keyword">const</font> uint8 *blockSrc=blockLine; +01262 +01263 <font class="comment">// Temp block</font> +01264 uint8 originalBlock[4*4]; +01265 +01266 <font class="comment">// Copy the lumels in the bloc</font> +01267 <font class="keywordflow">for</font> (uint <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>++) +01268 { +01269 <font class="keywordflow">for</font> (uint u=0; u<<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; u++) +01270 { +01271 <font class="comment">// Copy the lumel</font> +01272 originalBlock[(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a><<2)+u]=blockSrc[u]; +01273 } +01274 +01275 <font class="comment">// Next line</font> +01276 blockSrc+=lumelCount; +01277 } +01278 +01279 <font class="comment">// Get min and max alpha</font> +01280 uint8 alphaMin=255; +01281 uint8 alphaMax=0; +01282 +01283 <font class="comment">// Scan</font> +01284 <font class="keywordflow">for</font> (uint i=0; i<16; i++) +01285 { +01286 <font class="comment">// Min ?</font> +01287 <font class="keywordflow">if</font> (originalBlock[i]<alphaMin) +01288 alphaMin=originalBlock[i]; +01289 <font class="keywordflow">if</font> (originalBlock[i]>alphaMax) +01290 alphaMax=originalBlock[i]; +01291 } +01292 +01293 <font class="comment">// *** Try to compress by 2 methods</font> +01294 +01295 <font class="comment">// Blcok uncompressed</font> +01296 uint8 uncompressedBlock[4*4]; +01297 +01298 <font class="comment">// Pack the block</font> +01299 <a class="code" href="classNL3D_1_1CPatch.html#c0">packLumelBlock</a> (compressedData, originalBlock, alphaMin, alphaMax); +01300 +01301 <font class="comment">// Unpack the block</font> +01302 <a class="code" href="classNL3D_1_1CPatch.html#c2">unpackLumelBlock</a> (uncompressedBlock, compressedData); +01303 +01304 <font class="comment">// Eval error</font> +01305 uint firstMethod=<a class="code" href="classNL3D_1_1CPatch.html#c1">evalLumelBlock</a> (originalBlock, uncompressedBlock, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01306 +01307 <font class="comment">// second compression</font> +01308 uint8 secondCompressedBlock[<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>]; +01309 <a class="code" href="classNL3D_1_1CPatch.html#c0">packLumelBlock</a> (secondCompressedBlock, originalBlock, alphaMax, alphaMin); +01310 +01311 <font class="comment">// Unpack the block</font> +01312 <a class="code" href="classNL3D_1_1CPatch.html#c2">unpackLumelBlock</a> (uncompressedBlock, secondCompressedBlock); +01313 +01314 <font class="comment">// Eval error</font> +01315 uint secondMethod=<a class="code" href="classNL3D_1_1CPatch.html#c1">evalLumelBlock</a> (originalBlock, uncompressedBlock, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +01316 +01317 <font class="comment">// Second best ?</font> +01318 <font class="keywordflow">if</font> (secondMethod<firstMethod) +01319 { +01320 <font class="comment">// Copy compressed data</font> +01321 memcpy (compressedData, secondCompressedBlock, <a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>); +01322 } +01323 +01324 <font class="comment">// Next source block</font> +01325 compressedData+=<a class="code" href="patch_8h.html#a8">NL_BLOCK_LUMEL_COMPRESSED_SIZE</a>; +01326 +01327 <font class="comment">// Next block on the line</font> +01328 blockLine+=4; +01329 } +01330 +01331 <font class="comment">// Next line of block</font> +01332 pLumelSrc+=lumelCount*4; +01333 } +01334 } +01335 +01336 <font class="comment">// ***************************************************************************</font> +<a name="l01337"></a><a class="code" href="classNL3D_1_1CPatch.html#a36">01337</a> <font class="keywordtype">void</font> CPatch::resetCompressedLumels () +01338 { +01339 <font class="comment">// Number of lumel by lines</font> +01340 uint lumelCount=<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +01341 +01342 <font class="comment">// Number of block in a line</font> +01343 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lumelCount&0x3)==0); +01344 uint numLumelBlock=lumelCount>>2; +01345 +01346 <font class="comment">// Number of line</font> +01347 uint lineCount=<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>*<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; +01348 +01349 <font class="comment">// Number of block line</font> +01350 <a class="code" href="debug_8h.html#a6">nlassert</a> ((lineCount&0x3)==0); +01351 uint numLineBlock=lineCount>>2; +01352 +01353 <font class="comment">// Size of the lumel array</font> +01354 uint size=numLineBlock*numLumelBlock*8; +01355 +01356 <font class="comment">// 4 bits per lumel</font> +01357 <a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>.resize (size); +01358 +01359 <font class="comment">// No line have shadows.</font> +01360 memset (&<a class="code" href="classNL3D_1_1CPatch.html#m3">CompressedLumels</a>[0], 0, size); +01361 } +01362 +01363 +01364 <font class="comment">// ***************************************************************************</font> +01365 <font class="comment">// ***************************************************************************</font> +01366 <font class="comment">// Functions (C/ASM).</font> +01367 <font class="comment">// ***************************************************************************</font> +01368 <font class="comment">// ***************************************************************************</font> +01369 +01370 +01371 <font class="comment">// ***************************************************************************</font> +<a name="l01372"></a><a class="code" href="patch__lightmap_8cpp.html#a0">01372</a> <font class="preprocessor">#define a00 tex[0]</font> +<a name="l01373"></a><a class="code" href="patch__lightmap_8cpp.html#a1">01373</a> <font class="preprocessor"></font><font class="preprocessor">#define a10 tex[1]</font> +<a name="l01374"></a><a class="code" href="patch__lightmap_8cpp.html#a2">01374</a> <font class="preprocessor"></font><font class="preprocessor">#define a20 tex[2]</font> +<a name="l01375"></a><a class="code" href="patch__lightmap_8cpp.html#a3">01375</a> <font class="preprocessor"></font><font class="preprocessor">#define a30 tex[3]</font> +<a name="l01376"></a><a class="code" href="patch__lightmap_8cpp.html#a4">01376</a> <font class="preprocessor"></font><font class="preprocessor">#define a40 tex[4]</font> +01377 <font class="preprocessor"></font> +<a name="l01378"></a><a class="code" href="patch__lightmap_8cpp.html#a5">01378</a> <font class="preprocessor">#define a01 tex[5]</font> +<a name="l01379"></a><a class="code" href="patch__lightmap_8cpp.html#a6">01379</a> <font class="preprocessor"></font><font class="preprocessor">#define a11 tex[6]</font> +<a name="l01380"></a><a class="code" href="patch__lightmap_8cpp.html#a7">01380</a> <font class="preprocessor"></font><font class="preprocessor">#define a21 tex[7]</font> +<a name="l01381"></a><a class="code" href="patch__lightmap_8cpp.html#a8">01381</a> <font class="preprocessor"></font><font class="preprocessor">#define a31 tex[8]</font> +<a name="l01382"></a><a class="code" href="patch__lightmap_8cpp.html#a9">01382</a> <font class="preprocessor"></font><font class="preprocessor">#define a41 tex[9]</font> +01383 <font class="preprocessor"></font> +<a name="l01384"></a><a class="code" href="patch__lightmap_8cpp.html#a10">01384</a> <font class="preprocessor">#define a02 tex[10]</font> +<a name="l01385"></a><a class="code" href="patch__lightmap_8cpp.html#a11">01385</a> <font class="preprocessor"></font><font class="preprocessor">#define a12 tex[11]</font> +<a name="l01386"></a><a class="code" href="patch__lightmap_8cpp.html#a12">01386</a> <font class="preprocessor"></font><font class="preprocessor">#define a22 tex[12]</font> +<a name="l01387"></a><a class="code" href="patch__lightmap_8cpp.html#a13">01387</a> <font class="preprocessor"></font><font class="preprocessor">#define a32 tex[13]</font> +<a name="l01388"></a><a class="code" href="patch__lightmap_8cpp.html#a14">01388</a> <font class="preprocessor"></font><font class="preprocessor">#define a42 tex[14]</font> +01389 <font class="preprocessor"></font> +<a name="l01390"></a><a class="code" href="patch__lightmap_8cpp.html#a15">01390</a> <font class="preprocessor">#define a03 tex[15]</font> +<a name="l01391"></a><a class="code" href="patch__lightmap_8cpp.html#a16">01391</a> <font class="preprocessor"></font><font class="preprocessor">#define a13 tex[16]</font> +<a name="l01392"></a><a class="code" href="patch__lightmap_8cpp.html#a17">01392</a> <font class="preprocessor"></font><font class="preprocessor">#define a23 tex[17]</font> +<a name="l01393"></a><a class="code" href="patch__lightmap_8cpp.html#a18">01393</a> <font class="preprocessor"></font><font class="preprocessor">#define a33 tex[18]</font> +<a name="l01394"></a><a class="code" href="patch__lightmap_8cpp.html#a19">01394</a> <font class="preprocessor"></font><font class="preprocessor">#define a43 tex[19]</font> +01395 <font class="preprocessor"></font> +<a name="l01396"></a><a class="code" href="patch__lightmap_8cpp.html#a20">01396</a> <font class="preprocessor">#define a04 tex[20]</font> +<a name="l01397"></a><a class="code" href="patch__lightmap_8cpp.html#a21">01397</a> <font class="preprocessor"></font><font class="preprocessor">#define a14 tex[21]</font> +<a name="l01398"></a><a class="code" href="patch__lightmap_8cpp.html#a22">01398</a> <font class="preprocessor"></font><font class="preprocessor">#define a24 tex[22]</font> +<a name="l01399"></a><a class="code" href="patch__lightmap_8cpp.html#a23">01399</a> <font class="preprocessor"></font><font class="preprocessor">#define a34 tex[23]</font> +<a name="l01400"></a><a class="code" href="patch__lightmap_8cpp.html#a24">01400</a> <font class="preprocessor"></font><font class="preprocessor">#define a44 tex[24]</font> +01401 <font class="preprocessor"></font> +01402 <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a390">NL3D_bilinearTileLightMap</a>(CRGBA *tex) +01403 { +01404 <font class="comment">// Fast bilinear of a 5x5 tile.</font> +01405 <font class="comment">// Corners must be set.</font> +01406 <font class="comment">// Later: pass it to ASM.</font> +01407 +01408 <font class="comment">// Fill first column 0 and column 4.</font> +01409 <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>, <a class="code" href="patch__lightmap_8cpp.html#a20">a04</a>); +01410 <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>, <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>); +01411 <a class="code" href="patch__lightmap_8cpp.html#a15">a03</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>, <a class="code" href="patch__lightmap_8cpp.html#a20">a04</a>); +01412 <a class="code" href="patch__lightmap_8cpp.html#a14">a42</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a4">a40</a>, <a class="code" href="patch__lightmap_8cpp.html#a24">a44</a>); +01413 <a class="code" href="patch__lightmap_8cpp.html#a9">a41</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a4">a40</a>, <a class="code" href="patch__lightmap_8cpp.html#a14">a42</a>); +01414 <a class="code" href="patch__lightmap_8cpp.html#a19">a43</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a14">a42</a>, <a class="code" href="patch__lightmap_8cpp.html#a24">a44</a>); +01415 +01416 <font class="comment">// Fill Line 0.</font> +01417 <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>, <a class="code" href="patch__lightmap_8cpp.html#a4">a40</a>); +01418 <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>, <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>); +01419 <a class="code" href="patch__lightmap_8cpp.html#a3">a30</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>, <a class="code" href="patch__lightmap_8cpp.html#a4">a40</a>); +01420 +01421 <font class="comment">// Fill Line 1.</font> +01422 <a class="code" href="patch__lightmap_8cpp.html#a7">a21</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>, <a class="code" href="patch__lightmap_8cpp.html#a9">a41</a>); +01423 <a class="code" href="patch__lightmap_8cpp.html#a6">a11</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>, <a class="code" href="patch__lightmap_8cpp.html#a7">a21</a>); +01424 <a class="code" href="patch__lightmap_8cpp.html#a8">a31</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a7">a21</a>, <a class="code" href="patch__lightmap_8cpp.html#a9">a41</a>); +01425 +01426 <font class="comment">// Fill Line 2. </font> +01427 <a class="code" href="patch__lightmap_8cpp.html#a12">a22</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>, <a class="code" href="patch__lightmap_8cpp.html#a14">a42</a>); +01428 <a class="code" href="patch__lightmap_8cpp.html#a11">a12</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>, <a class="code" href="patch__lightmap_8cpp.html#a12">a22</a>); +01429 <a class="code" href="patch__lightmap_8cpp.html#a13">a32</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a12">a22</a>, <a class="code" href="patch__lightmap_8cpp.html#a14">a42</a>); +01430 +01431 <font class="comment">// Fill Line 3. </font> +01432 <a class="code" href="patch__lightmap_8cpp.html#a17">a23</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a15">a03</a>, <a class="code" href="patch__lightmap_8cpp.html#a19">a43</a>); +01433 <a class="code" href="patch__lightmap_8cpp.html#a16">a13</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a15">a03</a>, <a class="code" href="patch__lightmap_8cpp.html#a17">a23</a>); +01434 <a class="code" href="patch__lightmap_8cpp.html#a18">a33</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a17">a23</a>, <a class="code" href="patch__lightmap_8cpp.html#a19">a43</a>); +01435 +01436 <font class="comment">// Fill Line 4. </font> +01437 <a class="code" href="patch__lightmap_8cpp.html#a22">a24</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a20">a04</a>, <a class="code" href="patch__lightmap_8cpp.html#a24">a44</a>); +01438 <a class="code" href="patch__lightmap_8cpp.html#a21">a14</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a20">a04</a>, <a class="code" href="patch__lightmap_8cpp.html#a22">a24</a>); +01439 <a class="code" href="patch__lightmap_8cpp.html#a23">a34</a>.avg2(<a class="code" href="patch__lightmap_8cpp.html#a22">a24</a>, <a class="code" href="patch__lightmap_8cpp.html#a24">a44</a>); +01440 +01441 } +01442 +01443 +01444 <font class="comment">// ***************************************************************************</font> +01445 <font class="comment">// ***************************************************************************</font> +01446 <font class="comment">// Lightmap get interface.</font> +01447 <font class="comment">// ***************************************************************************</font> +01448 <font class="comment">// ***************************************************************************</font> +01449 +01450 +01451 <font class="comment">// ***************************************************************************</font> +<a name="l01452"></a><a class="code" href="classNL3D_1_1CPatch.html#z671_0">01452</a> uint8 CPatch::getLumel(<font class="keyword">const</font> CUV &uv)<font class="keyword"> const</font> +01453 <font class="keyword"></font>{ +01454 <font class="comment">// compute tile coord and lumel coord.</font> +01455 sint ts, tt; +01456 <font class="comment">// get in lumel coord.</font> +01457 sint <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>= (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a><<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>); +01458 sint h= (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a><<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>); +01459 <font class="comment">// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.</font> +01460 <font class="comment">// add 128, to round and get cneter of lumel.</font> +01461 ts= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.U* (<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a><<8) + 128); ts>>=8; +01462 tt= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.V* (h<<8) + 128); tt>>=8; +01463 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(ts, 0, <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>-1); +01464 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tt, 0, h-1); +01465 <font class="comment">// get the lumel</font> +01466 uint8 ret; +01467 <a class="code" href="classNL3D_1_1CPatch.html#z686_4">getTileLumelmapPixelPrecomputed</a>(ts>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, tt>><a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>, +01468 ts&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), tt&(<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1), ret); +01469 +01470 <font class="keywordflow">return</font> ret; +01471 } +01472 +01473 +01474 <font class="comment">// ***************************************************************************</font> +01475 <font class="comment">// ***************************************************************************</font> +01476 <font class="comment">// TileLightInfluences</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_1CPatch.html#z675_0">01482</a> <font class="keywordtype">void</font> CPatch::resetTileLightInfluences() +01483 { +01484 <font class="comment">// Fill default.</font> +01485 <a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>.resize((<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>/2 +1) * (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>/2 +1)); +01486 <font class="comment">// Disable All light influence on all points</font> +01487 <font class="keywordflow">for</font>(uint i=0;i <<a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>.size(); i++) +01488 { +01489 <font class="comment">// Disable all light influence on this point.</font> +01490 <a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>[i].Light[0]= 0xFF; +01491 } +01492 } +01493 +01494 +01495 <font class="comment">// ***************************************************************************</font> +<a name="l01496"></a><a class="code" href="classNL3D_1_1CPatch.html#z671_1">01496</a> <font class="keywordtype">void</font> CPatch::appendTileLightInfluences(<font class="keyword">const</font> CUV &uv, +01497 std::vector<CPointLightInfluence> &pointLightList)<font class="keyword"> const</font> +01498 <font class="keyword"></font>{ +01499 <font class="comment">// Compute TLI coord for BiLinear.</font> +01500 sint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +01501 <font class="comment">// There is (OrderS/2+1) * (OrderT/2+1) tileLightInfluences (TLI).</font> +01502 sint <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>= (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1); +01503 sint h= (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>>>1); +01504 sint wTLI= <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>+1; +01505 <font class="comment">// fastFloor: use a precision of 256 to avoid doing OptFastFloorBegin.</font> +01506 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.U * (<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a><<8)); +01507 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(uv.V * (h<<8)); +01508 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, 0, <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a><<8); +01509 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, 0, h<<8); +01510 <font class="comment">// compute the TLI coord, and the subCoord for bilinear.</font> +01511 sint xTLI,yTLI, xSub, ySub; +01512 xTLI= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>>>8; <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(xTLI, 0, <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>-1); +01513 yTLI= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>>>8; <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(yTLI, 0, h-1); +01514 <font class="comment">// Hence, xSub and ySub range is [0, 256].</font> +01515 xSub= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> - (xTLI<<8); +01516 ySub= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> - (yTLI<<8); +01517 +01518 +01519 <font class="comment">// Use a CLightInfluenceInterpolator to biLinear light influence</font> +01520 CLightInfluenceInterpolator interp; +01521 <font class="comment">// Must support only 2 light per TLI.</font> +01522 <a class="code" href="debug_8h.html#a6">nlassert</a>(CTileLightInfluence::NumLightPerCorner==2); +01523 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLightInfluenceInterpolator::NumLightPerCorner==2); +01524 <font class="comment">// Get ref on array of PointLightNamed.</font> +01525 CPointLightNamed *zonePointLights= NULL; +01526 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->_PointLightArray.getPointLights().size() >0 ) +01527 { +01528 <font class="comment">// const_cast, because will only change _IdInfluence, and </font> +01529 <font class="comment">// also because CLightingManager will call appendLightedModel()</font> +01530 zonePointLights= const_cast<CPointLightNamed*>(&(<a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->_PointLightArray.getPointLights()[0])); +01531 } +01532 <font class="comment">// For 4 corners.</font> +01533 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><2;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +01534 { +01535 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><2;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +01536 { +01537 <font class="comment">// get ref on TLI, and on corner.</font> +01538 <font class="keyword">const</font> CTileLightInfluence &tli= <a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>[ (yTLI+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>)*wTLI + xTLI+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> ]; +01539 CLightInfluenceInterpolator::CCorner &corner= interp.Corners[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*2 + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]; +01540 <font class="comment">// For all lights</font> +01541 uint lid; +01542 <font class="keywordflow">for</font>(lid= 0; lid<CTileLightInfluence::NumLightPerCorner; lid++) +01543 { +01544 <font class="comment">// get the id of the light in the zone</font> +01545 uint tliLightId= tli.Light[lid]; +01546 <font class="comment">// If empty id, stop</font> +01547 <font class="keywordflow">if</font>(tliLightId==0xFF) +01548 <font class="keywordflow">break</font>; +01549 <font class="keywordflow">else</font> +01550 { +01551 <font class="comment">// Set pointer of the light in the corner</font> +01552 corner.Lights[lid]= zonePointLights + tliLightId; +01553 } +01554 } +01555 <font class="comment">// Reset Empty slots.</font> +01556 <font class="keywordflow">for</font>(; lid<CTileLightInfluence::NumLightPerCorner; lid++) +01557 { +01558 <font class="comment">// set to NULL</font> +01559 corner.Lights[lid]= NULL; +01560 } +01561 } +01562 } +01563 <font class="comment">// interpolate.</font> +01564 interp.interpolate(pointLightList, xSub/256.f, ySub/256.f); +01565 } +01566 +01567 +01568 <font class="comment">// ***************************************************************************</font> +01569 CRGBA CPatch::getCurrentTLIColor(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>)<font class="keyword"> const</font> +01570 <font class="keyword"></font>{ +01571 CRGBA ret; +01572 ret= CRGBA::Black; +01573 +01574 <font class="comment">// if at least the zone has pointLights, add them.</font> +01575 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->_PointLightArray.getPointLights().size() >0 ) +01576 { +01577 <font class="keyword">const</font> CPointLightNamed *zonePointLights; +01578 zonePointLights= (&(<a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->_PointLightArray.getPointLights()[0])); +01579 +01580 uint wTLI= (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1)+1; +01581 +01582 <font class="keyword">const</font> CTileLightInfluence &tli= <a class="code" href="classNL3D_1_1CPatch.html#m6">TileLightInfluences</a>[ <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wTLI + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]; +01583 <font class="keywordflow">for</font>(uint lid=0;lid<CTileLightInfluence::NumLightPerCorner;lid++) +01584 { +01585 <font class="comment">// Not influenced by a pointLight?, stop</font> +01586 <font class="keywordflow">if</font>(tli.Light[lid]==0xFF) +01587 <font class="keywordflow">break</font>; +01588 <font class="comment">// Append the influence of this pointLight. </font> +01589 CRGBA lightCol= zonePointLights[tli.Light[lid]].getDiffuse(); +01590 <font class="comment">// modulate with landscape Material.</font> +01591 lightCol.modulateFromColorRGBOnly(lightCol, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getPointLightDiffuseMaterial() ); +01592 <font class="comment">// modulate with precomputed diffuse factor</font> +01593 lightCol.modulateFromuiRGBOnly(lightCol, tli.getDiffuseLightFactor(lid) ); +01594 <font class="comment">// add to the corner</font> +01595 ret.addRGBOnly(ret, lightCol); +01596 } +01597 } +01598 +01599 <font class="keywordflow">return</font> ret; +01600 } +01601 +01602 +01603 <font class="comment">// ***************************************************************************</font> +<a name="l01604"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_19">01604</a> <font class="keywordtype">void</font> CPatch::getCurrentTileTLIColors(uint ts, uint tt, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> corners[4]) +01605 { +01606 <font class="comment">// Get ref on array of PointLightNamed.</font> +01607 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->_PointLightArray.getPointLights().size() >0 ) +01608 { +01609 <font class="comment">// get coord of the tessBlock</font> +01610 uint tbs= ts>>1; +01611 uint tbt= tt>>1; +01612 <font class="comment">// get tile id local to tessBlock.</font> +01613 uint tls= ts-(tbs<<1); +01614 uint tlt= tt-(tbt<<1); +01615 +01616 <font class="comment">// For each corner of the tessBlock, compute lighting with pointLights.</font> +01617 CRGBA tbCorners[4]; +01618 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><2;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +01619 { +01620 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><2;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +01621 { +01622 CRGBA &cornerCol= tbCorners[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*2+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]; +01623 cornerCol= getCurrentTLIColor(tbs+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, tbt+<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>); +01624 } +01625 } +01626 +01627 <font class="comment">// Then biLinear to tile Level (tessBlock==2x2 tiles).</font> +01628 CRGBA tbEdges[4]; +01629 CRGBA tbMiddle; +01630 <font class="comment">// left.</font> +01631 tbEdges[0].avg2RGBOnly(tbCorners[0], tbCorners[2]); +01632 <font class="comment">// bottom</font> +01633 tbEdges[1].avg2RGBOnly(tbCorners[2], tbCorners[3]); +01634 <font class="comment">// right</font> +01635 tbEdges[2].avg2RGBOnly(tbCorners[1], tbCorners[3]); +01636 <font class="comment">// up</font> +01637 tbEdges[3].avg2RGBOnly(tbCorners[0], tbCorners[1]); +01638 <font class="comment">// middle.</font> +01639 tbMiddle.avg2RGBOnly(tbEdges[0], tbEdges[2]); +01640 +01641 <font class="comment">// just copy result according to tile pos in tessBlock.</font> +01642 <font class="keywordflow">if</font>(tlt==0) +01643 { +01644 <font class="keywordflow">if</font>(tls==0) +01645 { +01646 corners[0]= tbCorners[0]; +01647 corners[1]= tbEdges[3]; +01648 corners[2]= tbEdges[0]; +01649 corners[3]= tbMiddle; +01650 } +01651 <font class="keywordflow">else</font> +01652 { +01653 corners[0]= tbEdges[3]; +01654 corners[1]= tbCorners[1]; +01655 corners[2]= tbMiddle; +01656 corners[3]= tbEdges[2]; +01657 } +01658 } +01659 <font class="keywordflow">else</font> +01660 { +01661 <font class="keywordflow">if</font>(tls==0) +01662 { +01663 corners[0]= tbEdges[0]; +01664 corners[1]= tbMiddle; +01665 corners[2]= tbCorners[2]; +01666 corners[3]= tbEdges[1]; +01667 } +01668 <font class="keywordflow">else</font> +01669 { +01670 corners[0]= tbMiddle; +01671 corners[1]= tbEdges[2]; +01672 corners[2]= tbEdges[1]; +01673 corners[3]= tbCorners[3]; +01674 } +01675 } +01676 } +01677 <font class="keywordflow">else</font> +01678 { +01679 <font class="comment">// Just fill with 0s.</font> +01680 corners[0]= CRGBA::Black; +01681 corners[1]= CRGBA::Black; +01682 corners[2]= CRGBA::Black; +01683 corners[3]= CRGBA::Black; +01684 } +01685 } +01686 +01687 <font class="comment">// ***************************************************************************</font> +<a name="l01688"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_20">01688</a> <font class="keywordtype">void</font> CPatch::addTileLightmapWithTLI(uint ts, uint tt, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>) +01689 { +01690 <font class="comment">// compute colors ar corners of the tile.</font> +01691 CRGBA corners[4]; +01692 <a class="code" href="classNL3D_1_1CPatch.html#z682_19">getCurrentTileTLIColors</a>(ts, tt, corners); +01693 +01694 <font class="comment">// Bilinear accross the tile, and add to dest.</font> +01695 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +01696 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +01697 { +01698 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +01699 { +01700 <font class="comment">// compute this pixel, and add</font> +01701 <a class="code" href="namespaceNL3D.html#a389">bilinearColorAndAdd</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a> + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]); +01702 } +01703 } +01704 } +01705 +01706 <font class="comment">// ***************************************************************************</font> +<a name="l01707"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_21">01707</a> <font class="keywordtype">void</font> CPatch::addTileLightmapEdgeWithTLI(uint ts, uint tt, uint edge, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *dest, uint <a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <font class="keywordtype">bool</font> inverse) +01708 { +01709 <font class="comment">// compute colors ar corners of the tile.</font> +01710 CRGBA corners[4]; +01711 <a class="code" href="classNL3D_1_1CPatch.html#z682_19">getCurrentTileTLIColors</a>(ts, tt, corners); +01712 +01713 <font class="comment">// get coordinate according to edge.</font> +01714 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; +01715 <font class="keywordflow">switch</font>(edge) +01716 { +01717 <font class="keywordflow">case</font> 0: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= 0; <font class="keywordflow">break</font>; +01718 <font class="keywordflow">case</font> 1: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +01719 <font class="keywordflow">case</font> 2: <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1; <font class="keywordflow">break</font>; +01720 <font class="keywordflow">case</font> 3: <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= 0; <font class="keywordflow">break</font>; +01721 }; +01722 +01723 <font class="comment">// For all lumel of the edge, bilinear.</font> +01724 uint i; +01725 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>; i++) +01726 { +01727 <font class="comment">// if vertical edge</font> +01728 <font class="keywordflow">if</font>( (edge&1)==0 ) <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= i; +01729 <font class="comment">// else horizontal edge</font> +01730 <font class="keywordflow">else</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= i; +01731 +01732 <font class="comment">// manage inverse.</font> +01733 uint where; +01734 <font class="keywordflow">if</font>(inverse) where= (<a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1)-i; +01735 <font class="keywordflow">else</font> where= i; +01736 <font class="comment">// compute this pixel, and modulate</font> +01737 <a class="code" href="namespaceNL3D.html#a389">bilinearColorAndAdd</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, dest[where*<a class="code" href="driver__opengl__extension__def_8h.html#a374">stride</a>]); +01738 } +01739 } +01740 +01741 <font class="comment">// ***************************************************************************</font> +<a name="l01742"></a><a class="code" href="classNL3D_1_1CPatch.html#z682_22">01742</a> <font class="keywordtype">void</font> CPatch::addTileLightmapPixelWithTLI(uint ts, uint tt, uint <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *dest) +01743 { +01744 <font class="comment">// compute colors ar corners of the tile.</font> +01745 CRGBA corners[4]; +01746 <a class="code" href="classNL3D_1_1CPatch.html#z682_19">getCurrentTileTLIColors</a>(ts, tt, corners); +01747 +01748 <font class="comment">// compute this pixel, and modulate</font> +01749 <a class="code" href="namespaceNL3D.html#a389">bilinearColorAndAdd</a>(corners, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, *dest); +01750 } +01751 +01752 +01753 <font class="comment">// ***************************************************************************</font> +<a name="l01754"></a><a class="code" href="classNL3D_1_1CPatch.html#z671_2">01754</a> <font class="keywordtype">void</font> CPatch::computeCurrentTLILightmap(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *array)<font class="keyword"> const</font> +01755 <font class="keyword"></font>{ +01756 <font class="comment">// Size of TileLightInfluences</font> +01757 uint wTLI= (<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1)+1; +01758 uint hTLI= (<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>>>1)+1; +01759 <font class="comment">// colros at corners of tiles size.</font> +01760 uint wTC= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>+1; +01761 uint wTCx2= wTC*2; +01762 uint hTC= <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>+1; +01763 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>; +01764 +01765 <font class="comment">// Compute TLI colors at each corner of each TessBlocks.</font> +01766 <font class="comment">//=============</font> +01767 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><hTLI;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +01768 { +01769 <font class="comment">// store every 2 tiles corners.</font> +01770 CRGBA *dst= array + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*2*wTC; +01771 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><wTLI;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++) +01772 { +01773 *dst= getCurrentTLIColor(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>); +01774 <font class="comment">// skip 2 tiles corners.</font> +01775 dst++; +01776 dst++; +01777 } +01778 } +01779 +01780 <font class="comment">// Compute TLI colors at each corner of each Tiles.</font> +01781 <font class="comment">//=============</font> +01782 +01783 <font class="comment">// Compute corner at middle of vertical TessBlock edges.</font> +01784 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><hTC-1;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+=2) +01785 { +01786 CRGBA *dst= array + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wTC; +01787 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><wTC;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+=2) +01788 { +01789 <font class="comment">// Average midlle with cur and next.</font> +01790 (dst+wTC)->avg2RGBOnly(*dst, *(dst + wTCx2) ); +01791 +01792 <font class="comment">// skip 2 tiles corners.</font> +01793 dst++; +01794 dst++; +01795 } +01796 } +01797 +01798 <font class="comment">// Compute corner at middle of horizontal TessBlock edges, and at middle of TessBlock.</font> +01799 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><hTC;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++) +01800 { +01801 CRGBA *dst= array + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*wTC; +01802 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><wTC-1;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+=2) +01803 { +01804 <font class="comment">// Average midlle with cur and next.</font> +01805 (dst+1)->avg2RGBOnly(*dst, *(dst+2)); +01806 +01807 <font class="comment">// skip 2 tiles corners.</font> +01808 dst++; +01809 dst++; +01810 } +01811 } +01812 +01813 +01814 } +01815 +01816 +01817 +01818 <font class="comment">// ***************************************************************************</font> +01819 <font class="comment">// ***************************************************************************</font> +01820 <font class="comment">// UpdateLighting.</font> +01821 <font class="comment">// ***************************************************************************</font> +01822 <font class="comment">// ***************************************************************************</font> +01823 +01824 +01825 <font class="comment">// ***************************************************************************</font> +<a name="l01826"></a><a class="code" href="classNL3D_1_1CPatch.html#z676_0">01826</a> <font class="keywordtype">void</font> CPatch::linkBeforeNearUL(CPatch *patchNext) +01827 { +01828 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchNext); +01829 +01830 <font class="comment">// first, unlink others from me. NB: works even if _ULNearPrec==_ULNearNext==this.</font> +01831 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>->_ULNearPrec= <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>; +01832 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>->_ULNearNext= <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>; +01833 <font class="comment">// link to igNext.</font> +01834 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>= patchNext; +01835 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>= patchNext->_ULNearPrec; +01836 <font class="comment">// link others to me.</font> +01837 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>->_ULNearPrec= <font class="keyword">this</font>; +01838 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>->_ULNearNext= <font class="keyword">this</font>; +01839 } +01840 +01841 +01842 <font class="comment">// ***************************************************************************</font> +<a name="l01843"></a><a class="code" href="classNL3D_1_1CPatch.html#z676_1">01843</a> <font class="keywordtype">void</font> CPatch::unlinkNearUL() +01844 { +01845 <font class="comment">// first, unlink others from me. NB: works even if _ULNearPrec==_ULNearNext==this.</font> +01846 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>->_ULNearPrec= <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>; +01847 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>->_ULNearNext= <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>; +01848 <font class="comment">// reset</font> +01849 <a class="code" href="classNL3D_1_1CPatch.html#z687_0">_ULNearPrec</a>= <font class="keyword">this</font>; +01850 <a class="code" href="classNL3D_1_1CPatch.html#z687_1">_ULNearNext</a>= <font class="keyword">this</font>; +01851 } +01852 +01853 +01854 <font class="comment">// ***************************************************************************</font> +<a name="l01855"></a><a class="code" href="classNL3D_1_1CPatch.html#z676_4">01855</a> uint CPatch::updateTessBlockLighting(uint numTb) +01856 { +01857 <font class="comment">// TessBlocks must have been allocated and tessBlockId must be ok.</font> +01858 <a class="code" href="debug_8h.html#a6">nlassert</a>(numTb<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()); +01859 +01860 <font class="comment">// compute tessBlock coordinate</font> +01861 uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1; +01862 uint ts= numTb&(tbWidth-1); +01863 uint tt= numTb/tbWidth; +01864 <font class="comment">// expand to tile coordinate.</font> +01865 ts*= 2; +01866 tt*= 2; +01867 +01868 <font class="comment">// get what tessBlock to use.</font> +01869 CTessBlock &tessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb]; +01870 +01871 <font class="comment">// If the lightmap Id has not been computed, quit</font> +01872 <font class="keywordflow">if</font>(tessBlock.LightMapRefCount==0) +01873 <font class="keywordflow">return</font> 0; +01874 <font class="keywordflow">else</font> +01875 { +01876 <font class="comment">// Recompute the lightmap texture, with help of TileColors, with neighboring info etc...</font> +01877 CRGBA lightText[<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>]; +01878 <a class="code" href="classNL3D_1_1CPatch.html#z682_3">computeNearBlockLightmap</a>(ts&(~1), tt&(~1), lightText); +01879 +01880 <font class="comment">// donlod this texture to Driver etc...</font> +01881 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->refillTileLightMap(tessBlock.LightMapId, lightText); +01882 +01883 <font class="comment">// return number of pixels computed.</font> +01884 <font class="keywordflow">return</font> <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>; +01885 } +01886 } +01887 +01888 +01889 <font class="comment">// ***************************************************************************</font> +01890 <font class="comment">// ***************************************************************************</font> +01891 <font class="comment">// ***************************************************************************</font> +01892 <font class="comment">// ***************************************************************************</font> +01893 +01894 +01895 <font class="comment">// ***************************************************************************</font> +<a name="l01896"></a><a class="code" href="classNL3D_1_1CPatch.html#z688_0">01896</a> <font class="keywordtype">void</font> CPatch::addRefDLMContext() +01897 { +01898 <font class="comment">// the patch must be compiled.</font> +01899 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>); +01900 +01901 <font class="comment">// if 0, create the context.</font> +01902 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>==0) +01903 { +01904 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>==NULL); +01905 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>= <font class="keyword">new</font> CPatchDLMContext; +01906 <font class="comment">// init now the context.</font> +01907 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->generate(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getTextureDLM(), <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getPatchDLMContextList()); +01908 +01909 <font class="comment">// If the patch is visible, it may have Far Vertices created, </font> +01910 <font class="comment">// hence, we must refill them with good DLM Uvs.</font> +01911 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +01912 { +01913 <font class="comment">// setup DLM Uv with new _DLMContext</font> +01914 <a class="code" href="classNL3D_1_1CPatch.html#z673_8">fillVBFarsDLMUvOnly</a>(); +01915 } +01916 } +01917 +01918 <font class="comment">// incRef.</font> +01919 <a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>++; +01920 } +01921 +01922 <font class="comment">// ***************************************************************************</font> +<a name="l01923"></a><a class="code" href="classNL3D_1_1CPatch.html#z688_1">01923</a> <font class="keywordtype">void</font> CPatch::decRefDLMContext(uint count) +01924 { +01925 <font class="comment">// the patch must be compiled.</font> +01926 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>); +01927 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>>0); +01928 +01929 <font class="comment">// dec Ref.</font> +01930 <a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>-= count; +01931 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>>=0); +01932 +01933 <font class="comment">// If 0, delete the context.</font> +01934 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z688_3">_DLMContextRefCount</a>==0) +01935 { +01936 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>; +01937 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>= NULL; +01938 +01939 <font class="comment">// If the patch is visible, it may have Far Vertices created, </font> +01940 <font class="comment">// hence, we must reset their DLM Uvs (to point to black pixel)</font> +01941 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +01942 { +01943 <font class="comment">// setup DLM Uv with new _DLMContext</font> +01944 <a class="code" href="classNL3D_1_1CPatch.html#z673_8">fillVBFarsDLMUvOnly</a>(); +01945 } +01946 } +01947 } +01948 +01949 +01950 <font class="comment">// ***************************************************************************</font> +<a name="l01951"></a><a class="code" href="classNL3D_1_1CPatch.html#z677_0">01951</a> <font class="keywordtype">void</font> CPatch::beginDLMLighting() +01952 { +01953 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>); +01954 +01955 <font class="comment">// Must bkup prec pointLightCount in OldPointLightCount, and reset CurPointLightCount</font> +01956 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->OldPointLightCount= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->CurPointLightCount; +01957 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->CurPointLightCount= 0; +01958 +01959 <font class="comment">// clear lighting, only if patch is visible</font> +01960 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +01961 <font class="comment">// NB: no-op if src is already full black.</font> +01962 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->clearLighting(); +01963 +01964 } +01965 +01966 <font class="comment">// ***************************************************************************</font> +<a name="l01967"></a><a class="code" href="classNL3D_1_1CPatch.html#z677_1">01967</a> <font class="keywordtype">void</font> CPatch::processDLMLight(CPatchDLMPointLight &pl) +01968 { +01969 <font class="comment">// add reference to currentLight, creating DLMContext if needed</font> +01970 <a class="code" href="classNL3D_1_1CPatch.html#z688_0">addRefDLMContext</a>(); +01971 +01972 <font class="comment">// add curLight counter</font> +01973 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->CurPointLightCount++; +01974 +01975 <font class="comment">// compute lighting, only if patch is visible</font> +01976 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>) +01977 <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->addPointLightInfluence(pl); +01978 } +01979 +01980 <font class="comment">// ***************************************************************************</font> +<a name="l01981"></a><a class="code" href="classNL3D_1_1CPatch.html#z677_2">01981</a> <font class="keywordtype">void</font> CPatch::endDLMLighting() +01982 { +01983 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>); +01984 +01985 <font class="comment">// delete reference from old pointLight influences, at prec render() pass. _DLMContext may be deleted here,</font> +01986 <font class="comment">// if no more lights use it, and if the patch is not in Near.</font> +01987 <a class="code" href="classNL3D_1_1CPatch.html#z688_1">decRefDLMContext</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->OldPointLightCount); +01988 } +01989 +01990 +01991 } <font class="comment">// NL3D</font> +01992 +</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> |