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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_vegetable.cpp</h1><a href="patch__vegetable_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 +00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font> +00008 <font class="comment"> *</font> +00009 <font class="comment"> * This file is part of NEVRAX NEL.</font> +00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font> +00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font> +00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font> +00013 <font class="comment"> * any later version.</font> +00014 <font class="comment"></font> +00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font> +00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font> +00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font> +00018 <font class="comment"> * General Public License for more details.</font> +00019 <font class="comment"></font> +00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font> +00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font> +00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font> +00023 <font class="comment"> * MA 02111-1307, USA.</font> +00024 <font class="comment"> */</font> +00025 +00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font> +00027 +00028 +00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font> +00030 <font class="preprocessor">#include "<a class="code" href="vegetable_8h.html">3d/vegetable.h</a>"</font> +00031 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font> +00032 <font class="preprocessor">#include "<a class="code" href="landscape__vegetable__block_8h.html">3d/landscape_vegetable_block.h</a>"</font> +00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font> +00034 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font> +00035 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font> +00036 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font> +00037 <font class="preprocessor">#include "<a class="code" href="tile__vegetable__desc_8h.html">3d/tile_vegetable_desc.h</a>"</font> +00038 <font class="preprocessor">#include "<a class="code" href="vegetable__light__ex_8h.html">3d/vegetable_light_ex.h</a>"</font> +00039 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font> +00040 +00041 +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 <font class="keyword">namespace </font>NL3D +00046 { +00047 +00048 +00049 <font class="comment">// ***************************************************************************</font> +<a name="l00050"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_2">00050</a> <font class="keywordtype">void</font> CPatch::generateTileVegetable(CVegetableInstanceGroup *vegetIg, uint distType, uint ts, uint tt, +00051 CLandscapeVegetableBlockCreateContext &vbCreateCtx) +00052 { +00053 uint i; +00054 +00055 <font class="comment">// Get tile infos for vegetable</font> +00056 <font class="comment">// =========================</font> +00057 +00058 <font class="comment">// Get the state for this vegetable tile</font> +00059 CTileElement::TVegetableInfo vegetWaterState= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tt * <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> + ts].getVegetableState(); +00060 <font class="comment">// If vegetable disabled, skip!</font> +00061 <font class="keywordflow">if</font>(vegetWaterState == CTileElement::VegetableDisabled) +00062 <font class="keywordflow">return</font>; +00063 +00064 <font class="comment">// get the tileId under this tile (<=> the tile material)</font> +00065 uint tileId= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tt * <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> + ts].Tile[0]; +00066 +00067 <font class="comment">// get list of vegetable for this tile, and for hist distanceType category.</font> +00068 <font class="keyword">const</font> CTileVegetableDesc &tileVegetDesc= <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->getTileVegetableDesc(tileId); +00069 <font class="keyword">const</font> std::vector<CVegetable> &vegetableList= tileVegetDesc.getVegetableList(distType); +00070 uint distAddSeed= tileVegetDesc.getVegetableSeed(distType); +00071 uint numVegetable= vegetableList.size(); +00072 +00073 <font class="comment">// If no vegetables at all, skip.</font> +00074 <font class="keywordflow">if</font>(numVegetable==0) +00075 <font class="keywordflow">return</font>; +00076 +00077 <font class="comment">// compute approximate tile position and normal: get the middle</font> +00078 <font class="keywordtype">float</font> tileU= (ts + 0.5f) / (float)<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>; +00079 <font class="keywordtype">float</font> tileV= (tt + 0.5f) / (float)<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>; +00080 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>(); +00081 <font class="comment">// Get approximate position for the tile (usefull for noise). NB: eval() is faster than computeVertex().</font> +00082 CVector tilePos= bpatch->eval(tileU, tileV); +00083 <font class="comment">// Get also the normal used for all instances on this tile (not precise, </font> +00084 <font class="comment">// don't take noise into account, but faster).</font> +00085 CVector tileNormal= bpatch->evalNormal(tileU, tileV); +00086 +00087 <font class="comment">// Compute also position on middle of 4 edges of this tile, for generateGroupBiLinear().</font> +00088 CVector tilePosBiLinear[4]; +00089 <font class="keywordtype">float</font> OOos= 1.0f / <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>; +00090 <font class="keywordtype">float</font> OOot= 1.0f / <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>; +00091 tilePosBiLinear[0]= bpatch->eval( (ts + 0.0f) * OOos, (tt + 0.5f) * OOot); +00092 tilePosBiLinear[1]= bpatch->eval( (ts + 1.0f) * OOos, (tt + 0.5f) * OOot); +00093 tilePosBiLinear[2]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 0.0f) * OOot); +00094 tilePosBiLinear[3]= bpatch->eval( (ts + 0.5f) * OOos, (tt + 1.0f) * OOot); +00095 +00096 +00097 <font class="comment">// compute a rotation matrix with the normal</font> +00098 CMatrix matInstance; +00099 matInstance.setRot(CVector::I, CVector::J, tileNormal); +00100 <font class="comment">// must normalize the matrix. use the vector which is the most orthogonal to tileNormal</font> +00101 <font class="comment">// If tileNormal is much more a J vector, then use plane (I,tileNormal), and vice-versa</font> +00102 <font class="keywordflow">if</font>(fabs(tileNormal.y) > fabs(tileNormal.x)) +00103 matInstance.normalize(CMatrix::ZXY); +00104 <font class="keywordflow">else</font> +00105 matInstance.normalize(CMatrix::ZYX); +00106 +00107 +00108 <font class="comment">// prepare color / lighting</font> +00109 <font class="comment">// =========================</font> +00110 +00111 <font class="comment">// say that ambient never change. VegetableManager handle the ambient and diffuse itself (for precomputeLighting)</font> +00112 CRGBAF ambientF= CRGBAF(1,1,1,1); +00113 +00114 <font class="comment">// Compute the tileLightmap (not modified by tileColor).</font> +00115 <font class="keyword">static</font> uint8 tileLumelmap[<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>]; +00116 <a class="code" href="classNL3D_1_1CPatch.html#z686_3">getTileLumelmapPrecomputed</a>(ts, tt, tileLumelmap, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>); +00117 <font class="comment">// compute diffuse color by substracting from ambient.</font> +00118 CRGBAF diffuseColorF[<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>]; +00119 <font class="comment">// TODO_VEGET_OPTIM: optimize this.</font> +00120 <font class="comment">// For all lumel of this tile.</font> +00121 <font class="keywordflow">for</font>(i= 0; i<<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>; i++) +00122 { +00123 <font class="comment">// mul by 2, because shade is done twice here: by vertex, and by landscape.</font> +00124 sint tileLumel= 2*tileLumelmap[i]; +00125 tileLumel= <a class="code" href="bit__set_8cpp.html#a0">min</a>(tileLumel, 255); +00126 <font class="keywordtype">float</font> tlf= tileLumel / 255.f; +00127 diffuseColorF[i].R= tlf; +00128 diffuseColorF[i].G= tlf; +00129 diffuseColorF[i].B= tlf; +00130 diffuseColorF[i].A= 1; +00131 } +00132 +00133 <font class="comment">// Compute The CVegetableLightEx, adding pointLight effect to vegetation</font> +00134 <font class="comment">// First get pointLight at this tiles.</font> +00135 <font class="keyword">static</font> vector<CPointLightInfluence> lightList; +00136 lightList.clear(); +00137 <a class="code" href="classNL3D_1_1CPatch.html#z671_1">appendTileLightInfluences</a>( CUV(tileU, tileV), lightList); +00138 <font class="comment">// for each light, modulate the factor of influence</font> +00139 <font class="keywordflow">for</font>(i=0; i<lightList.size();i++) +00140 { +00141 CPointLight *pl= lightList[i].PointLight; +00142 <font class="comment">// compute the attenuation to the pos of the tile</font> +00143 <font class="keywordtype">float</font> att= pl->computeLinearAttenuation(tilePos); +00144 <font class="comment">// modulate the influence with this factor</font> +00145 lightList[i].BkupInfluence= lightList[i].Influence; +00146 lightList[i].Influence*= att; +00147 } +00148 <font class="comment">// sort the light by influence</font> +00149 sort(lightList.begin(), lightList.end()); +00150 <font class="comment">// Setup the vegetLex directly in the ig. </font> +00151 CVegetableLightEx &vegetLex= vegetIg->VegetableLightEx; +00152 <font class="comment">// take only 2 first, computing direction to tilePos and computing attenuation.</font> +00153 vegetLex.NumLights= <a class="code" href="bit__set_8cpp.html#a0">min</a>((uint)CVegetableLightEx::MaxNumLight, lightList.size()); +00154 <font class="keywordflow">for</font>(i=0;i<vegetLex.NumLights;i++) +00155 { +00156 CPointLight *pl= lightList[i].PointLight; +00157 <font class="comment">// copy to vegetLex.</font> +00158 vegetLex.PointLight[i]= pl; +00159 <font class="comment">// get the attenuation</font> +00160 vegetLex.PointLightFactor[i]= (uint)(256* lightList[i].Influence); +00161 <font class="comment">// Setup the direction from pointLight.</font> +00162 vegetLex.Direction[i]= tilePos - pl->getPosition(); +00163 vegetLex.Direction[i].normalize(); +00164 } +00165 <font class="comment">// compute now the current colors of the vegetLex.</font> +00166 vegetLex.computeCurrentColors(); +00167 +00168 +00169 <font class="comment">// Compute Dynamic Lightmap UV for this tile.</font> +00170 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>); +00171 CUV dlmUV; +00172 <font class="comment">// get coordinate in 0..1 in texture.</font> +00173 dlmUV.U= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale * tileU; +00174 dlmUV.V= <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale * tileV; +00175 <font class="comment">// get coordinate in 0..255.</font> +00176 CVegetableUV8 dlmUV8; +00177 dlmUV8.U= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(dlmUV.U * 255 + 0.5f); +00178 dlmUV8.V= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(dlmUV.V * 255 + 0.5f); +00179 <font class="comment">// bound them, ensuring 8Bits UV "uncompressed" by driver are in the lightmap area.</font> +00180 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(dlmUV8.U, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MinU8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MaxU8); +00181 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(dlmUV8.V, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MinV8, <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->MaxV8); +00182 +00183 +00184 <font class="comment">// for all vegetable of this list, generate instances.</font> +00185 <font class="comment">// =========================</font> +00186 +00187 <font class="comment">// Get an array for each vegetable (static for speed).</font> +00188 <font class="keyword">typedef</font> std::vector<NLMISC::CVector2f> TPositionVector; +00189 <font class="keyword">static</font> std::vector<TPositionVector> instanceUVArray; +00190 <font class="comment">// realloc if necessary.</font> +00191 <font class="keywordflow">if</font>(instanceUVArray.size() < numVegetable) +00192 { +00193 <font class="comment">// clean.</font> +00194 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(instanceUVArray); +00195 <font class="comment">// realloc.</font> +00196 instanceUVArray.resize(numVegetable); +00197 } +00198 +00199 <font class="comment">// First, for each vegetable, generate the number of instance to create, and their relative position.</font> +00200 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++) +00201 { +00202 <font class="comment">// get the vegetable</font> +00203 <font class="keyword">const</font> CVegetable &veget= vegetableList[i]; +00204 +00205 <font class="comment">// generate instance for this vegetable.</font> +00206 veget.generateGroupBiLinear(tilePos, tilePosBiLinear, tileNormal, <a class="code" href="landscape__def_8h.html#a11">NL3D_PATCH_TILE_AREA</a>, i + distAddSeed, instanceUVArray[i]); +00207 } +00208 +00209 <font class="comment">// Then, now that we kno how many instance to generate for each vegetable, reserve space.</font> +00210 CVegetableInstanceGroupReserve vegetIgReserve; +00211 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++) +00212 { +00213 <font class="comment">// get the vegetable</font> +00214 <font class="keyword">const</font> CVegetable &veget= vegetableList[i]; +00215 +00216 <font class="comment">// reseve instance space for this vegetable.</font> +00217 <font class="comment">// instanceUVArray[i].size() is the number of instances to create.</font> +00218 veget.reserveIgAddInstances(vegetIgReserve, (CVegetable::TVegetableWater)vegetWaterState, instanceUVArray[i].<a class="code" href="cf__lexical_8cpp.html#a94">size</a>()); +00219 } +00220 <font class="comment">// actual reseve memory of the ig.</font> +00221 <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager->reserveIgCompile(vegetIg, vegetIgReserve); +00222 +00223 +00224 <font class="comment">// generate the instances for all the vegetables.</font> +00225 <font class="keywordflow">for</font>(i= 0; i<numVegetable; i++) +00226 { +00227 <font class="comment">// get the vegetable</font> +00228 <font class="keyword">const</font> CVegetable &veget= vegetableList[i]; +00229 +00230 <font class="comment">// get the relatives position of the instances</font> +00231 std::vector<CVector2f> &instanceUV= instanceUVArray[i]; +00232 +00233 <font class="comment">// For all instance, generate the real instances.</font> +00234 <font class="keywordflow">for</font>(uint j=0; j<instanceUV.size(); j++) +00235 { +00236 <font class="comment">// generate the position in world Space.</font> +00237 <font class="comment">// instanceUV is in [0..1] interval, which maps to a tile, so explode to the patch</font> +00238 CVector instancePos; +00239 vbCreateCtx.eval(ts, tt, instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, instanceUV[j].<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>, instancePos); +00240 <font class="comment">// NB: use same normal for rotation for all instances in a same tile.</font> +00241 matInstance.setPos( instancePos ); +00242 +00243 <font class="comment">// peek color into the lightmap.</font> +00244 sint lumelS= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(instanceUV[j].<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>); +00245 sint lumelT= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(instanceUV[j].<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>); +00246 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lumelS, 0, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1); +00247 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lumelT, 0, <a class="code" href="patch_8h.html#a7">NL_LUMEL_BY_TILE</a>-1); +00248 +00249 <font class="comment">// generate the instance of the vegetable</font> +00250 veget.generateInstance(vegetIg, matInstance, ambientF, +00251 diffuseColorF[ (lumelT<<<a class="code" href="patch_8h.html#a6">NL_LUMEL_BY_TILE_SHIFT</a>) + lumelS ], +00252 (distType+1) * <a class="code" href="vegetable__def_8h.html#a8">NL3D_VEGETABLE_BLOCK_ELTDIST</a>, (CVegetable::TVegetableWater)vegetWaterState, dlmUV8); +00253 } +00254 } +00255 } +00256 +00257 +00258 <font class="comment">// ***************************************************************************</font> +<a name="l00259"></a><a class="code" href="classNL3D_1_1CPatch.html#z674_1">00259</a> <font class="keywordtype">void</font> CPatch::recreateAllVegetableIgs() +00260 { +00261 <font class="comment">// For all TessBlocks, try to release their VegetableBlock</font> +00262 <font class="keywordflow">for</font>(uint numtb=0; numtb<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); numtb++) +00263 { +00264 <font class="comment">// if the vegetableBlock is deleted, and if there is at least one Material in the tessBlock, and if possible</font> +00265 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].VegetableBlock==NULL && <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numtb].TileMaterialRefCount>0 +00266 && <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->isVegetableActive()) +00267 { +00268 <font class="comment">// compute tessBlock coordinate</font> +00269 uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>>>1; +00270 uint ts= numtb&(tbWidth-1); +00271 uint tt= numtb/tbWidth; +00272 <font class="comment">// crate the vegetable with tilecooridante (ie tessBlock coord *2);</font> +00273 <a class="code" href="classNL3D_1_1CPatch.html#z686_0">createVegetableBlock</a>(numtb, ts*2, tt*2); +00274 } +00275 } +00276 +00277 } +00278 +00279 +00280 <font class="comment">// ***************************************************************************</font> +<a name="l00281"></a><a class="code" href="classNL3D_1_1CPatch.html#z674_0">00281</a> <font class="keywordtype">void</font> CPatch::deleteAllVegetableIgs() +00282 { +00283 <font class="comment">// For all TessBlocks, try to release their VegetableBlock</font> +00284 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++) +00285 { +00286 <a class="code" href="classNL3D_1_1CPatch.html#z686_1">releaseVegetableBlock</a>(i); +00287 } +00288 +00289 } +00290 +00291 +00292 <font class="comment">// ***************************************************************************</font> +<a name="l00293"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_0">00293</a> <font class="keywordtype">void</font> CPatch::createVegetableBlock(uint numTb, uint ts, uint tt) +00294 { +00295 <font class="comment">// TessBlock width</font> +00296 uint tbWidth= <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> >> 1; +00297 <font class="comment">// clipBlock width</font> +00298 uint nTbPerCb= <a class="code" href="patch_8h.html#a13">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK</a>; +00299 uint cbWidth= (tbWidth + nTbPerCb-1) >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>; +00300 +00301 <font class="comment">// compute tessBlock coordinate.</font> +00302 uint tbs ,tbt; +00303 tbs= ts >> 1; +00304 tbt= tt >> 1; +00305 <font class="comment">// compute clipBlock coordinate.</font> +00306 uint cbs,cbt; +00307 cbs= tbs >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>; +00308 cbt= tbt >> <a class="code" href="patch_8h.html#a12">NL3D_PATCH_VEGETABLE_NUM_TESSBLOCK_PER_CLIPBLOCK_SHIFT</a>; +00309 +00310 <font class="comment">// create the vegetable block.</font> +00311 <a class="code" href="classNL3D_1_1CPatch.html#l2">CLandscapeVegetableBlock</a> *vegetBlock= <font class="keyword">new</font> <a class="code" href="classNL3D_1_1CPatch.html#l2">CLandscapeVegetableBlock</a>; +00312 <font class="comment">// Init / append to list.</font> +00313 <font class="comment">// compute center of the vegetableBlock (approx).</font> +00314 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>(); +00315 CVector center= bpatch->eval( (<font class="keywordtype">float</font>)(tbs*2+1)/<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>, (<font class="keywordtype">float</font>)(tbt*2+1)/<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a> ); +00316 <font class="comment">// Lower-Left tile is (tbs*2, tbt*2)</font> +00317 vegetBlock->init(center, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager, <a class="code" href="classNL3D_1_1CPatch.html#z679_0">VegetableClipBlocks</a>[cbt *cbWidth + cbs], <font class="keyword">this</font>, tbs*2, tbt*2, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableBlockList); +00318 +00319 <font class="comment">// set in the tessBlock</font> +00320 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock= vegetBlock; +00321 } +00322 +00323 +00324 <font class="comment">// ***************************************************************************</font> +<a name="l00325"></a><a class="code" href="classNL3D_1_1CPatch.html#z686_1">00325</a> <font class="keywordtype">void</font> CPatch::releaseVegetableBlock(uint numTb) +00326 { +00327 <font class="comment">// if exist, must delete the VegetableBlock.</font> +00328 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock) +00329 { +00330 <font class="comment">// delete Igs, and remove from list.</font> +00331 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock->release(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableManager, <a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_VegetableBlockList); +00332 <font class="comment">// delete.</font> +00333 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock; +00334 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[numTb].VegetableBlock= NULL; +00335 } +00336 } +00337 +00338 +00339 +00340 +00341 +00342 } <font class="comment">// NL3D</font> +</pre></div> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |