#include <ig_surface_light_build.h>
Nevrax France
Definition at line 46 of file ig_surface_light_build.h.
Public Types | |
enum | { MaxOverSamples = 16 } |
typedef TRetrieverGridMap::iterator | ItRetrieverGridMap |
typedef std::map< uint, CRetrieverLightGrid > | TRetrieverGridMap |
Public Member Functions | |
void | buildPLDebugMesh (CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut) |
Debug: build a colored Grid mesh of PointLight. R= pointLight1 id. G= PointLight2 id. B= The multiplier used to show Ids. | |
void | buildSunDebugMesh (CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos=CVector::Null) |
Debug: build a colored Grid mesh of SunContribution. | |
Data Fields | |
float | CellSize |
TRetrieverGridMap | RetrieverGridMap |
Private Member Functions | |
void | addDebugMeshFaces (CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0, const std::vector< CRGBA > &colors) |
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Definition at line 106 of file ig_surface_light_build.h. |
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Definition at line 105 of file ig_surface_light_build.h. |
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Definition at line 50 of file ig_surface_light_build.h.
00050 {MaxOverSamples= 16}; |
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Definition at line 191 of file ig_surface_light_build.cpp. References NL3D::CIGSurfaceLightBuild::CSurface::Cells, NL3D::CMesh::CFace::Corner, NL3D::CMesh::CMeshBuild::Faces, NL3D::CIGSurfaceLightBuild::CSurface::Height, NL3D::CMesh::CFace::MaterialId, uint, NL3D::CIGSurfaceLightBuild::CSurface::Width, x, and y. Referenced by buildPLDebugMesh(), and buildSunDebugMesh().
00193 { 00194 // Resize faces. 00195 uint wVert= surface.Width; 00196 uint hVert= surface.Height; 00197 uint wCell= wVert-1; 00198 uint hCell= hVert-1; 00199 // Allocate enough space for faces. 00200 meshBuild.Faces.reserve(meshBuild.Faces.size() + wCell*hCell *2); 00201 00202 // Build faces 00203 uint x,y; 00204 for(y=0;y<hCell; y++) 00205 { 00206 for(x=0;x<wCell; x++) 00207 { 00208 uint v00= y*wVert + x; 00209 uint v10= y*wVert + x+1; 00210 uint v01= (y+1)*wVert + x; 00211 uint v11= (y+1)*wVert + x+1; 00212 00213 // Skip this cell?? 00214 bool skip= false; 00215 if(!surface.Cells[v00].InSurface && !surface.Cells[v00].Dilated) skip= true; 00216 if(!surface.Cells[v10].InSurface && !surface.Cells[v10].Dilated) skip= true; 00217 if(!surface.Cells[v01].InSurface && !surface.Cells[v01].Dilated) skip= true; 00218 if(!surface.Cells[v11].InSurface && !surface.Cells[v11].Dilated) skip= true; 00219 00220 00221 if(!skip) 00222 { 00223 // 1st triangle. 00224 CMesh::CFace face0; 00225 face0.MaterialId= 0; 00226 face0.Corner[0].Vertex= vId0+ v00; 00227 face0.Corner[0].Color= colors[v00]; 00228 face0.Corner[1].Vertex= vId0+ v10; 00229 face0.Corner[1].Color= colors[v10]; 00230 face0.Corner[2].Vertex= vId0+ v01; 00231 face0.Corner[2].Color= colors[v01]; 00232 00233 // 2nd triangle. 00234 CMesh::CFace face1; 00235 face1.MaterialId= 0; 00236 face1.Corner[0].Vertex= vId0+ v10; 00237 face1.Corner[0].Color= colors[v10]; 00238 face1.Corner[1].Vertex= vId0+ v11; 00239 face1.Corner[1].Color= colors[v11]; 00240 face1.Corner[2].Vertex= vId0+ v01; 00241 face1.Corner[2].Color= colors[v01]; 00242 00243 // Add 2 triangles 00244 meshBuild.Faces.push_back(face0); 00245 meshBuild.Faces.push_back(face1); 00246 } 00247 } 00248 } 00249 } |
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Debug: build a colored Grid mesh of PointLight. R= pointLight1 id. G= PointLight2 id. B= The multiplier used to show Ids.
Definition at line 100 of file ig_surface_light_build.cpp. References addDebugMeshFaces(), NL3D::CSurfaceLightGrid::Cells, NL3D::CIGSurfaceLightBuild::CSurface::Cells, NLMISC::CRGBA::G, NL3D::CInstanceGroup::getIGSurfaceLight(), NL3D::CInstanceGroup::getPointLightList(), NL3D::CIGSurfaceLight::getRetrieverGridMap(), NL3D::CIGSurfaceLightBuild::CSurface::Height, NL3D::CMeshBase::CMeshBaseBuild::Materials, min, nlassert, nlwarning, NLMISC::CRGBA::R, NLMISC::raiseToNextPowerOf2(), RetrieverGridMap, NLMISC::CRGBA::set(), uint, v, NL3D::CMesh::CMeshBuild::VertexFlags, NL3D::CMesh::CMeshBuild::Vertices, NL3D::CIGSurfaceLightBuild::CSurface::Width, x, and y.
00101 { 00102 contReset(meshBuild); 00103 contReset(meshBaseBuild); 00104 meshBaseBuild.Materials.resize(1); 00105 meshBaseBuild.Materials[0].initUnlit(); 00106 00107 meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag; 00108 00109 // Get the number of lights in Ig. 00110 uint numLight= igOut.getPointLightList().size(); 00111 numLight= raiseToNextPowerOf2(numLight); 00112 uint idMultiplier= 256/ numLight; 00113 00114 // For all grids. 00115 ItRetrieverGridMap it; 00116 for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++) 00117 { 00118 // get the final surface 00119 CIGSurfaceLight::TRetrieverGridMap::const_iterator itIg= 00120 igOut.getIGSurfaceLight().getRetrieverGridMap().find(it->first); 00121 00122 // If not found, abort 00123 if( itIg== igOut.getIGSurfaceLight().getRetrieverGridMap().end() ) 00124 { 00125 nlwarning("buildPLDebugMesh fails to find retriever '%d' in igOut", it->first); 00126 continue; 00127 } 00128 else if( it->second.Grids.size()!=itIg->second.Grids.size() ) 00129 { 00130 nlwarning("buildPLDebugMesh find retriever '%d' in igOut, but with bad size: excepting: %d, get: %d", 00131 it->first, it->second.Grids.size(), itIg->second.Grids.size() ); 00132 continue; 00133 } 00134 00135 // For all surface of the retriever. 00136 for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++) 00137 { 00138 CSurface &surface= it->second.Grids[iSurf]; 00139 const CSurfaceLightGrid &igSurface= itIg->second.Grids[iSurf]; 00140 00141 // Resize vector. 00142 uint wVert= surface.Width; 00143 uint hVert= surface.Height; 00144 uint vId0= meshBuild.Vertices.size(); 00145 // Allocate vertices / colors 00146 meshBuild.Vertices.resize(vId0 + wVert*hVert); 00147 vector<CRGBA> colors; 00148 colors.resize(wVert*hVert); 00149 00150 // Build vertices pos and colors. 00151 uint x, y; 00152 for(y=0;y<hVert; y++) 00153 { 00154 for(x=0;x<wVert; x++) 00155 { 00156 uint vId= y*wVert + x; 00157 // Copy Pos. 00158 meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos; 00159 // init Color with idMultiplier in Blue (info!). 00160 CRGBA &col= colors[vId]; 00161 col.set(0,0, idMultiplier, 255); 00162 // store the compressed id of the light found in igOut. 00163 nlassert( CSurfaceLightGrid::NumLightPerCorner>=2 ); 00164 uint idLight0= igSurface.Cells[vId].Light[0]; 00165 uint idLight1= igSurface.Cells[vId].Light[1]; 00166 // 255 means no light. If at least one light 00167 if(idLight0<255) 00168 { 00169 uint v= (idLight0+1)*idMultiplier; 00170 col.R= min(v, 255U); 00171 // if second light 00172 if(idLight1<255) 00173 { 00174 v= (idLight1+1)*idMultiplier; 00175 col.G= min(v, 255U); 00176 } 00177 } 00178 } 00179 } 00180 00181 // Build faces 00182 addDebugMeshFaces(meshBuild, surface, vId0, colors); 00183 00184 } 00185 } 00186 00187 } |
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Debug: build a colored Grid mesh of SunContribution.
Definition at line 40 of file ig_surface_light_build.cpp. References addDebugMeshFaces(), NL3D::CIGSurfaceLightBuild::CSurface::Cells, NL3D::CIGSurfaceLightBuild::CSurface::Height, NL3D::CMeshBase::CMeshBaseBuild::Materials, RetrieverGridMap, uint, uint8, NL3D::CMesh::CMeshBuild::VertexFlags, NL3D::CMesh::CMeshBuild::Vertices, NL3D::CIGSurfaceLightBuild::CSurface::Width, x, and y.
00042 { 00043 contReset(meshBuild); 00044 contReset(meshBaseBuild); 00045 meshBaseBuild.Materials.resize(1); 00046 meshBaseBuild.Materials[0].initUnlit(); 00047 meshBaseBuild.Materials[0].setBlend(true); 00048 meshBaseBuild.Materials[0].setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha); 00049 00050 meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag; 00051 00052 // For all grids. 00053 ItRetrieverGridMap it; 00054 for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++) 00055 { 00056 for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++) 00057 { 00058 CSurface &surface= it->second.Grids[iSurf]; 00059 00060 // Resize vector. 00061 uint wVert= surface.Width; 00062 uint hVert= surface.Height; 00063 uint vId0= meshBuild.Vertices.size(); 00064 // Allocate vertices / colors 00065 meshBuild.Vertices.resize(vId0 + wVert*hVert); 00066 vector<CRGBA> colors; 00067 colors.resize(wVert*hVert); 00068 00069 // Build vertices pos and colors. 00070 uint x, y; 00071 for(y=0;y<hVert; y++) 00072 { 00073 for(x=0;x<wVert; x++) 00074 { 00075 uint vId= y*wVert + x; 00076 // Copy Pos. 00077 meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos; 00078 // Copy Color. 00079 uint8 col= surface.Cells[vId].SunContribution; 00080 colors[vId].set(col, col, col, 128); 00081 // Force Blue color, to simulate ambiant. 00082 colors[vId].B= 128 + colors[vId].B/2; 00083 // OutSurface => green is 128. 00084 if(!surface.Cells[vId].InSurface) 00085 colors[vId].G= 128; 00086 00087 } 00088 } 00089 00090 // Build faces 00091 addDebugMeshFaces(meshBuild, surface, vId0, colors); 00092 00093 } 00094 } 00095 00096 } |
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Definition at line 110 of file ig_surface_light_build.h. Referenced by NL3D::CInstanceLighter::light(). |
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Definition at line 112 of file ig_surface_light_build.h. Referenced by NL3D::CInstanceLighter::beginCell(), buildPLDebugMesh(), buildSunDebugMesh(), NL3D::CInstanceLighter::light(), and NL3D::CInstanceLighter::nextCell(). |