#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(). |
1.3.6