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ig_surface_light_build.cpp

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00001 
00007 /* Copyright, 2000-2002 Nevrax Ltd.
00008  *
00009  * This file is part of NEVRAX NEL.
00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
00011  * it under the terms of the GNU General Public License as published by
00012  * the Free Software Foundation; either version 2, or (at your option)
00013  * any later version.
00014 
00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
00018  * General Public License for more details.
00019 
00020  * You should have received a copy of the GNU General Public License
00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
00023  * MA 02111-1307, USA.
00024  */
00025 
00026 #include "std3d.h"
00027 
00028 #include "3d/ig_surface_light_build.h"
00029 
00030 
00031 using namespace NLMISC;
00032 using namespace std;
00033 
00034 namespace NL3D 
00035 {
00036 
00037 
00038 // ***************************************************************************
00039 void                    CIGSurfaceLightBuild::buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, 
00040         CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos)
00041 {
00042         contReset(meshBuild);
00043         contReset(meshBaseBuild);
00044         meshBaseBuild.Materials.resize(1);
00045         meshBaseBuild.Materials[0].initUnlit();
00046         meshBaseBuild.Materials[0].setBlend(true);
00047         meshBaseBuild.Materials[0].setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
00048 
00049         meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
00050 
00051         // For all grids.
00052         ItRetrieverGridMap      it;
00053         for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++)
00054         {
00055                 for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++)
00056                 {
00057                         CSurface        &surface= it->second.Grids[iSurf];
00058 
00059                         // Resize vector and faces.
00060                         uint    wVert= surface.Width;
00061                         uint    hVert= surface.Height;
00062                         uint    wCell= wVert-1;
00063                         uint    hCell= hVert-1;
00064                         uint    vId0= meshBuild.Vertices.size();
00065                         // Allocate vertices / colors
00066                         meshBuild.Vertices.resize(vId0 + wVert*hVert);
00067                         vector<CRGBA>   colors;
00068                         colors.resize(wVert*hVert);
00069                         // Allocate enough space for faces.
00070                         meshBuild.Faces.reserve(meshBuild.Faces.size() + wCell*hCell *2);
00071 
00072                         // Build vertices pos and colors.
00073                         uint    x, y;
00074                         for(y=0;y<hVert; y++)
00075                         {
00076                                 for(x=0;x<wVert; x++)
00077                                 {
00078                                         uint    vId= y*wVert + x;
00079                                         // Copy Pos.
00080                                         meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
00081                                         // Copy Color.
00082                                         uint8   col= surface.Cells[vId].SunContribution;
00083                                         colors[vId].set(col, col, col, 128);
00084                                         // Force Blue color, to simulate ambiant.
00085                                         colors[vId].B= 128 + colors[vId].B/2;
00086                                         // OutSurface => green is 128.
00087                                         if(!surface.Cells[vId].InSurface)
00088                                                 colors[vId].G= 128;
00089 
00090                                 }
00091                         }
00092 
00093                         // Build faces
00094                         for(y=0;y<hCell; y++)
00095                         {
00096                                 for(x=0;x<wCell; x++)
00097                                 {
00098                                         uint    v00= y*wVert + x;
00099                                         uint    v10= y*wVert + x+1;
00100                                         uint    v01= (y+1)*wVert + x;
00101                                         uint    v11= (y+1)*wVert + x+1;
00102 
00103                                         // Skip this cell??
00104                                         bool    skip= false;
00105                                         if(!surface.Cells[v00].InSurface && !surface.Cells[v00].Dilated)        skip= true;
00106                                         if(!surface.Cells[v10].InSurface && !surface.Cells[v10].Dilated)        skip= true;
00107                                         if(!surface.Cells[v01].InSurface && !surface.Cells[v01].Dilated)        skip= true;
00108                                         if(!surface.Cells[v11].InSurface && !surface.Cells[v11].Dilated)        skip= true;
00109 
00110 
00111                                         if(!skip)
00112                                         {
00113                                                 // 1st triangle.
00114                                                 CMesh::CFace    face0;
00115                                                 face0.MaterialId= 0;
00116                                                 face0.Corner[0].Vertex= vId0+ v00;
00117                                                 face0.Corner[0].Color= colors[v00];
00118                                                 face0.Corner[1].Vertex= vId0+ v10;
00119                                                 face0.Corner[1].Color= colors[v10];
00120                                                 face0.Corner[2].Vertex= vId0+ v01;
00121                                                 face0.Corner[2].Color= colors[v01];
00122 
00123                                                 // 2nd triangle.
00124                                                 CMesh::CFace    face1;
00125                                                 face1.MaterialId= 0;
00126                                                 face1.Corner[0].Vertex= vId0+ v10;
00127                                                 face1.Corner[0].Color= colors[v10];
00128                                                 face1.Corner[1].Vertex= vId0+ v11;
00129                                                 face1.Corner[1].Color= colors[v11];
00130                                                 face1.Corner[2].Vertex= vId0+ v01;
00131                                                 face1.Corner[2].Color= colors[v01];
00132 
00133                                                 // Add 2 triangles
00134                                                 meshBuild.Faces.push_back(face0);
00135                                                 meshBuild.Faces.push_back(face1);
00136                                         }
00137                                 }
00138                         }
00139 
00140 
00141                 }
00142         }
00143 
00144 
00145 }
00146 
00147 
00148 
00149 } // NL3D