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light_influence_interpolator.cpp

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00001 
00007 /* Copyright, 2001 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/light_influence_interpolator.h"
00029 #include "nel/misc/debug.h"
00030 #include "3d/point_light_named.h"
00031 
00032 
00033 namespace NL3D 
00034 {
00035 
00036 
00037 // ***************************************************************************
00038 void            CLightInfluenceInterpolator::interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY)
00039 {
00040         uint    crn;
00041         // UnRolled loops.
00042         nlassert(NumLightPerCorner==2);
00043 
00044         // Reset index for each light.
00045         for(crn= 0; crn<4; crn++)
00046         {
00047                 CCorner         &corner= Corners[crn];
00048                 // UnRolled.
00049                 if(corner.Lights[0])
00050                         corner.Lights[0]->_IdInInfluenceList= -1;
00051                 if(corner.Lights[1])
00052                         corner.Lights[1]->_IdInInfluenceList= -1;
00053         }
00054 
00055         // Compute biLinear influence on each corner
00056         Corners[0].Influence= (1-subX) * (1-subY);
00057         Corners[1].Influence= subX * (1-subY);
00058         Corners[2].Influence= (1-subX) * subY;
00059         Corners[3].Influence= subX * subY;
00060 
00061         // For each light of each corner
00062         for(crn= 0; crn<4; crn++)
00063         {
00064                 CCorner         &corner= Corners[crn];
00065                 // UnRolled.
00066                 // light 0.
00067                 if(corner.Lights[0])
00068                 {
00069                         if(corner.Lights[0]->_IdInInfluenceList==-1)
00070                         {
00071                                 // append a PointLightInfluence
00072                                 pointLightList.push_back(CPointLightInfluence());
00073                                 sint    id= pointLightList.size()-1;
00074                                 // setup the PointLightInfluence
00075                                 corner.Lights[0]->_IdInInfluenceList= id;
00076                                 pointLightList[id].PointLight= corner.Lights[0];
00077                                 pointLightList[id].Influence= corner.Influence;
00078                         }
00079                         else
00080                         {
00081                                 // get the PointLightInfluence
00082                                 sint    id= corner.Lights[0]->_IdInInfluenceList;
00083                                 // increment the influence of the PointLightInfluence
00084                                 pointLightList[id].Influence+= corner.Influence;
00085                         }
00086                 }
00087                 // light 1.
00088                 if(corner.Lights[1])
00089                 {
00090                         if(corner.Lights[1]->_IdInInfluenceList==-1)
00091                         {
00092                                 // append a PointLightInfluence
00093                                 pointLightList.push_back(CPointLightInfluence());
00094                                 sint    id= pointLightList.size()-1;
00095                                 // setup the PointLightInfluence
00096                                 corner.Lights[1]->_IdInInfluenceList= id;
00097                                 pointLightList[id].PointLight= corner.Lights[1];
00098                                 pointLightList[id].Influence= corner.Influence;
00099                         }
00100                         else
00101                         {
00102                                 // get the PointLightInfluence
00103                                 sint    id= corner.Lights[1]->_IdInInfluenceList;
00104                                 // increment the influence of the PointLightInfluence
00105                                 pointLightList[id].Influence+= corner.Influence;
00106                         }
00107                 }
00108         }
00109 }
00110 
00111 
00112 
00113 } // NL3D