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Main Page Namespace List Class Hierarchy Alphabetical List Compound List File List Namespace Members Compound Members File Members Related Pages Search
NL3D Namespace ReferenceThis namespace contains all 3D class.
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Compounds |
struct | NL3D::CAdvance1616Iterator |
| Class that manage iterator progression with a step of 16:16 in fixed point We assume that T::value_type gives the operator * return type T is the type of the iterator This iterator is READ-ONLY NOTE: this iterator is not intended to serves with STL algo, it doesn't support all the needed features, ++ and * operator are provided as syntaxic sugars.. More...
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struct | NL3D::CAdvance1Iterator |
| Class that manage iterator progression with a step of 1 We assume that T::value_type gives the operator * return type T is the type of the iterator. More...
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class | NL3D::CCalcLightableShapeRunnable |
class | NL3D::CCalcRunnable |
struct | NL3D::CZoneTgtSmoother::CVertexInfo |
struct | NL3D::CZoneTgtSmoother::CTangentId |
struct | NL3D::CZoneTgtSmoother::CPatchId |
class | NL3D::CZoneSymmetrisation::CError |
| Error structure. More...
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class | NL3D::CFillStackNode |
struct | NL3D::CZoneSmoother::CZoneInfo |
class | NL3D::CZoneLoadingTask |
| CZoneLoadingTask implement run methode for loading a zone for TaskManager. More...
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struct | NL3D::CZoneManager::SZoneManagerWork |
| A Work is a removed zone or a loaded zone. More...
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struct | NL3D::CZoneLighter::CPatchForPL |
| A patch with UnCompressed TileInfluences. More...
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struct | NL3D::CZoneLighter::CTileLightInfUnpack |
| An UnCompressed TileLightInfluence. More...
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struct | NL3D::CZoneLighter::CPredPointLightToPoint |
| For sort(). More...
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struct | NL3D::CZoneLighter::CPointLightRT |
| A PointLight struct to test raytracing. More...
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struct | NL3D::CZoneLighter::CShapeInfo |
| Struct describing the position of a lightable shape. More...
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class | NL3D::CZoneLighter::CHeightField |
class | NL3D::CZoneLighter::CLumelDescriptor |
class | NL3D::CZoneLighter::CMultiShape |
class | NL3D::CZoneLighter::CShape |
class | NL3D::CZoneLighter::CTriangleList |
class | NL3D::CZoneLighter::CTriangle |
class | NL3D::CZoneLighter::CLightDesc |
struct | NL3D::CZoneCornerSmoother::CVertexSmoothInfo |
struct | NL3D::CZone::CTessBaseVertex |
struct | NL3D::CZone::CPatchConnect |
struct | NL3D::CPatchInfo::CBindInfo |
| A bind Info on a edge of a patch. More...
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struct | NL3D::CBorderVertex |
| The struct for connectivity of zone vertices. More...
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struct | NL3D::CPaletteSkin |
| Describe index for palette skinning. More...
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struct | NL3D::CPatchInfo |
| The struct for building a patch. More...
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struct | NL3D::CSortTri |
class | NL3D::CSortVSB |
class | NL3D::CTrackSampledQuat::CQuatPack |
class | NL3D::CTCBTools |
| TCB Track tools (for both normal TCB, and quat TCB). More...
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class | NL3D::CTileLumel::CStreamBit |
| Stream bit class used to compress the shadow map of the patch. More...
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class | NL3D::CTextureFileUser |
| UTextureFile implementation. More...
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struct | NL3D::CTextureFont::SLetterKey |
struct | NL3D::CTextureFont::SLetterInfo |
struct | NL3D::CTextureFar::CPatchIdent |
| Patch identifier. More...
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struct | NL3D::CTextureDLM::CBlock |
| A block descriptor. More...
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class | NL3D::CParamCoord |
| The parametric coordinates of the patch. More...
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class | NL3D::CTessFace |
| A Landscape Triangle. More...
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class | NL3D::CTessFacePriorityList::CRollingTable |
| A single rolling table <=> HTable. More...
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struct | NL3D::CSurfaceLightGrid::CCellCorner |
struct | NL3D::CCornerNode |
struct | NL3D::COrderFace |
class | NL3D::CStaticQuadGrid::CQuadNode |
class | NL3D::CSkeletonWeight::CNode |
| An element of the template. A pair of node name / node weight. More...
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struct | NL3D::CSkeletonShape::CLod |
| This is a lod for skeleton. More...
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struct | NL3D::CSkeletonModel::CBoneCompute |
struct | NL3D::CSkeletonModel::CBoneUsage |
class | NL3D::CInstanceGroup::CInstance |
| An element of the group. More...
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class | NL3D::CInstanceGroup |
| A CInstanceGroup is a group of mesh instance and so composed by A reference to a mesh (refered by the name) The transformations to get it to the world The parent. More...
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class | NL3D::CQuadGrid::CIterator |
class | NL3D::CQuadGrid::const_iterator |
class | NL3D::CQuadGrid::CNode |
class | NL3D::CQuadGrid::CBaseNode |
struct | NL3D::CDummy2DAngle |
struct | NL3D::CEdge |
struct | NL3D::CPlaneBasis |
| A basis for plane object, used by particle by face and shockwaves It's a like a 2x3 matrix, (with only the X and Y vector defined). More...
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class | NL3D::CPSBasisSpinner |
| this is a spinner : this compute a basis by applying a rotation over the given axis. More...
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class | NL3D::CPSColoredParticle |
| this class adds tunable color to a particle. Can be added using public multiple inheritance. More...
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struct | NL3D::CPSConstraintMesh::CGlobalTexAnims |
| Infos for global texture animation. More...
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struct | NL3D::CPSConstraintMesh::CPlaneBasisPair |
struct | NL3D::CPSConstraintMesh::CMeshDisplayShare::CKey |
class | NL3D::CPSConstraintMesh::CMeshDisplayShare |
| This class manage sharing between several mesh displays. More...
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struct | NL3D::CPSConstraintMesh::CMeshDisplay |
| a set of rendering pass, and the associated vertex buffer. More...
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struct | NL3D::CPSConstraintMesh::CGlobalTexAnim |
| Properties of global texture animation. More...
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class | NL3D::CIsotropicForceT |
| a helper class to create isotropic force : they are independant of the basis, and have no position (fluid friction for example) To use this class you should provide to it a functor class that define the () operator with 3 parameters param1 = a const reference to the position of the particle param2 = a reference to the position, that must be updated param3 = a float giving the inverse of the mass param4 = the ellapsed time, in second (has the TAnimationTime type). More...
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class | NL3D::CPSConstraintMesh |
| This class is for mesh that have very simple geometry. More...
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class | NL3D::CPSConstraintMeshHelper |
| Well, we could have put a method template in CPSConstraintMesh, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :). More...
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struct | NL3D::CPSHintParticleRotateTheSame |
| This add a hint to rotated particle : only a few one are rotated, and the other are duplcated. More...
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struct | NL3D::CPSLocated::CPostNewElementRequestInfo |
| used internally to record the request of creation of new posted located. More...
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struct | NL3D::CPSLocated::CParametricInfo |
| WARNING : private use by forces only. More...
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class | NL3D::CPSBrownianForce |
| A Brownian motion. More...
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class | NL3D::CPSCentralGravity |
| a central gravity class. Mass is taken in account here. More...
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struct | NL3D::CPSCollisionInfo |
| This structure helps to perform the collision step, by telling which collisionner is the nearest if there are several candidate a distance of -1 indicates that no collisions occured. More...
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class | NL3D::CPSCylindricVortex |
| a cylindric vortex. More...
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class | NL3D::CPSDirectionnalForce |
| a force that has the same direction everywhere. More...
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class | NL3D::CPSFloatCurve |
struct | NL3D::CPSFloatCurveFunctor::CCtrlPoint |
struct | NL3D::CDecalIterator |
| this iterator just return the same value. More...
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struct | NL3D::CDistIterator |
| iterator that use dist to compute the value. More...
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struct | NL3D::CFClampDot3AddIterator |
| this iterator perform a dot prod with a vector, add an offset. If it is negatif it return MaxInputValue, and take the abs of the result. More...
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struct | NL3D::CFClampSquareDot3AddIterator |
| this iterator perform a dot prod with a vector, add an offset. If it is negatif it return MaxInputValue, and take the square of the result. More...
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struct | NL3D::CFDot3AddIterator |
| this iterator perform a dot prod with a vector, add an offset and take the fabs of the result. More...
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struct | NL3D::CFSquareDot3AddIterator |
| this iterator perform a dot prod with a vector, add an offset and take the square of the result. More...
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struct | NL3D::CPSFace::CPlaneBasisPair |
class | NL3D::CPSAttribMaker |
| This is a base class for any attrib maker. More...
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class | NL3D::CPSAttribMakerBase |
| this is the base for attribute makers. More...
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class | NL3D::CPSAttribMakerBinOp |
| An attribute maker that compute an attribute in a particle system. More...
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class | NL3D::CPSAttribMakerMemory |
| This class is an attribute maker that has memory, all what is does is to duplicate its mem when 'make' is called It own an attribute maker that tells how to produce the attribute from its emiter date, speed and so on ... More...
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class | NL3D::CPSAttribMakerT |
| This template generate an attrib maker by defining the methods of the CPSCAttribMaker class. More...
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struct | NL3D::CPSBaseIterator |
| We define a set of iterator object that can advance with a fixed point step in the source container We have 2 version for each iterator : iterators that advance with a step of 1, and iterators that advance with a fixed point (16 : 16). More...
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struct | NL3D::CPSBinOp |
| this struct has an enumeration of various binary operators available with CPSAttribMakerBinOp. More...
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class | NL3D::CPSColorBinOp |
| An attribute maker whose output if the result of a binary op on colors. More...
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class | NL3D::CPSColorBlender |
class | NL3D::CPSColorBlenderExact |
| these are some attribute makers for colors This is a int blender class. It just blend between 2 values. The blending is exact, and thus slow... More...
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class | NL3D::CPSColorGradient |
| This is a color gradient class. More...
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class | NL3D::CPSColorMemory |
| this memorize value by applying some function on the emitter. More...
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class | NL3D::CPSDirection |
| This class is an interface for object for a particle system that need a direction (forces, emitter...) Some of these object support global value as a direction (see CParticleSystem::setGlobalVectorValue), so calls to setDir then have no effect. More...
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class | NL3D::CPSDot |
| this is just a coloured dot. More...
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class | NL3D::CPSEmitter |
| Base class for all emitters in a particle system. More...
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class | NL3D::CPSEmitterConic |
| The same as a directionnel emitter, but you can also specify the radius for emission. More...
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class | NL3D::CPSEmitterDirectionnal |
| Emit in one direction. This can be the 0, 0, 0 vector. More...
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class | NL3D::CPSEmitterOmni |
| Emit randomly in all direction. More...
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class | NL3D::CPSEmitterRectangle |
| Emit directionnally in a rectangle (useful to produce snow, drop of water ...). More...
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class | NL3D::CPSFace |
| A face particle Unlike FaceLookAt, these particle can have an orientation in space. More...
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class | NL3D::CPSFaceHelper |
| Well, we could have put a method template in CPSFace, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :). More...
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class | NL3D::CPSFaceLookAt |
| A FaceLookAt particle These particles can have 2 different size (width and height) when activated. More...
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class | NL3D::CPSFaceLookAtHelper |
| Well, we could have put a method template in CPSFaceLookAt, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :). More...
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class | NL3D::CPSFanLight |
| A fan light particle. More...
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class | NL3D::CPSFanLightHelper |
| Well, we could have put a method template in CPSFanLight, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :). More...
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class | NL3D::CPSFloatBinOp |
| An attribute maker whose output if the result of a binary op on floats. More...
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class | NL3D::CPSFloatBlender |
| these are some attribute makers for float This is a float blender class. It just blend between 2 values. More...
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class | NL3D::CPSFloatCurveFunctor |
| this functor produce float based on a hermite curve. More...
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class | NL3D::CPSFloatGradient |
| This is a float gradient class. More...
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class | NL3D::CPSFloatMemory |
| this memorize float by applying some function on the emitter. More...
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class | NL3D::CPSFluidFriction |
| the fluid friction force. More...
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class | NL3D::CPSFluidFrictionFunctor |
| a fluid friction functor, it is used by the fluid friction class. More...
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class | NL3D::CPSForce |
| All forces in the system derive from this class It has a list with all located on which the force can apply. More...
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class | NL3D::CPSForceIntensity |
| this is a class to set force instensity (acceleration for gravity, k coefficient for springs...). More...
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class | NL3D::CPSForceIntensityHelper |
| this class defines the newElement, deleteElement, and resize method of a class that derives from CPSForceIntensity And that don't add per paerticle attribute. More...
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class | NL3D::CPSGravity |
| a gravity class. Mass isn't taken in account (true with a uniform gravity model, near earth ). More...
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struct | NL3D::CPlayListManager::CNode |
struct | NL3D::CPatchDLMContext::CCluster |
| A clip cluster, for quadTree of clusters. More...
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struct | NL3D::CPatch::CBindInfo |
class | NL3D::CParticleSystem::CGlobalVectorValueHandle |
struct | NL3D::CMRMMeshFinal::CMRMBlendShapeFinal |
struct | NL3D::CMRMMeshFinal::CLod |
struct | NL3D::CMRMMeshFinal::CFace |
struct | NL3D::CLinearEquation::Element |
struct | NL3D::CLinearEquation |
class | NL3D::CMRMBlendShape |
| An internal mesh representation for MRM. More...
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struct | NL3D::CMRMCorner |
| An internal mesh corner Index representation for MRM. More...
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struct | NL3D::CMRMFace |
| An internal mesh face representation for MRM. More...
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class | NL3D::CMRMLevelDetail |
| Degradation Control for MRM. More...
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class | NL3D::CMRMMesh |
| An internal mesh representation for MRM. More...
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class | NL3D::CMRMMeshFinal |
| An internal MRM mesh representation for MRM, with All lods information. More...
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class | NL3D::CMRMMeshGeom |
| An internal mesh representation for MRM, with geomoprh information. More...
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class | NL3D::CMRMParameters |
| This class is to be used with CMRMBuilder. More...
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struct | NL3D::CMRMSewingMesh::CLod |
struct | NL3D::CMRMAttribute |
| An internal mesh vertex attribute (UV, color, normal...) representation for MRM building. More...
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struct | NL3D::CMRMBuilder::CAttributeKey |
| Temp map Attribute/AttributeId . More...
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class | NL3D::CBlendShape |
struct | NL3D::CMRMBuilder::CGeomPred |
struct | NL3D::CMiniCol::CFace |
class | NL3D::CMeshMultiLod::CMeshMultiLodBuild::CBuildSlot |
| A slot of mesh for the build. More...
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class | NL3D::CMatrix3x4SSEArray |
| A CMatrix3x4SSE array correctly aligned. More...
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class | NL3D::CMeshMRM |
| An instanciable MRM mesh. More...
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class | NL3D::CMeshMRMGeom::CLodInfo |
| A LOD of the MRM. More...
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struct | NL3D::CMeshMRMGeom::CMeshBuildMRM |
| A mesh information. More...
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class | NL3D::CMeshMRMGeom::CLod |
| A LOD of the MRM. More...
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struct | NL3D::CMeshBlockManager::CInstanceInfo |
struct | NL3D::CMeshBase::CLightInfoMapList |
struct | NL3D::CMeshBase::CMatStage |
class | NL3D::CMeshBase |
| A base mesh with just material manipulation. More...
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struct | NL3D::CMeshBase::CMeshBaseBuild |
| A mesh material information. More...
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class | NL3D::CMeshBaseInstance |
| An base class for instance of CMesh and CMeshMRM (which derive from CMeshBase). More...
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class | NL3D::CMeshBaseInstanceAnimDetailObs |
| This observer: leave the notification system to DO NOTHING. More...
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class | NL3D::CMeshBlender |
| A tool class used for Alpha Blending of Meshes. More...
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class | NL3D::CMeshBlockManager |
| A class used to render instances sorted by MeshGeom first, then per material, where possible. More...
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class | NL3D::IMeshGeom |
| Interface for MeshGeom. More...
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class | NL3D::CMeshGeom::CCornerPred |
class | NL3D::CMeshGeom::CMatrixBlockRemap |
| Just for build process. More...
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struct | NL3D::CMeshGeom::CFaceTmp |
| Just for build process. More...
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struct | NL3D::CMeshGeom::CBoneTmp |
| Just for build process. More...
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struct | NL3D::CMeshGeom::CCornerTmp |
| Just for build process. More...
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class | NL3D::CMeshGeom::CMatrixBlock |
| A block of RdrPasses, sorted by matrix use. More...
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struct | NL3D::CMesh::CInterfaceLink |
| For each vertex. More...
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struct | NL3D::CMesh::CInterface |
struct | NL3D::CMesh::CInterfaceVertex |
| Mesh Interface System for MRM. More...
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struct | NL3D::CMesh::CFace |
| A Triangle face. More...
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struct | NL3D::CMesh::CCorner |
| A corner of a face. More...
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struct | NL3D::CMaterial::CLightMap |
struct | NL3D::IAddRemoveInstance |
| Callback to know when an instance group is added / removed from the scene. More...
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struct | NL3D::CLodCharacterShape::CBoneInfluence |
| A Bone influence: list of all vertices to influence. More...
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struct | NL3D::CLodCharacterShape::CAnim |
| A lod Animation. More...
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class | NL3D::IAnimatable |
| An animatable object. More...
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class | NL3D::CAnimatedLightmap |
| An animated lightmap. More...
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class | NL3D::CAnimatedMaterial |
| An animated material Instance of CMaterialBase NB: formated for 3ds Max :). More...
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class | NL3D::CAnimatedMorph |
| An animated morph (blend shape). More...
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class | NL3D::IAnimatedValue |
| A value handled by the animation system. More...
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class | NL3D::CAnimatedValueBlendable |
| A template implementation of IAnimatedValue. More...
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class | NL3D::CAnimatedValueBlendable< NLMISC::CQuat > |
| A QUATERNION implementation of IAnimatedValue. More...
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class | NL3D::CAnimatedValueBlendable< NLMISC::CRGBA > |
| A CRGBA implementation of IAnimatedValue. More...
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class | NL3D::CAnimatedValueNotBlendable |
| A template implementation of IAnimatedValue not blendable. More...
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class | NL3D::CAnimation |
| This class describes animations for several tracks. More...
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class | NL3D::CAnimationOptimizer |
| Purpose of this class is to optimize for memory and speed a CAnimation. More...
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class | NL3D::CAnimationPlaylist |
| This class. More...
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class | NL3D::CAnimationSet |
| An CAnimationSet is set of CAnimation. More...
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class | NL3D::CAnimationSetUser |
| UAnimationSet implementation. More...
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struct | NL3D::CLodCharacterShape::CAnimBuild |
| A lod Animation Build information. More...
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class | NL3D::CAsyncFileManager3D |
| CAsyncFileManager is a class that manage file loading in a seperate thread. More...
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class | NL3D::CAsyncFileManager3D::CIGLoad |
class | NL3D::CAsyncFileManager3D::CIGLoadUser |
class | NL3D::CAsyncTextureBlock |
| Descriptor of TextureFile Names. More...
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class | NL3D::CAsyncTextureManager |
| Async Loader of textures and Texture Load Balancer. More...
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class | NL3D::IBaseAnimDetailObs |
| The base interface for AnimDetail traversal. More...
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class | NL3D::IBaseClipObs |
| The base interface for clip traversal. More...
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class | NL3D::IBaseHrcObs |
| The base interface for hierarchy traversal. More...
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class | NL3D::IBaseLightObs |
| The base interface for clip traversal. More...
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class | NL3D::IBaseLoadBalancingObs |
| The base interface for LoadBalancing traversal. More...
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class | NL3D::IBaseRenderObs |
| The base interface for render observers. More...
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struct | NL3D::CBezierPatch::CBezierCurve |
class | NL3D::CBezierPatch |
| A standard bezier patch of float. More...
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class | NL3D::CDefaultLoadBalancingObs |
| The default LoadBalancing observer, used by unspecified models. More...
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struct | NL3D::CLightInfluenceInterpolator::CCorner |
class | NL3D::CFarVertexBufferInfo |
| Info for the current Far VertexBuffer setuped (iether normal or hard). More...
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struct | NL3D::CLandscape::CHeightField |
struct | NL3D::CLandscape::CBezierPatchZ |
| A Bezier patch of One value only. More...
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struct | NL3D::EBadBind::CBindError |
struct | NL3D::EBadBind |
| A landscape bind exception. More...
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struct | NL3D::CIGSurfaceLightBuild::CCellCorner |
| A surface cell corner Information. More...
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class | NL3D::CCoarseMeshBuild::CBitmapDesc |
class | NL3D::CBone |
| This is a bone, for skeleton animation, with information for result WorldMatrix. More...
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class | NL3D::CBoneBase |
| This is a bone default value. More...
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class | NL3D::CBoneUser |
| UTransform implementation. More...
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class | NL3D::CBSPTree::CBSPNode |
class | NL3D::CBSPTree |
| class: CBSPTree. More...
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class | NL3D::CCamera |
| A Camera node, based on a CTransform node. More...
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class | NL3D::CCameraUser |
| UCamera implementation. More...
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class | NL3D::CChannelMixer::CChannel |
| An animated channel of the CChannelMixer. More...
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class | NL3D::IChannel |
| An animated channel. More...
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class | NL3D::CChannelBlendable |
| An animated template channel. More...
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class | NL3D::CChannelMixer |
| A channel mixer. More...
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class | NL3D::CChannelNotBlendable |
| An animated template channel. More...
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class | NL3D::CClipTrav |
| The clip traversal. More...
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class | NL3D::CCloud |
class | NL3D::CCloudScape |
class | NL3D::CCloudScapeUser |
| implementation of UWaterInstance methods. More...
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class | NL3D::CCluster |
| CCluster. More...
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class | NL3D::CClusterClipObs |
| CClusterClipObs. More...
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class | NL3D::CClusterHrcObs |
| CClusterHrcObs. More...
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class | NL3D::CCoarseMeshBuild |
| Class used to build the coarse meshes. More...
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class | NL3D::CCoarseMeshBuild::CCoarseMeshDesc |
| Coarse mesh descriptor. More...
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class | NL3D::CCoarseMeshClipObs |
| This observer: return false at clip. More...
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class | NL3D::CCoarseMeshManager |
| Management of coarse meshes. More...
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struct | NL3D::CComputedString |
| CComputedString A CComputedString is a structure which permits to render a string in a driver. More...
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class | NL3D::CCubeGrid |
| Class used to classify elements in space around a point (good for pointlight raytracing) Elements are copied at insertion, and are duplicated at compilation along the grids. More...
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struct | NL3D::ICubeMapFunctor |
| A cube map functor should return a color from a vector (with each coordinate ranging from [-1..1]. More...
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class | NL3D::CDefaultAnimDetailObs |
| The default AnimDetail observer, used by unspecified models. More...
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class | NL3D::CDefaultClipObs |
| The default clip observer, used by unspecified models. More...
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class | NL3D::CDefaultHrcObs |
| The default hierarchy observer, used by unspecified models. More...
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class | NL3D::CDefaultLightObs |
| The base interface for clip traversal. More...
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class | NL3D::CDefaultRenderObs |
| The default render observer, used by unspecified models. More...
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class | NL3D::CDeform2d |
| This perform a 2d deformation effect on the frame buffer, by using the given function and surface. More...
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class | NL3D::IDriver |
class | NL3D::CDriverGL |
class | NL3D::CDriverGLStates |
| Class for optimizing calls to openGL states, by caching old ones. More...
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class | NL3D::CDriverUser |
| UDriver implementation. More...
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class | NL3D::CDRU |
| The driver Utilities class of static. More...
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struct | NL3D::EBadDisplay |
struct | NL3D::EDru |
| Exception thrown by CDru::createGlDriver. More...
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struct | NL3D::EDruOpenglDriverCantCreateDriver |
struct | NL3D::EDruOpenglDriverCorrupted |
struct | NL3D::EDruOpenglDriverNotFound |
struct | NL3D::EDruOpenglDriverOldVersion |
struct | NL3D::EDruOpenglDriverUnknownVersion |
class | NL3D::CEvent3dMouseListener |
| CEvent3dMouseListener is a listener that handle a 3d matrix with mouse events. More...
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class | NL3D::CFastHLSModifier |
| Singleton. More...
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class | NL3D::CFlareModel |
| <Class description>. More...
|
class | NL3D::CFlareRenderObs |
class | NL3D::CFlareShape |
| shape for a flare. More...
|
class | NL3D::CFontGenerator |
| Generate bitmap based on a true type font (using freetype2). More...
|
class | NL3D::CFontManager |
| Font manager The font manager manages CMaterial pointers through a list of CSmartPtr. More...
|
class | NL3D::GfxMode |
| A Graphic Mode descriptor. More...
|
struct | NL3D::CGlExtensions |
| The extensions used by NL3D. More...
|
struct | NL3D::CFastHLSModifier::CHLSA |
class | NL3D::CHeatHaze |
| This perform a heat haze effect at the horizon of the scene. More...
|
class | NL3D::CHLSColorDelta |
class | NL3D::CHLSColorTexture |
| A colorisable texture. More...
|
class | NL3D::CHLSTextureBank |
| A bank of HLS colorisable textures. More...
|
class | NL3D::CHLSTextureManager |
| This is a list of banks of colorisable textures. More...
|
class | NL3D::CHrcTrav |
| The hierarchy traversal. More...
|
class | NL3D::CIGSurfaceLight |
| Class owned by CInstanceGroup to get StaticLightSetup for dynamic models. More...
|
class | NL3D::CIGSurfaceLightBuild |
| Class used by NL3D::CInstanceLighter to build CIGSurfaceLight with PACS surfaces. More...
|
class | NL3D::CInsertedBitmap |
class | NL3D::CInstanceGroupUser |
| Implementation of the user interface managing instance groups. More...
|
struct | NL3D::CInstanceLighter::CInstanceInfo |
class | NL3D::CInstanceLighter |
| A class to precompute "StaticSetup" lighting for instances in an InstanceGroup. More...
|
class | NL3D::CInstanceLighter::CLightDesc |
class | NL3D::CInstanceMaterialUser |
| UInstanceMaterial implementation. More...
|
class | NL3D::CInstanceUser |
| UInstance implementation. More...
|
class | NL3D::CKey |
| Interface for a key of a keyframer. More...
|
class | NL3D::CKeyBezier |
| Implementation of CKey for Bezier keyframer. More...
|
class | NL3D::CKeyBezier< NLMISC::CQuat > |
| Implementation of CKeyBezier for rotation. More...
|
class | NL3D::CKeyTCB |
| Implementation of CKey for TCB keyframer. More...
|
class | NL3D::CKeyTCB< NLMISC::CAngleAxis > |
| Implementation of CKeyTCB for rotation. More...
|
class | NL3D::CLandscape |
| A landscape. More...
|
class | NL3D::CLandscapeClipObs |
| Landscape Clip observer. More...
|
class | NL3D::CLandscapeCollisionGrid |
| A grid of Tiles Id. More...
|
class | NL3D::CLandscapeFaceVector |
| Fast Allocate blocks of faces, according to the size of the block. More...
|
class | NL3D::CLandscapeFaceVectorManager |
| Fast Allocate blocks of faces, according to the size of the block. More...
|
class | NL3D::CLandscapeGlobals |
class | NL3D::CLandscapeModel |
| The model for MOT. More...
|
class | NL3D::CLandscapeRenderObs |
| Landscape Render observer. More...
|
class | NL3D::CLandscapeUser |
| ULandscape Implementation. More...
|
class | NL3D::CLandscapeVBAllocator |
| A class to easily allocate vertices for Landscape Far / Tile faces. More...
|
class | NL3D::CLandscapeVegetableBlock |
| A block of vegetable IG (one IG per distance type). More...
|
class | NL3D::CLandscapeVegetableBlockCreateContext |
| Information for instanciation of vegetable IG. More...
|
class | NL3D::CLayeredOrderingTable |
| The same as an ordering table, but it allows to have several layers for the display. More...
|
class | NL3D::CLight |
| Light class to work with driver. More...
|
class | NL3D::CLightContribution |
| light contribution on a model. More...
|
class | NL3D::CLightInfluenceInterpolator |
| This class is used by CLandscape and IG/Pacs to compute interpolated influence of lights (biLinear-like) on a square. More...
|
class | NL3D::CLightingManager |
| Owned by CLightingTrav. More...
|
class | NL3D::CLightTrav |
| The light traversal. More...
|
class | NL3D::CLightUser |
| ULight implementation. More...
|
class | NL3D::CLoadBalancingGroup |
| A LoadBalancing Group. More...
|
class | NL3D::CLoadBalancingTrav |
| The LoadBalancing traversal. More...
|
class | NL3D::CLoadMeshCancel |
class | NL3D::CLoadTextureCancel |
struct | NL3D::CHLSColorTexture::CMask |
class | NL3D::CLodCharacterBuilder |
| A tool class used to build a CLodCharacterShape Use it by first calling setShape(), then add animations to it, and finally get result with getLodShape. More...
|
class | NL3D::CLodCharacterInstance |
| An instance of a lodCharacter (stored in CSkeletonModel). More...
|
class | NL3D::CLodCharacterManager |
| A Manager used to display CLodCharacter instances. More...
|
class | NL3D::CLodCharacterShape |
| A very Small Shape with anims encoded as Key Meshes. More...
|
class | NL3D::CLodCharacterShapeBank |
| A Bank of CLodCharacterShape. More...
|
class | NL3D::CLodCharacterShapeBuild |
| A build structure information for building a CLodCharacterShape This is the structure exported from the 3D editor. More...
|
class | NL3D::CLodCharacterTexture |
| This describe Texturing information for CLods. More...
|
class | NL3D::CLodCharacterTmpBitmap |
| This bitmap is builded in the Instance texturing build process of CLodCharacterManager. More...
|
class | NL3D::CLVBSqrDistLUT |
struct | NL3D::CMaskInfo |
class | NL3D::CMaterial |
| A material represent ALL the states relatives to the aspect of a primitive. More...
|
struct | NL3D::CMaterialBase::CAnimatedTexture |
class | NL3D::CAnimDetailTrav |
| The AnimDetail traversal. More...
|
struct | NL3D::IIGAddBegin |
| Callback to know when an instance group begin to be added. More...
|
class | NL3D::CMaterialBase |
| An material Reference for Animated reference. More...
|
class | NL3D::CAsyncFileManager3D::CMeshLoad |
class | NL3D::CCoarseMeshManager::CRenderPass::CPrimitiveBlockInfo::CMeshInfo |
| The mesh info in the block. More...
|
struct | NL3D::CDriverUser::CMatrixContext |
class | NL3D::CMaterialUser |
| UMaterial implementation. More...
|
class | NL3D::CMatrix3x4 |
| For fast vector/point multiplication. More...
|
class | NL3D::CMatrix3x4SSE |
| dummy CMatrix3x4SSE for non windows platform. More...
|
class | NL3D::CMesh |
| An instanciable mesh. More...
|
struct | NL3D::CMesh::CMeshBuild |
| A mesh information. More...
|
class | NL3D::CMeshGeom |
| A mesh geometry. More...
|
class | NL3D::CMeshGeomRenderContext |
| A render Context used to render MeshGeom. More...
|
class | NL3D::CMeshInstance |
| An instance of CMesh. More...
|
class | NL3D::CMeshMorpher |
| Utility to blend shapes. More...
|
class | NL3D::CMeshMRMGeom |
| An MRM mesh geometry, with no materials information. More...
|
class | NL3D::CMeshMRMInstance |
| An instance of CMeshMRM. More...
|
class | NL3D::CMeshMultiLod |
| Mesh with several LOD meshes. More...
|
class | NL3D::CMeshMultiLod::CMeshMultiLodBuild |
| Class used to build a multi lod mesh. More...
|
class | NL3D::CMeshMultiLod::CMeshSlot |
| This is a slot of the mesh base list. More...
|
class | NL3D::CMeshMultiLodBalancingObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CMeshMultiLodClipObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CMeshMultiLodInstance |
| An instance of CMeshMulitLod. More...
|
class | NL3D::CMeshSkinManager |
| A class used to render Skins in a VBHard, grouped by their skeleton This allow optimisation because less VBuffer swap is needed Also, only 2 Big VBHard is created for all the skins, which improves use of AGP space. More...
|
class | NL3D::IMeshVertexProgram |
| Interface to a CMeshGeom/CMeshMRMGeom Special VertexProgram Effect. More...
|
class | NL3D::CMeshVPPerPixelLight |
| This vertex program is used to perform perpixel lighting with meshs. More...
|
class | NL3D::CMeshVPWindTree |
| VertexProgram for an effect of Wind on Tree meshes. More...
|
class | NL3D::CMiniCol |
| This is a TEMPORARY collision "system". More...
|
class | NL3D::IModel |
| A base model. More...
|
struct | NL3D::CMOT::CModelEntry |
class | NL3D::CMorphBase |
| An animated morph (blend shape) base. More...
|
class | NL3D::CAsyncTextureManager::CPredTextLod |
class | NL3D::CCoarseMeshManager::CRenderPass::CPrimitiveBlockInfo |
| Primitive block info. More...
|
struct | NL3D::CDeform2d::IPerturbUV |
| an interface to compute the u,v perturbations at a given point (x and and y range from 0 to 1). More...
|
struct | NL3D::CInstanceLighter::CPointLightRT |
| A PointLight struct to test raytracing. More...
|
struct | NL3D::CInstanceLighter::CPredPointLightToPoint |
| For sort(). More...
|
struct | NL3D::CLandscape::CPatchIdentEx |
class | NL3D::CMOT |
| A composant server, and a traversal container. More...
|
class | NL3D::CMotionBlur |
| This class help perfoming motion blur on a portion of the screen. More...
|
class | NL3D::CMRMBuilder |
| The class for building MRMs. More...
|
struct | NL3D::CMRMEdge |
| An internal mesh edge Index representation for MRM building. More...
|
struct | NL3D::CMRMEdgeFace |
| A tuple Edge/Face. More...
|
struct | NL3D::CMRMFaceBuild |
| An internal mesh extended face representation for MRM building. More...
|
class | NL3D::CMRMSewingMesh |
| An internal polygon with LOD information for Interface system. More...
|
struct | NL3D::CMRMVertex |
| An internal mesh vertex representation for MRM building. More...
|
struct | NL3D::CMRMWedgeGeom |
| A geomoprh information. More...
|
class | NL3D::CNearVertexBufferInfo |
| Info for the current Far VertexBuffer setuped (iether normal or hard). More...
|
struct | NL3D::CLightingManager::CPointLightInfo |
class | NL3D::CLodCharacterShapeBuild::CPixelInfo |
struct | NL3D::CMiniCol::CPatchIdent |
struct | NL3D::CMOT::CObsEntry |
class | NL3D::CNELU |
| 3d Engine Utilities. More...
|
struct | NL3D::COrderingTable::CNode |
class | NL3D::CNoise3d |
class | NL3D::CNoiseColorGradient |
| A noisy color generator. More...
|
class | NL3D::CNoiseValue |
| A class which generate noisy value, according to a position. More...
|
class | NL3D::IObs |
| A base observer. More...
|
class | NL3D::COrderingTable |
class | NL3D::CParticleSystem |
| This class holds a particle system. More...
|
class | NL3D::CParticleSystemClipObs |
| a clip observer for a particle system. More...
|
class | NL3D::CParticleSystemDetailObs |
| Detail animation observer for a particle system. More...
|
class | NL3D::CParticleSystemInstanceUser |
| This is the implementation of the user class UParticleSystemInstance. More...
|
class | NL3D::CParticleSystemManager |
| This class list all the particle systems that have resources allocated at a given time, so that we can remove the resource of those who are too far from the viewer. More...
|
class | NL3D::CParticleSystemModel |
| A particle system model : it is built using a CParticleSystemShape. More...
|
struct | NL3D::CParticleSystemModel::IPSModelObserver |
| interface for object that observe this model. They will be notified when it becomes invalid. More...
|
class | NL3D::CParticleSystemProcess |
| A system particle process; A process is anything that can be called at each update of the system. More...
|
class | NL3D::CParticleSystemRenderObs |
| a render observer for a particle system. More...
|
class | NL3D::CParticleSystemShape |
| This class helps to instanciate a particle system (the shape contains a particle system prototype stored as a memory stream) Use the createInstance method to insert the system in a scene To load the shape from a file, use a shape stream. More...
|
class | NL3D::CPatch |
| A landscape patch. More...
|
class | NL3D::CPatchBlockIdent |
| An descriptor of a group of tiles in a patch. More...
|
class | NL3D::CPatchDLMContext |
| A Dynamic LightMap (DLM) context for a patch. More...
|
class | NL3D::CPatchDLMContextList |
| A List of CPatchDLMContext. More...
|
class | NL3D::CPatchDLMPointLight |
| A PointLight for Dynamic LightMap (DLM) context for a patch. More...
|
struct | NL3D::CPatchIdent |
| A landscape patch identifier (zone/patch). More...
|
class | NL3D::CPatchQuadBlock |
| A group of tiles faces in a patch. More...
|
class | NL3D::CPatchRdrPass |
| A render pass for a landscape material (tile or texture far). More...
|
class | NL3D::CPatchUVLocator |
| From a patch and UV coordinate in [0,OrderS], [0,OrderT], retrieve the appropriate coordinate in neighborhood. More...
|
class | NL3D::CPlayListManager |
| This class handles a list of pair PlayList/ChannelMixer RefPointer. More...
|
class | NL3D::CPlayListManagerUser |
| UPlayListManager implementation. More...
|
class | NL3D::CPlayListUser |
| UPlayList implementation. More...
|
class | NL3D::CPointLight |
| Description of a light. More...
|
struct | NL3D::CPointLightNamedArray::CPointLightGroup |
| LightGroupName mgt. More...
|
class | NL3D::CPointLightModel |
| This model is a dynamic light. More...
|
class | NL3D::CPointLightModelLightObs |
class | NL3D::CPointLightNamed |
| A pointLight with a name, and a default color setup. More...
|
class | NL3D::CPointLightNamedArray |
| A class used bi CInstanceGroup and CZone. More...
|
struct | NL3D::CPointLightNamedSort |
class | NL3D::CPointLightUser |
| UPointLight implementation. More...
|
class | NL3D::CPortal |
| CPortal. More...
|
class | NL3D::CPrimitiveBlock |
| Class CPrimitiveBlock. More...
|
class | NL3D::CPSAttrib |
| This class is intended to store an attribute list in a located or in a located bindable such as speed, color and so on. More...
|
struct | NL3D::CPSInputType |
| this struct only contains an enum that tell chat the input of an attribute maker is. More...
|
class | NL3D::CPSIntBinOp |
| An attribute maker whose output if the result of a binary op on uint32. More...
|
class | NL3D::CPSIntBlender |
| these are some attribute makers for int This is a int blender class. It just blend between 2 values. More...
|
class | NL3D::CPSIntGradient |
| This is a int gradient class. More...
|
class | NL3D::CPSIntMemory |
| this memorize value by applying some function on the emitter. More...
|
class | NL3D::CPSLocated |
| this class is a located : it belongs to a particle system, and it represents any kind of object that has a position in the world. More...
|
class | NL3D::CPSLocatedBindable |
| an instance of these class can be bound to a particle system located this include forces, particle, and so on... More...
|
class | NL3D::CPSMagneticForce |
| a magnetic field that has the given direction. More...
|
class | NL3D::CPSMaterial |
| this contains material of a particle, this doesn't initiliaze anything, this just give the abylity to change the blending mode. More...
|
class | NL3D::CPSMesh |
| This class is for mesh handling. More...
|
class | NL3D::CPSModulatedEmitter |
| This class helps tuning the emission strenght. More...
|
struct | NL3D::IPSMover |
| This interface allow to move a particle system element given its index in a located. More...
|
class | NL3D::CPSMultiTexturedParticle |
| This class add multitexturing support to particles. More...
|
class | NL3D::CPSParticle |
| This is the base class for all particles. More...
|
class | NL3D::CPSPlaneBasisBinOp |
| An attribute maker whose output if the result of a binary op on plane basis. More...
|
class | NL3D::CPSPlaneBasisBlender |
| these are some attribute makers for plane_basis This is a plane basis class. More...
|
class | NL3D::CPSPlaneBasisFollowSpeed |
| this is a 'follow direction' plane basis maker It set the plane basis to have its normal in the same direction than speed of the located The cycle param has no effect o the direction. More...
|
class | NL3D::CPSPlaneBasisGradient |
| This is a PlaneBasis gradient class. More...
|
class | NL3D::CPSPlaneBasisMemory |
| this memorize value by applying some function based on the emitter. More...
|
class | NL3D::CPSQuad |
| This abstract class holds what is needed with quad particles (CPSFaceLookAt, CPSFace) e.g Index and vertex buffer and method to setup them Material, and method to setup them. More...
|
class | NL3D::CPSRadialEmitter |
| A radial emitter. The direction gives the normal to the plane of emission. More...
|
class | NL3D::CPSRibbon |
| 'Ribbon' particle : a shape is extruded while it follows the particle. More...
|
class | NL3D::CPSRibbonBase |
| Base class for ribbons. More...
|
class | NL3D::CPSRibbonLookAt |
| A ribbon look at particle. More...
|
class | NL3D::CPSRotated2DParticle |
| this class adds tunable 2D rotation to a particle, it can be used by public multiple inheritance. More...
|
class | NL3D::CPSRotated3DPlaneParticle |
| this class adds tunable 3D rotation to a PLANE particle, it can be used by public multiple inheritance It must just produce 2 vectors that give the x and y vector of the local basis. More...
|
struct | NL3D::CPSShapeParticle |
| base struct for particles that can have a shape (e.g mesh...). More...
|
class | NL3D::CPSShockWave |
class | NL3D::CPSShockWaveHelper |
| Well, we could have put a method template in CPSShockWave, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :). More...
|
class | NL3D::CPSSizedParticle |
| this class adds tunable size to a particle. Can be added using public multiple inheritance. More...
|
class | NL3D::CPSSound |
| This is a goup of sound instances sound instance. More...
|
class | NL3D::CPSSoundInstanceImpl |
| This class implement a sound instance (a sound source). More...
|
class | NL3D::CPSSoundServImpl |
| This class implements PS sound server. More...
|
class | NL3D::CChannelMixer::CSlot |
| An animation slot. More...
|
struct | NL3D::CClipTrav::CSkeletonKey |
struct | NL3D::CCloudScape::SCloudSchedulerEntry |
struct | NL3D::CCloudScape::SCloudSchedulerAccel |
class | NL3D::CCoarseMeshManager::CRenderPass |
struct | NL3D::CIGSurfaceLight::CRetrieverLightGrid |
struct | NL3D::CIGSurfaceLightBuild::CRetrieverLightGrid |
| A LocalRetriever Lighting Information. More...
|
struct | NL3D::CLightingManager::CQGItLightedModel |
| An iterator on a model inserted in the ObjectQuadGrid. An id used for eraseStaticLightedModel(). More...
|
class | NL3D::CMeshGeom::CRdrPass |
| A block of primitives, sorted by material used. More...
|
class | NL3D::CMeshMRMGeom::CRdrPass |
| A block of primitives, sorted by material use. More...
|
class | NL3D::CPSSphericalEmitter |
class | NL3D::CPSSpring |
| a spring class. More...
|
class | NL3D::CPSTailDot |
| These particle are like dot, but a tail is following them. More...
|
struct | NL3D::CPSTailParticle |
| base struct for particle that have a tail. More...
|
class | NL3D::CPSTargetLocatedBindable |
| This class is a located bindable that can focus on several target Can be inherited by bindable like forces or collision zones. More...
|
class | NL3D::CPSTexturedParticle |
| this class adds a texture to a particle. More...
|
struct | NL3D::CPSTexturedParticleNoAnim |
| this class is an interface for particles that have unanimated textures. More...
|
class | NL3D::CPSTurbul |
struct | NL3D::CPSTurbulForceFunc |
| a turbulence force functor. More...
|
class | NL3D::CPSUIntBinOp |
| An attribute maker whose output if the result of a binary op on uint32. More...
|
class | NL3D::CPSUIntBlender |
class | NL3D::CPSUIntGradient |
class | NL3D::CPSUIntMemory |
| this memorize value by applying some function on the emitter. More...
|
struct | NL3D::CPSUtil |
| This struct contains utility functions used by the particle system. More...
|
class | NL3D::CPSValueBlender |
| This is a Value blender class. More...
|
class | NL3D::CPSValueBlenderSample |
| This is a Values blender (sampled version, with n sample) class, that operate on value of type T To use this, just derive a class from a specialization of this template , create a ctor, and declare it to the class registry in the ctor, you should call _F.setValue to init the functor object. More...
|
class | NL3D::CPSValueBlendFunc |
| This temlate functor blend exactly between 2 value (no samples) To accomplish blending, it use the template function PSValueBlend It is used by CPSValueBlend. More...
|
struct | NL3D::CPSValueBlendFuncBase |
| Base struct for blending function (exact or sampled). More...
|
class | NL3D::CPSValueBlendSampleFunc |
| This temlate functor blend between 2 values by performing n samples (n = template parameter) It may be faster that the CPSValueBlendFunc in some cases. More...
|
class | NL3D::CPSValueGradient |
| This is a Values gradient class To use this, just derive a class from a specialization of this template , create a ctor, and declare it to the class registry in the ctor, you should call _F.setValue to init the functor object. More...
|
class | NL3D::CPSValueGradientFunc |
| This functor blend between several Value. More...
|
class | NL3D::CPSZone |
| This class hold any entity that has an effect over located : a sink , a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable accross systems. More...
|
class | NL3D::CPSZoneCylinder |
| a caped cylinder. More...
|
class | NL3D::CPSZoneDisc |
| a disc. More...
|
class | NL3D::CPSZonePlane |
| A plane over which particles bounce It has an interface to move each plane individually. More...
|
class | NL3D::CPSZoneRectangle |
| The same as a plane, but with a rectangle. More...
|
class | NL3D::CPSZoneSphere |
| A sphere. More...
|
class | NL3D::CPtrSet |
| This is a Tool class. More...
|
class | NL3D::CQuadEffect |
| This class allow to create a sequence of small quads that tesselate a poly. More...
|
class | NL3D::CQuadGrid |
| This container is a simple grid, used to quickly find elements. More...
|
class | NL3D::CQuadGrid::CQuadNode |
class | NL3D::CQuadGridClipCluster |
| A cluster of object for fast BBox clip. More...
|
class | NL3D::CQuadGridClipClusterClipObs |
| This observer: leave the notification system to do nothing implement the traverse() method. More...
|
class | NL3D::CQuadGridClipManager |
| A quadgrix of QuadGridCluster. More...
|
struct | NL3D::CQuadGridClipManager::CQuadGridClusterCase |
struct | NL3D::CRadiusPair |
| a radius and its suare in the same struct. More...
|
class | NL3D::CRadixSort |
| A class which sort elements T with radix sort algorithm. More...
|
class | NL3D::CRandomGrid3D |
| A static 3D array of random value + other infos for noise. More...
|
struct | NL3D::CRandomIterator |
| This special iterator return random values every time it is read It is for private use only, and it has not all the functionnalities of an iterator. More...
|
struct | NL3D::CPSConstraintMesh::CRdrPass |
| A rendering pass. More...
|
class | NL3D::CRawSkinNormalCache |
| The array per lod. More...
|
class | NL3D::CRawVertexNormalSkin1 |
| Vertices influenced by 1 matrix only. More...
|
class | NL3D::CRawVertexNormalSkin2 |
| Vertices influenced by 2 matrix only. More...
|
class | NL3D::CRawVertexNormalSkin4 |
| Vertices influenced by 3 or 4 matrix only. (simpler and rare). More...
|
struct | NL3D::CShiftedTriangleCache::CRdrPass |
class | NL3D::CRdrPatchId |
class | NL3D::CRdrTileId |
class | NL3D::CRenderTrav |
| The Render traversal. More...
|
class | NL3D::CSegRemanence::CRibbon |
class | NL3D::CRootModel |
| The purpose of this model is to have Observers which do nothing in traverse, but "traverseSons". More...
|
class | NL3D::CRootModelAnimDetailObs |
class | NL3D::CRootModelClipObs |
class | NL3D::CRootModelHrcObs |
class | NL3D::CRootModelLightObs |
class | NL3D::CRootModelLoadBalancingObs |
class | NL3D::CRootModelRenderObs |
struct | NL3D::CSegRemanence::CSampledPos |
class | NL3D::CScene |
| A CScene, which own a list of Render Traversals, and a render() method. More...
|
class | NL3D::CSceneUser |
| <Class description>. More...
|
struct | NL3D::SCloudTexture3D |
struct | NL3D::SCloudTextureClamp |
struct | NL3D::CCloudScape::SSortedCloudEntry |
class | NL3D::CCoarseMeshBuild::CStats |
| Statistics about the build process. More...
|
struct | NL3D::CPSFaceLookAt::CSecondSize |
class | NL3D::CSegRemanence |
| A segment (or a more complicated shape) that let a 'trace' when it is moved. More...
|
class | NL3D::CSegRemanenceAnimDetailObs |
| Detail ani observer (for texture animation). More...
|
class | NL3D::CSegRemanenceShape |
| Shape for the remanence of a segment (sword stroke ..). More...
|
class | NL3D::IShader |
class | NL3D::CShaderGL |
class | NL3D::IShape |
| The basic interface for shapes. More...
|
class | NL3D::CShapeBank |
| A CShapeBank handle all the instance of the shapes and the cache management system. More...
|
struct | NL3D::CShapeBank::CShapeCache |
struct | NL3D::CShapeBank::CShapeInfo |
class | NL3D::CShapeBankUser |
| Implementation of the user interface managing shape bank. More...
|
class | NL3D::CShapeStream |
| This class is used to serialize a shape. More...
|
class | NL3D::CShiftedTriangleCache |
| This is a cache of indices which are the copy of CMesh/CMeshMRM indices, but shifted according to a value. More...
|
struct | NL3D::CSinWave |
struct | NL3D::CMesh::CSkinWeight |
| Skinning: A skin weight for a vertex. More...
|
class | NL3D::CSkeletonModel |
| A Skeleton model, instance of CSkeletonShape. More...
|
class | NL3D::CSkeletonModelAnimDetailObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CSkeletonModelRenderObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CSkeletonShape |
| a definition of a skeleton. More...
|
class | NL3D::CSkeletonUser |
| USkeleton implementation. More...
|
class | NL3D::CSkeletonWeight |
| A skeleton template is a set of couple value_name / float. More...
|
class | NL3D::CSkipModel |
| The purpose of this model is to have Observers which do nothing in traverse, even not "traverseSons". More...
|
class | NL3D::CSkipModelAnimDetailObs |
class | NL3D::CSkipModelClipObs |
class | NL3D::CSkipModelHrcObs |
class | NL3D::CSkipModelLightObs |
class | NL3D::CSkipModelLoadBalancingObs |
class | NL3D::CSkipModelRenderObs |
class | NL3D::CSnappedVector |
| a container that is like a vector, but snapped to (1<<snapPower) byte memory pages. More...
|
struct | NL3D::CRadixSort::CSortDigit |
struct | NL3D::CSortLight |
struct | NL3D::CSpecCubeMapFunctor |
struct | NL3D::CIGSurfaceLightBuild::CSurface |
| A surface Lighting Information. More...
|
class | NL3D::CSpinnerFunctor |
class | NL3D::CStaticQuadGrid |
| This class is builded from a CQuadGrid, and is to be used when: sizeof(T) is small (ie a pointer) no dynamic insertion are made (builded from a CQuadGrid) selection is made with a point, not a BBox. More...
|
class | NL3D::CStripifier |
| Wrapper to NVidia(tm) Stripifier. More...
|
struct | NL3D::CSurfaceInfo |
| Surface data information structure. More...
|
struct | NL3D::CMaterialBase::CTexAnimTracks |
struct | NL3D::CAnimatedMaterial::CTexAnimatedMatValues |
class | NL3D::CAsyncFileManager3D::CTextureLoad |
class | NL3D::CAsyncTextureManager::CTextureBase |
class | NL3D::CAsyncTextureManager::CTextureLod |
class | NL3D::CAsyncTextureManager::CTextureEntry |
struct | NL3D::CMaterial::CTexEnv |
class | NL3D::CSurfaceLightGrid |
| Dynamic objects lighted by IG's Static Lights lookup into this grid. More...
|
class | NL3D::CTessBlock |
| A block of 2*2 tiles, for accurate clipping. More...
|
class | NL3D::CTessFacePListNode |
| A chain link node for PriorityList. More...
|
class | NL3D::CTessFacePriorityList |
| This class manage a Priority list of elements, inserted with a "distance". More...
|
struct | NL3D::CTessFarVertex |
class | NL3D::CTessList |
| A basic speed list gestion, to add/remove already created Object. More...
|
struct | NL3D::CTessNearVertex |
class | NL3D::CTessNodeList |
| A basic list node. More...
|
class | NL3D::CTessVertex |
| A Landscape Vertex. More...
|
class | NL3D::CTextContext |
| CTextContext. More...
|
class | NL3D::CTextContextUser |
| UTextContext implementation. More...
|
class | NL3D::ITexture |
| Interface for textures. More...
|
class | NL3D::CTextureBlank |
| This texture does generate nothing, and it is releasable. More...
|
class | NL3D::CTextureBlend |
| This is a helper texture that helps to blend between 2 others textures. More...
|
class | NL3D::CTextureBump |
| This texture is a helper to build a DsDt texture from a height map (provided it is supported by hardware) The height map should be convertible to a RGBA bitmap. More...
|
class | NL3D::CTextureCross |
class | NL3D::CTextureCube |
| CTextureCube. More...
|
class | NL3D::CTextureDLM |
| This texture is used by landscape to perform Dynamic LightMap (DLM). More...
|
class | NL3D::ITextureDrvInfos |
class | NL3D::CTextureDrvInfosGL |
class | NL3D::CHLSTextureBank::CTextureInstance |
class | NL3D::CHLSTextureBank::CTextureInstanceHandle |
class | NL3D::CInstanceLighter::CTriangle |
struct | NL3D::CLandscape::CTileInfo |
struct | NL3D::CLodCharacterTexture::CTUVQ |
| The Texture UV Quality info per pixel. More...
|
struct | NL3D::CMaterial::CUserTexMat |
struct | NL3D::CMOT::CTravEntry |
struct | NL3D::CParticleSystemManager::TModelHandle |
class | NL3D::CTextureDrvShare |
class | NL3D::CTextureFar |
| A CTextureFar is a set of NL_NUM_FAR_PATCHES_BY_TEXTURE texture used to map a whole patch when it is in far Mode. More...
|
class | NL3D::CTextureFile |
| CTextureFile. More...
|
class | NL3D::CTextureFont |
| CTextureFont. More...
|
class | NL3D::CTextureGrouped |
| This kind texture is used for grouping several other textures. More...
|
struct | NL3D::CTextureGrouped::TFourUV |
| a group of 4 uvs. More...
|
class | NL3D::CTextureMem |
| CTextureMem. More...
|
class | NL3D::CTextureMultiFile |
| This kind of texture is like a texture file except that it can encode several texture at once. More...
|
class | NL3D::CTextureNear |
| A texture container for lot of little lightmap. More...
|
class | NL3D::CTextureRawUser |
| UTextureRaw implementation. More...
|
class | NL3D::CTextureUser |
| UTexture implementation. More...
|
class | NL3D::CTile |
| Tiles. More...
|
class | NL3D::CTileBank |
| This class manage tile texture. More...
|
class | NL3D::CTileBorder |
| This class is a tile set. More...
|
class | NL3D::CTileColor |
| A basic color Element for CPatchTexture. More...
|
class | NL3D::CTileColorOldPatchVersion6 |
| Old version of TileColors for correct serialising. More...
|
class | NL3D::CTileElement |
| An Element for CPatchTexture. More...
|
struct | NL3D::CTileFace |
| A tileface. More...
|
class | NL3D::CTileFarBank::CTileFar |
class | NL3D::CTileFarBank |
| A bank for the far textures. More...
|
class | NL3D::CTileLand |
| Set of tiles for a land. More...
|
class | NL3D::CTileLightInfluence |
| For landscape. More...
|
class | NL3D::CTileLumel |
| This class describe an uncompressed lumel for tiles. More...
|
struct | NL3D::CTileMaterial |
class | NL3D::CTileNoise |
| This class manage tile noise. More...
|
class | NL3D::CTileNoiseMap |
| A Noise Map for landscape. More...
|
class | NL3D::CTileSet |
| This class is a tile set. More...
|
class | NL3D::CTileSetTransition |
| This class manage a transition tile. More...
|
struct | NL3D::CTileBank::CTileXRef |
class | NL3D::CTileVegetableDesc |
| A descriptor of vegetables for a tile. More...
|
class | NL3D::CTrackSampledCommon::CTimeBlock |
struct | NL3D::CTmpVertexWeight |
class | NL3D::ITrack |
| The track store an animation of an animated value. More...
|
class | NL3D::ITrackDefault |
| ITrack interface for default tracks. More...
|
class | NL3D::CTrackDefaultBlendable |
| ITrackDefault implementation for blendable values. More...
|
class | NL3D::CTrackDefaultBool |
class | NL3D::CTrackDefaultFloat |
class | NL3D::CTrackDefaultInt |
class | NL3D::CTrackDefaultNotBlendable |
| ITrackDefault implementation for blendable values. More...
|
class | NL3D::CTrackDefaultQuat |
class | NL3D::CTrackDefaultRGBA |
class | NL3D::CTrackDefaultString |
class | NL3D::CTrackDefaultVector |
class | NL3D::ITrackKeyFramer |
| ITrack interface for keyframer. More...
|
class | NL3D::CTrackKeyFramerBezier |
| ITrack implementation for Bezier keyframer. More...
|
class | NL3D::CTrackKeyFramerBezier< CKeyBezierQuat, CQuat > |
| ITrack implementation for Bezier Quaternion keyframer. More...
|
class | NL3D::CTrackKeyFramerBezierFloat |
class | NL3D::CTrackKeyFramerBezierInt |
class | NL3D::CTrackKeyFramerBezierQuat |
class | NL3D::CTrackKeyFramerBezierRGBA |
class | NL3D::CTrackKeyFramerBezierVector |
class | NL3D::CTrackKeyFramerConstBlendable |
| ITrack implementation for Constant keyframer. More...
|
class | NL3D::CTrackKeyFramerConstBool |
class | NL3D::CTrackKeyFramerConstFloat |
class | NL3D::CTrackKeyFramerConstInt |
class | NL3D::CTrackKeyFramerConstNotBlendable |
| ITrack implementation for Constant keyframer. More...
|
class | NL3D::CTrackKeyFramerConstQuat |
class | NL3D::CTrackKeyFramerConstRGBA |
class | NL3D::CTrackKeyFramerConstString |
class | NL3D::CTrackKeyFramerConstVector |
class | NL3D::CTrackKeyFramerLinear |
| ITrack implementation for linear keyframer. More...
|
class | NL3D::CTrackKeyFramerLinear< CKeyQuat, CQuat > |
| Quaternions special implementation for linear keyframer. More...
|
class | NL3D::CTrackKeyFramerLinear< CKeyRGBA, NLMISC::CRGBA > |
| ITrack implementation for linear CRGBA keyframer. More...
|
class | NL3D::CTrackKeyFramerLinearFloat |
class | NL3D::CTrackKeyFramerLinearInt |
class | NL3D::CTrackKeyFramerLinearQuat |
class | NL3D::CTrackKeyFramerLinearRGBA |
class | NL3D::CTrackKeyFramerLinearVector |
class | NL3D::CTrackKeyFramerTCB |
| ITrack implementation for TCB keyframer. More...
|
class | NL3D::CTrackKeyFramerTCB< CKeyTCBQuat, NLMISC::CAngleAxis > |
| ITrack implementation for CQuat TCB keyframer. More...
|
class | NL3D::CTrackKeyFramerTCBFloat |
class | NL3D::CTrackKeyFramerTCBInt |
class | NL3D::CTrackKeyFramerTCBQuat |
class | NL3D::CTrackKeyFramerTCBRGBA |
class | NL3D::CTrackKeyFramerTCBVector |
class | NL3D::CTrackSampledCommon |
| Abstract Base class for CTrackSampledQuat and CTrackSampledVector. More...
|
class | NL3D::CTrackSampledQuat |
| This track is supposed to be Lighter in memory than CTrackKeyFramerTCBQuat, and also is maybe faster. More...
|
class | NL3D::CTrackSampledVector |
| This track is supposed to be Lighter in memory than CTrackKeyFramerTCBVector, and also is maybe faster. More...
|
class | NL3D::CTransform |
| A basic node which provide an animatable matrix (ITransformable). More...
|
class | NL3D::ITransformable |
| Something which can be transformed in 3D space / animated. More...
|
class | NL3D::CTransformableUser |
| UTransformable implementation. More...
|
class | NL3D::CTransformAnimDetailObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CTransformClipObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CTransformHrcObs |
| This observer: implement the notification system (just the update() method). More...
|
class | NL3D::CTransformLightObs |
class | NL3D::CTransformRenderObs |
class | NL3D::CTransformShape |
| A transform which "is an instance of"/"point to" a IShape. More...
|
class | NL3D::CTransformShapeClipObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CTransformShapeLoadBalancingObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CTransformShapeRenderObs |
| This observer: leave the notification system to DO NOTHING. More...
|
class | NL3D::CTransformUser |
| UTransform implementation. More...
|
class | NL3D::ITrav |
| A base Traversal. More...
|
class | NL3D::ITravCameraScene |
| A ITravScene traversal, with camera setup (common to CRenderTrav and CClipTrav). More...
|
class | NL3D::ITravScene |
| A Traversal which may be renderable in a CScene. More...
|
struct | NL3D::CTrianglePatch |
| A triangle from a patch identifier. More...
|
class | NL3D::TTexDrvInfoPtrMap |
struct | NL3D::UTextContext::CStringInfo |
| The render size of a string. More...
|
struct | NL3D::UParticleSystemInstance::IPSObserver |
| This is a struct is used by observers that want to be notified of the invalidation of the system. More...
|
class | NL3D::ITransformName |
| Callback class used at instancegroup loading. More...
|
class | NL3D::UDriver::CMode |
| A Graphic Mode descriptor. More...
|
struct | NL3D::CMonitorColorProperties |
| Monitor color properties. More...
|
class | NL3D::CQuadTree::CIterator |
class | NL3D::CQuadTree::const_iterator |
class | NL3D::CQuadTree::CQuadNode |
class | NL3D::CQuadTree::CNode |
class | NL3D::CQuadTree::CBaseNode |
class | NL3D::CFrustum |
| A Screen frustum, perspective or orthogonal. More...
|
class | NL3D::CHeightMap |
| A HeightMap. More...
|
struct | NL3D::CLandscapeIGManager::CInstanceGroupElement |
class | NL3D::CLandscapeIGManager |
| This class is used to load and unload IG of landscape. More...
|
class | NL3D::ILogicInfo |
| An interface for UScene to retrieve client information for a specified UTransform ( see UTransfrom::setLogicInfo() ). More...
|
class | NL3D::CPointLightInfluence |
| A pointLight Influence. More...
|
class | NL3D::CPrimitiveProfile |
| A Primitive counter. More...
|
class | NL3D::CQuadTree |
| class: CQuadTree. More...
|
class | NL3D::CScissor |
| A scissor, used for IDriver rendering. More...
|
struct | NL3D::SCloudScapeSetup |
class | NL3D::U3dMouseListener |
| 3d mouse listener. More...
|
class | NL3D::UAnimation |
| Give manual access to the animation functions. More...
|
class | NL3D::UAnimationSet |
| An animation Set is a set of animation, loaded from file. More...
|
class | NL3D::UBone |
| Base interface for manipulating Bones. More...
|
class | NL3D::UCamera |
| Game interface for manipulating Camera. More...
|
class | NL3D::UCloudScape |
class | NL3D::UDriver |
| Game Interface for window Driver, first object to create. More...
|
class | NL3D::UInstance |
| Game interface for manipulating Objects, animations etc... More...
|
class | NL3D::UInstanceGroup |
| Game interface for managing group instance. More...
|
class | NL3D::UInstanceMaterial |
| Base interface for manipulating Material retrieved from UInstance. More...
|
class | NL3D::ULandscape |
| Game Interface for manipulate Landscape. More...
|
class | NL3D::ULight |
| ULight implementation. More...
|
class | NL3D::UMaterial |
| Game Interface for Material. More...
|
class | NL3D::UParticleSystemInstance |
| Interface to manipulate a particle system. More...
|
class | NL3D::UParticleSystemSound |
| This init the sound for particle systems. More...
|
class | NL3D::UPlayList |
| A playlist/channelmixer, from which you setup your mix of animations (blend, skeleton template weight...). More...
|
class | NL3D::UPlayListManager |
| A manager of playlist. More...
|
class | NL3D::UPointLight |
| Game interface for manipulating Dynamic Lights. More...
|
struct | NL3D::UPSSoundInstance |
| This is an interface between the particle system and a sound instance. More...
|
struct | NL3D::UPSSoundServer |
| This class is an interface which allow the particle system to create a sound. More...
|
class | NL3D::UScene |
| Game Interface for Scene. More...
|
class | NL3D::UShapeBank |
| Game interface for managing shape bank. More...
|
class | NL3D::USkeleton |
| Game interface for manipulating Skeleton. More...
|
class | NL3D::UTextContext |
| A game interface to render string. More...
|
class | NL3D::UTexture |
| Game interface for manipulating Basic texture. More...
|
class | NL3D::UTextureFile |
| Game interface for manipulating texture File. More...
|
class | NL3D::UTextureRaw |
| Game interface for manipulating texture RAW. More...
|
class | NL3D::UTrack |
| A track is a fonction that interpolate a value over the time. More...
|
class | NL3D::UTrackKeyframer |
| This is a keyframer track interface. More...
|
class | NL3D::UTransform |
| Base interface for manipulating Movable Objects in the scene: camera, lights, instances etc... More...
|
class | NL3D::UTransformable |
| Base interface for manipulating Movable Objects: camera, bones, lights, instances etc... More...
|
struct | NL3D::CPatchUVLocator::CUVBasis |
class | NL3D::UVisualCollisionEntity |
| Interface to visual collision entity. More...
|
class | NL3D::UVisualCollisionManager |
| Interface to visual collision manager. More...
|
class | NL3D::UWaterHeightMap |
| Interface to water height maps. More...
|
class | NL3D::UWaterHeightMapManager |
| Interface to the water height map manager. More...
|
class | NL3D::UWaterInstance |
| Helps to get infos about a water model You can get this interface by using a dynamic_cast on a UInstance that is a water instance. More...
|
class | NL3D::IVBDrvInfos |
class | NL3D::CVBDrvInfosGL |
struct | NL3D::CHLSColorTexture::CVectorInt |
struct | NL3D::CMeshBlockManager::CVBHeapBlock |
struct | NL3D::CPSRibbon::CVBnPB |
| a struct containing a vertex buffer and the matching primitive block The number of slice is encoded in the upper word of the vb index (the int used to lookup in the map) The number of vertices per slices is encoded in the lower word. More...
|
struct | NL3D::CPSRibbonLookAt::CVBnPB |
| a struct containing a vertex buffer and a primitive block. More...
|
struct | NL3D::CPSTailDot::CVBnPB |
| a struct containing a vertex buffer and the matching a primitive block. More...
|
struct | NL3D::CVectInfo |
struct | NL3D::CVectNormIterator |
| This special iterator on a vector attributes enables to convert the speed to its norm It is for private use only, and it has not all the functionnalities of an iterator. More...
|
struct | NL3D::CVector2i |
struct | NL3D::CLodCharacterShape::CVector3s |
| A compressed vector information. More...
|
class | NL3D::CVector3s |
struct | NL3D::CPatchDLMContext::CVertex |
class | NL3D::CVegetable |
| A vegetable descriptor. More...
|
class | NL3D::CVegetableBlendLayerClipObs |
class | NL3D::CVegetableBlendLayerModel |
| A CVegetableBlendLayerModel does not have to be created by user. More...
|
class | NL3D::CVegetableBlendLayerRenderObs |
class | NL3D::CVegetableClipBlock |
| A block of vegetable instance groups (via sortBlocks) which are clipped in frustum together Internal to VegetableManager. More...
|
class | NL3D::CVegetableInstanceGroup |
| A block of vegetable instances. More...
|
struct | NL3D::CVegetableInstanceGroup::CVegetableLightedInstance |
| a reference to an instance which is lighted (precomputed or not). More...
|
struct | NL3D::CVegetableInstanceGroup::CVegetableRdrPass |
class | NL3D::CVegetableInstanceGroupReserve |
| Mirror struct of CVegetableInstanceGroup, for reserveIg system in CVegetableManager. More...
|
struct | NL3D::CVegetableInstanceGroupReserve::CVegetableRdrPass |
class | NL3D::CVegetableLightEx |
| Additional information to light Vegetables. More...
|
class | NL3D::CVegetableManager |
| Manager of vegetable. More...
|
class | NL3D::CVegetableQuadrant |
| Static Quadrant direction for Vegetable ZSort rdrPass. More...
|
class | NL3D::CVegetableShape |
| A vegetable shape. More...
|
class | NL3D::CVegetableShapeBuild |
| A vegetable shape. More...
|
class | NL3D::CVegetableSortBlock |
| A block of vegetable instance groups. More...
|
class | NL3D::CVegetableUV8 |
| A simple tuple UV in 8 bits, for Dynamic Lightmap encoding in Alpha components of colors. More...
|
class | NL3D::CVegetableVBAllocator |
| A VB allocator (landscape like). More...
|
class | NL3D::IVertexArrayRange |
| Interface to a Big block of AGP memory either throurgh NVVertexArrayRange or ATIVertexObject. More...
|
class | NL3D::CVertexArrayRangeATI |
| Work only if ATIVertexArrayObject is enabled. More...
|
class | NL3D::CVertexArrayRangeNVidia |
| Work only if ARRAY_RANGE_NV is enabled. More...
|
struct | NL3D::CMeshMRMGeom::CVertexBlock |
| A block of vertices descriptor. More...
|
class | NL3D::CVertexBuffer |
| A vertex buffer to work with the driver. More...
|
class | NL3D::IVertexBufferHard |
| This a vertex buffer created by Driver. More...
|
class | NL3D::IVertexBufferHardGL |
| Common interface for both NVidia and ATI extenstion. More...
|
class | NL3D::CVertexBufferHardGLATI |
| Work only if ARRAY_RANGE_NV is enabled. More...
|
class | NL3D::CVertexBufferHardGLNVidia |
| Work only if ARRAY_RANGE_NV is enabled. More...
|
class | NL3D::CVertexBufferHeap |
| A vertex buffer used to group lot of static VB in it. More...
|
class | NL3D::CVertexBufferInfo |
| Info for the last VertexBuffer setuped (iether normal or hard). More...
|
struct | NL3D::CLandscapeVBAllocator::CVertexInfo |
struct | NL3D::CLodCharacterShape::CVertexInf |
struct | NL3D::CVertexCache |
struct | NL3D::CVegetableVBAllocator::CVertexInfo |
class | NL3D::CVertexProgamDrvInfosGL |
struct | NL3D::CMesh::CVertLink |
class | NL3D::CVertexProgram |
| This class is a vertex program. More...
|
class | NL3D::IVertexProgramDrvInfos |
class | NL3D::CViewport |
| CViewport is the description of the viewport used to render with a driver. More...
|
struct | NL3D::CMiniCol::CZoneIdent |
struct | NL3D::CMRMMeshFinal::CWedge |
struct | NL3D::CSceneUser::CWaitingIG |
struct | NL3D::CShapeBank::CWaitingShape |
class | NL3D::CVisualCollisionEntity |
| An entity created by CVisualCollisionManager. More...
|
class | NL3D::CVisualCollisionEntityUser |
| UVisualCollisionEntity implementation. More...
|
class | NL3D::CVisualCollisionManager |
| Server to Client collision manager. More...
|
class | NL3D::CVisualCollisionManagerUser |
| UVisualCollisionManager implementation. More...
|
class | NL3D::CVisualTileDescNode |
| Server to Client collision manager. More...
|
class | NL3D::CWaterHeightMap |
class | NL3D::CWaterInstanceUser |
| implementation of UWaterInstance methods. More...
|
struct | NL3D::CWaterPoolManager::CWaterHeightMapBuild |
| this struct is used to specify a water pool parameter's. More...
|
class | NL3D::CWaterModel |
| A water quad. More...
|
class | NL3D::CWaterPoolManager |
| This class helps managing various waters pools. More...
|
class | NL3D::CWaterRenderObs |
class | NL3D::CWaterShape |
| A water shape. More...
|
class | NL3D::CWaveMakerDetailObs |
class | NL3D::CWaveMakerModel |
| This model can create wave where it is located. It has no display... More...
|
class | NL3D::CWaveMakerShape |
| A wave maker. It can generate waves where it is located. More...
|
class | NL3D::CZone |
| A landscape zone. More...
|
class | NL3D::CZoneCornerSmoother |
| A class used to setup CornerSmoothFlag in CPatch. More...
|
struct | NL3D::CZoneInfo |
| The struct for building a zone. More...
|
class | NL3D::CZoneLighter |
class | NL3D::CZoneManager |
| CZoneManager is a class that manage zone loading around of player. More...
|
class | NL3D::CZoneSearch |
| CZoneSearch is a class that determine which zone cooresponding to a coordinate and zones are around a position. More...
|
class | NL3D::CZoneSmoother |
| A class used to make Bezier patch of zones G1. More...
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class | NL3D::CZoneSymmetrisation |
| Environnement used to symmetrise zones. More...
|
class | NL3D::CZoneTgtSmoother |
| A class used to make Vertices coplanar IN or/and across zones. More...
|
Typedefs |
typedef float | CAnimationTime |
| Animation time in second. More...
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typedef float | TAnimationTime |
typedef double | TGlobalAnimationTime |
typedef CAnimatedValueNotBlendable<
bool > | CAnimatedValueBool |
typedef CAnimatedValueBlendable<
sint32 > | CAnimatedValueInt |
typedef CAnimatedValueBlendable<
float > | CAnimatedValueFloat |
typedef CAnimatedValueBlendable<
NLMISC::CVector > | CAnimatedValueVector |
typedef CAnimatedValueNotBlendable<
std::string > | CAnimatedValueString |
typedef CAnimatedValueBlendable<
NLMISC::CQuat > | CAnimatedValueQuat |
typedef CAnimatedValueBlendable<
NLMISC::CRGBA > | CAnimatedValueRGBA |
typedef CChannelNotBlendable<
bool > | CChannelBool |
typedef CChannelBlendable<
int > | CChannelInt |
typedef CChannelBlendable<
float > | CChannelFloat |
typedef CChannelBlendable<
NLMISC::CVector > | CChannelVector |
typedef CChannelBlendable<
NLMISC::CQuat > | CChannelQuat |
typedef CChannelNotBlendable<
std::string > | CChannelString |
typedef std::vector< GfxMode > | ModeList |
typedef void(* | emptyProc )(void) |
typedef IDriver *(* | IDRV_CREATE_PROC )(void) |
typedef uint32(* | IDRV_VERSION_PROC )(void) |
typedef CKey< std::string > | CKeyString |
typedef CKey< bool > | CKeyBool |
typedef CKey< float > | CKeyFloat |
typedef CKey< NLMISC::CVector > | CKeyVector |
typedef CKey< NLMISC::CQuat > | CKeyQuat |
typedef CKey< NLMISC::CRGBA > | CKeyRGBA |
typedef CKey< sint32 > | CKeyInt |
typedef CKeyTCB< float > | CKeyTCBFloat |
typedef CKeyTCB< NLMISC::CVector > | CKeyTCBVector |
typedef CKeyTCB< NLMISC::CAngleAxis > | CKeyTCBQuat |
typedef CKeyBezier< float > | CKeyBezierFloat |
typedef CKeyBezier< NLMISC::CVector > | CKeyBezierVector |
typedef CKeyBezier< NLMISC::CQuat > | CKeyBezierQuat |
typedef std::multimap< float,
CMRMEdgeFace > | TEdgeMap |
| The map of edge collapses. More...
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typedef TEdgeMap::iterator | ItEdgeMap |
typedef CPSAttrib< NLMISC::CVector > | TPSAttribVector |
typedef CPSAttrib< NLMISC::CRGBA > | TPSAttribRGBA |
typedef CPSAttrib< float > | TPSAttribFloat |
typedef CPSAttrib< uint32 > | TPSAttribUInt |
typedef CPSAttrib< uint8 > | TPSAttribUInt8 |
typedef CPSAttrib< TAnimationTime > | TPSAttribTime |
typedef CAdvance1Iterator<
TPSAttribFloat::const_iterator,
float > | TIteratorFloatStep1 |
| Some typedefs. More...
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typedef CAdvance1Iterator<
TPSAttribVector::const_iterator,
NLMISC::CVector > | TIteratorVectStep1 |
typedef CAdvance1616Iterator<
TPSAttribFloat::const_iterator,
float > | TIteratorFloatStep1616 |
typedef CAdvance1616Iterator<
TPSAttribFloat::const_iterator,
TAnimationTime > | TIteratorTimeStep1616 |
typedef CAdvance1616Iterator<
TPSAttribVector::const_iterator,
NLMISC::CVector > | TIteratorVectStep1616 |
typedef CPSAttrib< CPSCollisionInfo > | TPSAttribCollisionInfo |
| a container of collision infos. More...
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typedef std::vector< CVectInfo > | TRibbonVect |
typedef CPSAttrib< CRadiusPair > | TPSAttribRadiusPair |
typedef std::deque< CEdge > | TEdgeList |
typedef std::list< IShader * > | TShaderPtrList |
typedef TShaderPtrList::iterator | ItShaderPtrList |
typedef std::list< CTextureDrvShare * > | TTexDrvSharePtrList |
typedef TTexDrvInfoPtrMap::iterator | ItTexDrvInfoPtrMap |
typedef TTexDrvSharePtrList::iterator | ItTexDrvSharePtrList |
typedef std::list< IVBDrvInfos * > | TVBDrvInfoPtrList |
typedef TVBDrvInfoPtrList::iterator | ItVBDrvInfoPtrList |
typedef std::list< IVertexProgramDrvInfos * > | TVtxPrgDrvInfoPtrList |
typedef TVtxPrgDrvInfoPtrList::iterator | ItVtxPrgDrvInfoPtrList |
typedef std::map< uint16,
CZone * > | TZoneMap |
typedef std::map< uint16,
CZone * >::iterator | ItZoneMap |
typedef volatile CZone * | TVolatileZonePtr |
Enumerations |
enum | TPSProcessPass {
PSEmit,
PSCollision,
PSMotion,
PSSolidRender,
PSBlendRender,
PSToolRender
} |
| rendering and process passes for a particle system. More...
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enum | TPSLod { PSLod1n2 = 0,
PSLod1,
PSLod2
} |
| lod for located bindables. (see ps_located.h). More...
|
Functions |
void | assignSoundServerToPS (UPSSoundServer *soundServer) |
| for private use only.. More...
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void | SpawnedSourceEndedCallback (NLSOUND::USource *source, void *userParam) |
| this callback is called when a spawned source has ended, so that we know that the pointer to it is invalid... More...
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void | mulAdd (CVector &tgt, const CVector &src, float f) |
void | mulAddD (CVectorD &tgt, const CVector &src, double f) |
uint8 * | BuildCubeMapTex (const NLMISC::CVector &start, const NLMISC::CVector &uDir, const NLMISC::CVector &vDir, uint size, ICubeMapFunctor &f) |
uint8 * | BuildCubeMapTexLuminance (const NLMISC::CVector &start, const NLMISC::CVector &uDir, const NLMISC::CVector &vDir, uint size, ICubeMapFunctor &f) |
CTextureCube * | BuildCubeMap (sint mapSize, ICubeMapFunctor &f, bool luminanceOnly, const std::string &shareName) |
| Build a cube map by using the given functor. More...
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void | computePerturbation (const float x, const float y, float &dx, float &dy) |
| compute the UV perturbation at one position of the screen (with screen mapped to 0..1, 0..1). More...
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bool | setupARBMultiTexture (const char *glext) |
bool | setupEXTTextureEnvCombine (const char *glext) |
bool | setupARBTextureCompression (const char *glext) |
bool | setupNVVertexArrayRange (const char *glext) |
bool | setupEXTTextureCompressionS3TC (const char *glext) |
bool | setupEXTVertexWeighting (const char *glext) |
bool | setupEXTSeparateSpecularColor (const char *glext) |
bool | setupNVTextureEnvCombine4 (const char *glext) |
bool | setupATIXTextureEnvCombine3 (const char *glext) |
bool | setupATIEnvMapBumpMap (const char *glext) |
bool | setupARBTextureCubeMap (const char *glext) |
bool | setupNVVertexProgram (const char *glext) |
bool | setupEXTVertexShader (const char *glext) |
bool | setupEXTSecondaryColor (const char *glext) |
bool | setupWGLARBPBuffer (const char *glext) |
bool | setupNVTextureShader (const char *glext) |
bool | setupEXTBlendColor (const char *glext) |
bool | setupNVVertexArrayRange2 (const char *glext) |
bool | setupATIVertexArrayObject (const char *glext) |
void | registerGlExtensions (CGlExtensions &ext) |
| This function test and register the extensions for the current GL context. More...
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void | convBlend (CMaterial::TBlend blend, GLenum &glenum) |
void | convZFunction (CMaterial::ZFunc zfunc, GLenum &glenum) |
void | convColor (CRGBA col, GLfloat glcol[4]) |
void | convTexAddr (ITexture *tex, CMaterial::TTexAddressingMode mode, GLenum &glenum) |
CTextureDrvInfosGL * | getTextureGl (ITexture &tex) |
GLint | getGlSrcTextureFormat (ITexture &tex, GLint glfmt) |
GLenum | getGlSrcTextureComponentType (GLint texSrcFormat) |
GLenum | translateWrapToGl (ITexture::TWrapMode mode, const CGlExtensions &extensions) |
GLenum | translateMagFilterToGl (ITexture::TMagFilter mode) |
GLenum | translateMinFilterToGl (ITexture::TMinFilter mode) |
bool | sameDXTCFormat (ITexture &tex, GLint glfmt) |
bool | isDXTCFormat (GLint glfmt) |
GLenum | convSwizzleToGLFormat (CVPSwizzle::EComp comp, bool negate) |
| Check with our parser if the program will works with other implemented extensions, too. More...
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GLuint | convOutputRegisterToEXTVertexShader (CVPOperand::EOutputRegister r) |
| Convert an output register to a EXTVertexShader register. More...
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uint | convInputRegisterToVBFlag (uint index) |
| Convert an input register to a vertex buffer flag. More...
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void | doSwizzle (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW) |
void | doWriteMask (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW) |
void | OptFastFloorBegin () |
void | OptFastFloorEnd () |
sint | OptFastFloor (float x) |
float | OptFastFractionnalPart (float x) |
void | OptFastFloorBegin24 () |
void | OptFastFloorEnd24 () |
uint32 | OptFastFloor24 (float x) |
void | getBitPack (uint32 *bitPtr, uint32 &bitMask) |
void | init3d () |
| Startup initialisation. More...
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void | NEL3DCalcBase (CVector &direction, CMatrix &matrix) |
void | initPassTriArray (CPatchRdrPass &pass) |
void | drawPassTriArray (CMaterial &mat) |
void | fastFloorBegin () |
void | fastFloorEnd () |
sint | fastFloor (float x) |
CRGBA | computeLodLighting (const CVector &lightObjectSpace, const CVector &normalPtr, CRGBA ambient, CRGBA diffuse) |
NLMISC::CAABBoxExt | makeBBox (const std::vector< CVector > &Vertices) |
template<class TMatrixArray> void | computeBoneMatrixes3x4 (TMatrixArray &boneMat3x4, const vector< uint32 > &matInfs, const CSkeletonModel *skeleton) |
void | applyArraySkinNormalT (uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, uint normalOff, uint8 *destVertexPtr, vector< CMatrix3x4 > &boneMat3x4, uint vertexSize, uint nInf) |
void | applyArraySkinTangentSpaceT (uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, uint normalOff, uint tgSpaceOff, uint8 *destVertexPtr, vector< CMatrix3x4 > &boneMat3x4, uint vertexSize, uint nInf) |
void | applyArraySkinNormalT (uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, uint normalOff, uint8 *destVertexPtr, CMatrix3x4SSEArray &boneMat3x4, uint vertexSize, uint nInf) |
void | applyArraySkinTangentSpaceT (uint numMatrixes, uint32 *infPtr, CMesh::CSkinWeight *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, uint normalOff, uint tgSpaceOff, uint8 *destVertexPtr, CMatrix3x4SSEArray &boneMat3x4, uint vertexSize, uint nInf) |
void | SetupForMaterial (const CMaterial &mat, CScene *scene) |
bool | findElement (vector< sint > &array, sint elt) |
bool | deleteElement (vector< sint > &array, sint elt) |
uint32 | IDToLittleEndian (uint32 input) |
uint8 | getUnpackLumelBlock (const uint8 *src, uint pixel) |
void | bilinearColor (CRGBA corners[4], uint x, uint y, uint &R, uint &G, uint &B) |
void | bilinearColorAndModulate (CRGBA corners[4], uint x, uint y, CRGBA &res) |
void | bilinearColorAndAdd (CRGBA corners[4], uint x, uint y, CRGBA &res) |
void | NL3D_bilinearTileLightMap (CRGBA *tex) |
float | noiseFloorF (float f) |
float | noiseCeilF (float f) |
sint | noiseFloor (float f) |
sint | noiseCeil (float f) |
void | computeDisplaceBilinear (float sTile, float tTile, float &sInc, float &tInc, float &sa, float &ta, float &sa1, float &ta1) |
void | renderFaceVector (CLandscapeFaceVector *fv) |
void | fastClamp01 (float &x) |
void | MakePrivate (uint8 *dest, const NLMISC::CRGBA *src1, const NLMISC::CRGBA *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op) |
void | Make4Private (uint8 *dest, const NLMISC::CRGBA *src1, const NLMISC::CRGBA *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op) |
| init the tab used for computations. More...
|
void | MakeNPrivate (uint8 *dest, const NLMISC::CRGBA *src1, const NLMISC::CRGBA *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op, uint nbReplicate) |
| init the tab used for computations. More...
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template<class T> T | PSBinOpModulate (T arg1, T arg2) |
| Some template functions and some specialization for binary operations We don't override the usual operators, because we may want behaviour such as saturation, and this may be misleading with usual operators. More...
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template<class T> T | PSBinOpAdd (T arg1, T arg2) |
template<class T> T | PSBinOpSubtract (T arg1, T arg2) |
template<> CPlaneBasis | PSBinOpModulate (CPlaneBasis p1, CPlaneBasis p2) |
template<> CPlaneBasis | PSBinOpAdd (CPlaneBasis p1, CPlaneBasis p2) |
template<> CPlaneBasis | PSBinOpSubtract (CPlaneBasis p1, CPlaneBasis p2) |
template<> NLMISC::CRGBA | PSBinOpModulate (NLMISC::CRGBA t1, NLMISC::CRGBA t2) |
template<> NLMISC::CRGBA | PSBinOpAdd (NLMISC::CRGBA t1, NLMISC::CRGBA t2) |
template<> NLMISC::CRGBA | PSBinOpSubtract (NLMISC::CRGBA t1, NLMISC::CRGBA t2) |
template<class T> void | MakePrivate (uint8 *dest, const T *src1, const T *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op) |
template<class T> void | Make4Private (uint8 *dest, const T *src1, const T *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op) |
template<class T> void | MakeNPrivate (uint8 *dest, const T *src1, const T *src2, uint32 stride, uint32 numAttrib, CPSBinOp::BinOp op, uint nbReplicate, uint32 srcStep=(1<< 16)) |
template<typename T> T | PSValueBlend (const T &t1, const T &t2, float alpha) |
| a blending function it blends between t1 and t2 by the alpha amount specializing this function may help with some types of data that don't have the needed operator (NLMISC::CRGBA). More...
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template<> NLMISC::CRGBA | PSValueBlend (const NLMISC::CRGBA &t1, const NLMISC::CRGBA &t2, float alpha) |
| NLMISC::CRGBA specialization of the PSValueBlend function. More...
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template<> CPlaneBasis | PSValueBlend (const CPlaneBasis &t1, const CPlaneBasis &t2, float alpha) |
| CPlaneBasis specilization of the PSValueBlend function. More...
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void | PSRegisterColorAttribs () |
| Register attribute makers based on colors (used in particle systems). More...
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const char * | CPSAttribMaker< NLMISC::CRGBA >::getType () |
template<class T> void | DrawDot (T it, CVertexBuffer &vb, const CPSAttribMaker< NLMISC::CRGBA > *colorScheme, uint leftToDo, CPSLocated *owner, CMaterial &mat, IDriver *driver, uint32 srcStep) |
| ===================================================================. More...
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void | CompensateEmission (CPSLocated *emittedType, uint emittedIndex, TAnimationTime deltaT, TAnimationTime ellapsedTime, float realEllapsedTimeRatio) |
| Compensate particle position and age by using the given deltaT. More...
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uint | GenEmitterPositions (CPSLocated *emitter, CPSLocated *emittee, uint emitterIndex, uint numStep, TAnimationTime deltaT, TAnimationTime step, std::vector< NLMISC::CVector > &dest) |
| private : generate the various position of an emitter in the given tab for the given slice of time,. More...
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CVector | MakeRandomUnitVect (void) |
| ====================================================================================== this produce a random unit vector. More...
|
void | BlurBytesTab (const uint8 *src, uint8 *dest, uint size) |
| ====================================================================================. More...
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void | PSRegisterFloatAttribs () |
| Register attribute makers based on floats (used in particle systems). More...
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bool | operator< (const CPSFloatCurveFunctor::CCtrlPoint &lhs, const CPSFloatCurveFunctor::CCtrlPoint &rhs) |
void | PSRegisterIntAttribs () |
| Register attribute makers based on int (used in particle systems). More...
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void | IntegrateSpeed (uint count, float *src1, const float *src2,float ellapsedTime) |
bool | operator< (const CPSLocatedBindable &lhs, const CPSLocatedBindable &rhs) |
| less operator on located bindable. More...
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const std::string | DummyShapeName ("dummy mesh shape") |
CMesh * | CreateDummyShape (void) |
| a private function that create a dummy mesh :a cube with dummy textures. More...
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uint | getMeshNumTri (const CMesh &m) |
| private : eval the number of triangles in a mesh. More...
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void | CheckForOpaqueAndTransparentFacesInMesh (const CMesh &m, bool &hasTransparentFaces, bool &hasOpaqueFaces) |
| private use : check if there are transparent and / or opaque faces in a mesh. More...
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IShape * | GetDummyShapeFromBank (CShapeBank &sb) |
void | ForceMaterialModulation (CMaterial &destMat, CMaterial &srcMat, uint8 modulatedStages) |
void | DuplicatePrimitiveBlock (const CPrimitiveBlock &srcBlock, CPrimitiveBlock &destBlock, uint nbReplicate, uint vertOffset) |
| This duplicate a primitive block n time in the destination primitive block This is used to draw several mesh at once For each duplication, vertices indices are shifted from the given offset (number of vertices in the mesh). More...
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uint | ScaleFloatGE (float f, float deltaT, float clampValue, uint numStep) |
| Find a quantity to add to a float f such as f + deltaT * numStep, be >= than a given float (endValue). More...
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NLMISC::CVector * | FillBufUsingSubdiv (const NLMISC::CVector &value, float clampValue, float &startValue, float deltaT, uint &maxNumStep, NLMISC::CVector *destPos, uint32 stride) |
| Private function used to fill a buffer with the same value by using the given subdivision. More...
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void | ConvertToBumpMap (NLMISC::CSmartPtr< ITexture > &ptr) |
void | ConvertFromBumpMap (NLMISC::CSmartPtr< ITexture > &ptr) |
void | SetupModulatedStage (CMaterial &m, uint stage, CMaterial::TTexSource src1, CMaterial::TTexSource src2) |
| setup a stage as modulate, by specifying the source and destination. More...
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bool | operator< (const CPlaneBasis &p1, const CPlaneBasis &p2) |
void | PSRegisterPlaneBasisAttribs () |
| Register attribute makers based on colors (used in particle systems). More...
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void | SetupQuadVBTexCoords (CVertexBuffer &vb, uint texCoordSet) |
| ================================================================================== fill textures coordinates for a quad vb. More...
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void | FillQuadCoords (uint8 *dest, uint stride, const NLMISC::CVector2f &speed, float time, uint num) |
void | FillQuadCoordsLocalTime (uint8 *dest, uint stride, const NLMISC::CVector2f &speed, CPSLocated &srcLoc, uint startIndex, uint num, uint32 srcStep) |
ITexture * | CreateGradientTexture () |
| private use : this create a gradient texture that goew from black to white. More...
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uint8 * | BuildRibbonFirstSlice (const NLMISC::CVector &pos, uint numVerts, uint8 *dest, uint vertexSize) |
| =========================================================================. More...
|
uint8 * | ComputeRibbonSlice (const NLMISC::CVector &prev, const NLMISC::CVector &next, const NLMISC::CVector *shape, uint numVerts, uint8 *dest, uint vertexSize, float size) |
| =========================================================================. More...
|
uint8 * | ComputeUntexturedRibbonMesh (uint8 *destVb, uint vertexSize, const NLMISC::CVector *curve, const NLMISC::CVector *shape, uint numSegs, uint numVerticesInShape, float sizeIncrement, float size) |
| =========================================================================. More...
|
uint8 * | ComputeTexturedRibbonMesh (uint8 *destVb, uint vertexSize, const NLMISC::CVector *curve, const NLMISC::CVector *shape, uint numSegs, uint numVerticesInShape, float sizeIncrement, float size) |
| =========================================================================. More...
|
void | BuildHermiteVector (const NLMISC::CVector &P0, const NLMISC::CVector &P1, const NLMISC::CVector &T0, const NLMISC::CVector &T1, NLMISC::CVector &dest, float lambda) |
| build some hermite spline value, with the given points and tangents. More...
|
void | BuildLinearVector (const NLMISC::CVector &P0, const NLMISC::CVector &P1, NLMISC::CVector &dest, float lambda, float oneMinusLambda) |
| for test. More...
|
void | MakeProj (NLMISC::CVector &dest, const NLMISC::CVector &src) |
void | BuildSlice (const NLMISC::CMatrix &mat, CVertexBuffer &vb, uint8 *currVert, uint32 vertexSize, const NLMISC::CVector &I, const NLMISC::CVector &K, TRibbonVect::iterator pos, TRibbonVect::iterator prev, TRibbonVect::iterator next, float ribSize) |
| TODO: some optimisation to get a better speed. More...
|
bool | operator< (const CEdge &e1, const CEdge &e2) |
void | registerSerial3d () |
| This global function register all Serialisable Polymorphic 3D classes. More...
|
void | strReplaceAll (string &strInOut, const string &tokenSrc, const string &tokenDst) |
const NLMISC::CClassId | SegRemanenceShapeId (0x4ef83d8d, 0x14d018f7) |
uint | DuplicateMBAndAddTexCoord (CMesh::CMeshBuild &outMeshBuild, const CMesh::CMeshBuild &inMeshBuild) |
| private func : duplicate a mesh build It returns the index of the new texture coordinate or 0 if the conversion couldn't occur.. More...
|
void | BuildTGSpaceVect (const NLMISC::CVector &normal, const NLMISC::CVector &sGrad, NLMISC::CUVW &result) |
void | BuildTriFromMB (const CMesh::CMeshBuild &mb, const uint index[3], NLMISC::CTriangle &tri) |
bool | BuildTangentSpace (CMesh::CMeshBuild &outMeshBuild, const CMesh::CMeshBuild &inMeshBuild) |
| This add tangent space information to a vertex buffer. More...
|
bool | matchEdge (const CVector2f &uv0, const CVector2f &uv1, const CVector2f &uva, const CVector2f &uvb) |
void | BuildDsDt (uint32 *src, sint width, sint height, uint16 *dest, bool absolute) |
| create a DsDt texture from a height map (red component of a rgba bitmap). More...
|
float | NormalizeDsDt (uint16 *src, sint width, sint height, bool absolute) |
| Normalize a DsDt texture after it has been built, and return the normalization factor. More...
|
void | GetTextureSize (ITexture *tex, uint &width, uint &height) |
| ===================================================================================================== This is used to get the size of a texture, with an optimisation in the case of texture files. More...
|
NLMISC::CRGBA | WhitePix (255, 255, 255, 255) |
std::string | DummyTexName ("CTextureMultiFile:Dummy") |
void | TroncFileName (char *sDest, const char *sSrc) |
template<class T, class TKeyVal> void | copyToValue (T &value, const TKeyVal &keyval) |
void | copyToValue (NLMISC::CRGBA &col, const CVector &v) |
void | copyToValue (sint32 &value, const float &f) |
CNoiseValue | RandomGenerator (0, 1, 7.68f) |
void | computeVegetVertexLighting (const CVector &rotNormal, bool instanceDoubleSided, const CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA, CVegetableLightEx &vegetLex, CRGBA diffusePL[2], CRGBA *dstFront, CRGBA *dstBack) |
void | computeVegetVertexLightingForceBestSided (const CVector &rotNormal, bool instanceDoubleSided, const CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA, CVegetableLightEx &vegetLex, CRGBA diffusePL[2], CRGBA *dstFront, CRGBA *dstBack) |
float | BilinFilter (float v0, float v1, float v2, float v3, float u, float v) |
void | FillWaterVB (uint8 *&vbPointer, float x, float y, float z, float nx, float ny) |
| store a value in a water vertex buffer, and increment the pointer. More...
|
void | SetupWaterVertex (sint qLeft, sint qRight, sint qUp, sint qDown, sint qSubLeft, sint qSubDown, const NLMISC::CVector &inter, float invWaterRatio, sint doubleWaterHeightMapSize, CWaterHeightMap &whm, uint8 *&vbPointer, float offsetX, float offsetY) |
| this inline function setup one WaterPrev vertex. More...
|
void | ComputeUpMatrix (const NLMISC::CVector &J, NLMISC::CMatrix &dest, const NLMISC::CMatrix &defaultMat) |
void | DrawPoly2D (CVertexBuffer &vb, IDriver *drv, const NLMISC::CMatrix &mat, const NLMISC::CPolygon &p) |
CWaterPoolManager & | GetWaterPoolManager () |
CVertexProgram * | BuildWaterVP (bool diffuseMap, bool bumpMap, bool use2BumpMap) |
| Build a vertex program for water depending on requirements. More...
|
CVector2f | st2uv (sint s, sint t, const CPatchInfo &patch) |
void | uv2st (const CVector2f &in, sint &s, sint &t, const CPatchInfo &patch) |
Variables |
const NLMISC::CClassId | AnimDetailTravId = NLMISC::CClassId(0x373f6772, 0x3f562fa3) |
CAnimatedValueBool | atoto1 |
CAnimatedValueInt | atoto2 |
CAnimatedValueFloat | atoto3 |
CAnimatedValueVector | atoto4 |
CAnimatedValueString | atoto5 |
CAnimatedValueQuat | atoto6 |
CAnimatedValueRGBA | atoto7 |
const NLMISC::CClassId | CameraId = NLMISC::CClassId(0x5752634c, 0x6abe76f5) |
const NLMISC::CClassId | ClipTravId = NLMISC::CClassId(0x135208fe, 0x225334fc) |
const NLMISC::CClassId | ClusterId = NLMISC::CClassId(0x13f37e46, 0x3e880780) |
const NLMISC::CClassId | CoarseMeshManagerId = NLMISC::CClassId(0x77554f87, 0x5bb373d8) |
const char * | IDRV_CREATE_PROC_NAME = "NL3D_createIDriverInstance" |
const char * | IDRV_VERSION_PROC_NAME = "NL3D_interfaceVersion" |
double | OptFastFloorMagicConst = pow(2,52) + pow(2,51) |
int | OptFastFloorBkupCW |
float | OptFastFloorMagicConst24 = (float)pow(2,23) |
int | OptFastFloorBkupCW24 |
const NLMISC::CClassId | FlareModelClassId = NLMISC::CClassId(0x6d674c32, 0x53b961a0) |
const uint | MaxFlareNum = 10 |
NL3D::CSinWave | _SinWave |
const NLMISC::CClassId | HrcTravId = NLMISC::CClassId(0x5ad56382, 0x2a711530) |
CKeyTCBFloat | ktoto0 |
CKeyTCBVector | ktoto1 |
CKeyTCBQuat | ktoto2 |
CKeyBezierFloat | ktoto4 |
CKeyBezierVector | ktoto5 |
CKeyBezierQuat | ktoto6 |
CKeyString | ktoto8 |
CKeyBool | ktoto9 |
CKeyFloat | ktoto10 |
CKeyVector | ktoto11 |
CKeyQuat | ktoto12 |
const sint | NbTilesMax = 65536 |
const sint | TextureNearSize = 512 |
const sint | NbTileLightMapByLine = TextureNearSize/NL_TILE_LIGHTMAP_SIZE |
const sint | NbTileLightMapByTexture = NbTileLightMapByLine*NbTileLightMapByLine |
uint | NL3D_LandscapeGlobals_PassNTri = 0 |
uint32 * | NL3D_LandscapeGlobals_PassTriCurPtr = NULL |
const NLMISC::CClassId | LandscapeModelId = NLMISC::CClassId(0x5a573b55, 0x6b395829) |
sint | ProfNTessFace = 0 |
sint | ProfNRdrFar0 = 0 |
sint | ProfNRdrFar1 = 0 |
sint | ProfNRdrTile [NL3D_MAX_TILE_PASS] |
sint | ProfNRefineFaces |
sint | ProfNRefineComputeFaces |
sint | ProfNRefineLeaves |
sint | ProfNSplits |
sint | ProfNMerges |
sint | ProfNRefineInTileTransition |
sint | ProfNRefineWithLowDistance |
sint | ProfNSplitsPass |
CLVBSqrDistLUT | NL3D_InitSqrDistLUT |
const char * | NL3D_LandscapeCommonStartProgram |
const string | NL3D_LandscapeTestSpeedProgram |
const char * | NL3D_LandscapeFar0EndProgram |
const char * | NL3D_LandscapeFar1EndProgram |
const char * | NL3D_LandscapeTileEndProgram |
const char * | NL3D_LandscapeTileLightMapEndProgram |
| Same version but write Tex0 to take uv2, ie v[13], for lightmap pass. More...
|
const NLMISC::CClassId | LightTravId = NLMISC::CClassId(0x328f500a, 0x57600db9) |
const NLMISC::CClassId | LoadBalancingTravId = NLMISC::CClassId(0x7181548, 0x36ad3c10) |
const uint32 | IDRV_MAT_MAXTEXTURES = 4 |
const uint32 | IDRV_TOUCHED_BLENDFUNC = 0x00000001 |
const uint32 | IDRV_TOUCHED_BLEND = 0x00000002 |
const uint32 | IDRV_TOUCHED_SHADER = 0x00000004 |
const uint32 | IDRV_TOUCHED_ZFUNC = 0x00000008 |
const uint32 | IDRV_TOUCHED_ZBIAS = 0x00000010 |
const uint32 | IDRV_TOUCHED_COLOR = 0x00000020 |
const uint32 | IDRV_TOUCHED_LIGHTING = 0x00000040 |
const uint32 | IDRV_TOUCHED_DEFMAT = 0x00000080 |
const uint32 | IDRV_TOUCHED_ZWRITE = 0x00000100 |
const uint32 | IDRV_TOUCHED_DOUBLE_SIDED = 0x00000200 |
const uint32 | IDRV_TOUCHED_LIGHTMAP = 0x00000400 |
const uint32 | IDRV_TOUCHED_ALPHA_TEST = 0x00000800 |
const uint32 | IDRV_TOUCHED_ALPHA_TEST_THRE = 0x00001000 |
const uint32 | IDRV_TOUCHED_TEX [IDRV_MAT_MAXTEXTURES] |
const uint32 | IDRV_TOUCHED_ALL = 0xFFFFFFFF |
const uint32 | IDRV_MAT_HIDE = 0x00000001 |
const uint32 | IDRV_MAT_TSP = 0x00000002 |
const uint32 | IDRV_MAT_ZWRITE = 0x00000004 |
const uint32 | IDRV_MAT_ZLIST = 0x00000008 |
const uint32 | IDRV_MAT_LIGHTING = 0x00000010 |
const uint32 | IDRV_MAT_SPECULAR = 0x00000020 |
const uint32 | IDRV_MAT_DEFMAT = 0x00000040 |
const uint32 | IDRV_MAT_BLEND = 0x00000080 |
const uint32 | IDRV_MAT_DOUBLE_SIDED = 0x00000100 |
const uint32 | IDRV_MAT_ALPHA_TEST = 0x00000200 |
const uint32 | IDRV_MAT_TEX_ADDR = 0x00000400 |
const uint32 | IDRV_MAT_LIGHTED_VERTEX_COLOR = 0x00000800 |
const uint32 | IDRV_MAT_GEN_TEX_0 = 0x00001000 |
| automatic texture coordinate generation. More...
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const uint32 | IDRV_MAT_GEN_TEX_1 = 0x00002000 |
const uint32 | IDRV_MAT_GEN_TEX_2 = 0x00004000 |
const uint32 | IDRV_MAT_GEN_TEX_3 = 0x00008000 |
const uint32 | IDRV_MAT_GEN_TEX_4 = 0x00010000 |
const uint32 | IDRV_MAT_GEN_TEX_5 = 0x00020000 |
const uint32 | IDRV_MAT_GEN_TEX_6 = 0x00040000 |
const uint32 | IDRV_MAT_GEN_TEX_7 = 0x00080000 |
const uint32 | IDRV_MAT_USER_TEX_0_MAT = 0x00100000 |
| user texture matrix. More...
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const uint32 | IDRV_MAT_USER_TEX_1_MAT = 0x00200000 |
const uint32 | IDRV_MAT_USER_TEX_2_MAT = 0x00400000 |
const uint32 | IDRV_MAT_USER_TEX_3_MAT = 0x00800000 |
const uint32 | IDRV_MAT_USER_TEX_4_MAT = 0x01000000 |
const uint32 | IDRV_MAT_USER_TEX_5_MAT = 0x02000000 |
const uint32 | IDRV_MAT_USER_TEX_6_MAT = 0x04000000 |
const uint32 | IDRV_MAT_USER_TEX_7_MAT = 0x08000000 |
const uint32 | IDRV_MAT_USER_TEX_MAT_ALL = 0x0FF00000 |
const uint32 | IDRV_MAT_USER_TEX_FIRST_BIT = 20 |
const NLMISC::CClassId | MeshBaseInstanceId = NLMISC::CClassId(0xef44331, 0x739f6bcf) |
const NLMISC::CClassId | MeshInstanceId = NLMISC::CClassId(0x6bfe0a34, 0x23b26dc9) |
const NLMISC::CClassId | MeshMRMInstanceId = NLMISC::CClassId(0xec608f3, 0x1111c33) |
const uint | NL_BlockByteL1 = 4096 |
const NLMISC::CClassId | MeshMultiLodInstanceId = NLMISC::CClassId(0x1ade6ef8, 0x75c5a84) |
const uint | VPLightConstantStart = 24 |
const char * | PPLightingVPCodeBegin |
| We store the first tangent vector of the tangent space in v[8]. More...
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const char * | PPLightingVPNormalizeCodeBegin |
| The same as above, but for skin / MRM : This normalize the tangent basis. More...
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const char * | PPLightingNoSpecVPCodeBegin |
const char * | PPLightingVPNormalizeNoSpecCodeBegin |
| Omni light with normalization and no specular. More...
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const char * | PPLightingDirectionnalVPCodeBegin |
| We store the direction of the light rather than its position The direction must be normalized and expressed in model space. More...
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const char * | PPLightingDirectionnalVPNormalizeCodeBegin |
const char * | PPLightingDirectionnalNoSpecVPCodeBegin |
const char * | PPLightingDirectionnalNoSpecVPNormalizeCodeBegin |
const char * | PPLightingVPCodeEnd |
const char * | WindTreeVPCodeWave |
const char * | WindTreeVPCodeEnd |
const sint | QuadDepth = 10 |
const sint | GridSize = 512 |
const float | GridEltSize = 2 |
const float | NL3D_OO255 = 1.0f / 255 |
CRandomGrid3D | NL3D_RandomGrid3D |
const float | PSDefaultMaxViewDist = 300.f |
| the default max distance of view for particle systems. More...
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const uint | MaxPSUserParam = 4 |
| number user params for a particle system. More...
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const NLMISC::CClassId | ParticleSystemModelId = NLMISC::CClassId(0x3a9b1dc3, 0x49627ff0) |
const uint | NL3DDecompressLumelFactor0Case0 [8] |
const uint | NL3DDecompressLumelFactor1Case0 [8] |
const uint | NL3DDecompressLumelFactor0Case1 [6] |
const uint | NL3DDecompressLumelFactor1Case1 [6] |
uint | NL3DPixelStartLumel [4] = {0, 4*3, 3, 0} |
uint | NL3DDeltaLumel [4] = {4, 1, 4, 1} |
const NLMISC::CClassId | PointLightModelId = NLMISC::CClassId(0x7e842eba, 0x140b6c69) |
const float | MaxInputValue = 1.0f |
| Here we define attribute maker, that is object that can produce an attribute following some rule. More...
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const uint | PSBinOpBufSize = 1024 |
| The size of the buffer use for intermediate operations with a binary operator. More...
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const uint | dotBufSize = 1024 |
const uint | emitterBuffSize = 512 |
const uint | FanLightBufSize = 128 |
const uint | NumVertsInBuffer = 4 * FanLightBufSize |
const uint | BFNumPredefinedPos = 8192 |
| Brownian force implementation. More...
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const uint | BFPredefinedNumInterp = 256 |
const uint | BFNumPrecomputedImpulsions = 1024 |
| this should divide BFNumPredefinedPos. More...
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const uint32 | DefaultMaxLocatedInstance = 1 |
const uint32 | PSForce = 0 |
const uint32 | PSParticle = 1 |
const uint32 | PSEmitter = 2 |
const uint32 | PSLight = 3 |
const uint32 | PSZone = 4 |
const uint32 | PSSound = 5 |
const uint | ConstraintMeshMaxNumVerts = 512 |
const uint | ConstraintMeshBufSize = 64 |
const uint | ConstraintMeshMaxNumPrerotatedModels = 32 |
NLMISC::CRGBA | GradientB2W [] = {NLMISC::CRGBA(0, 0, 0, 0), NLMISC::CRGBA(255, 255, 255, 255) } |
const uint | EndRibbonStorage = 1 |
const float | ZEpsilon = 10E-3f |
const float | NormEpsilon = 10E-8f |
const uint | ShockWaveBufSize = 128 |
const uint | SoundBufSize = 1024 |
const float | PSCollideEpsilon = 10E-3f |
| This epsilon is in meter and give a thickness to surfaces for tests. More...
|
const NLMISC::CClassId | QuadGridClipClusterId = NLMISC::CClassId(0x31d517aa, 0x2c4357a0) |
const char * | LightingVPFragmentNormalize |
const char * | LightingVPFragmentNoSpecular_Begin |
const char * | LightingVPFragmentNoSpecular_PL [] |
const char * | LightingVPFragmentNoSpecular_End |
const char * | LightingVPFragmentSpecular_Begin |
const char * | LightingVPFragmentSpecular_PL [] |
const char * | LightingVPFragmentSpecular_End |
const NLMISC::CClassId | RenderTravId = NLMISC::CClassId(0x572456ee, 0x3db55f23) |
const NLMISC::CClassId | RootModelId = NLMISC::CClassId(0x25f0505d, 0x75c69f9) |
const NLMISC::CClassId | SkeletonModelId = NLMISC::CClassId(0x7d4703b4, 0x43ad6ab1) |
const NLMISC::CClassId | SkipModelId = NLMISC::CClassId(0x143f5849, 0x2847496e) |
const uint8 | TileUvFmtNormal1 = 0 |
const uint8 | TileUvFmtNormal2 = 1 |
const uint8 | TileUvFmtNormal3 = 2 |
const uint8 | TileUvFmtNormal4 = 3 |
const uint8 | TileUvFmtNormal5 = 4 |
const float | TileSize = 128 |
const float | OO32768 = 1.0f/0x8000 |
const int | TextureSizeX = 1024 |
const int | TextureSizeY = 1024 |
const int | Categories [TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32, 64 } |
const int | NbLine [TEXTUREFONT_NBCATEGORY] = { 8, 24, 16, 4, 1 } |
CTrackKeyFramerTCBFloat | ttoto0 |
CTrackKeyFramerTCBVector | ttoto1 |
CTrackKeyFramerTCBQuat | ttoto2 |
CTrackKeyFramerTCBInt | ttoto3 |
CTrackKeyFramerTCBRGBA | ttoto8 |
CTrackKeyFramerBezierFloat | ttoto4 |
CTrackKeyFramerBezierVector | ttoto5 |
CTrackKeyFramerBezierQuat | ttoto6 |
CTrackKeyFramerBezierInt | ttoto7 |
CTrackKeyFramerBezierRGBA | ttoto9 |
CTrackKeyFramerLinearFloat | lattoto10 |
CTrackKeyFramerLinearVector | lattoto11 |
CTrackKeyFramerLinearQuat | lattoto12 |
CTrackKeyFramerLinearInt | lattoto13 |
CTrackKeyFramerLinearRGBA | lattoto14 |
CTrackKeyFramerConstFloat | attoto10 |
CTrackKeyFramerConstVector | attoto11 |
CTrackKeyFramerConstQuat | attoto12 |
CTrackKeyFramerConstInt | attoto13 |
CTrackKeyFramerConstRGBA | attoto16 |
CTrackKeyFramerConstString | attoto14 |
CTrackKeyFramerConstBool | attoto15 |
const double | NL3D_OO32767 = 1.0f/32767 |
const double | NL3D_OO65535 = 1.0f/65535 |
const NLMISC::CClassId | TransformId = NLMISC::CClassId(0x174750cb, 0xf952024) |
const NLMISC::CClassId | TransformShapeId = NLMISC::CClassId(0x1e6115e6, 0x63502517) |
const NLMISC::CClassId | VegetableBlendLayerModelId = NLMISC::CClassId(0x77375163, 0x2fca1003) |
const char * | NL3D_FastBendProgram |
const char * | NL3D_BendProgramP0 |
const char * | NL3D_BendProgramP1 |
const string | NL3D_BendProgram = string(NL3D_BendProgramP0) + string(NL3D_BendProgramP1) |
const char * | NL3D_LightedStartVegetableProgram |
const char * | NL3D_LightedMiddle1SidedVegetableProgram |
const char * | NL3D_LightedMiddle2SidedVegetableProgram |
const char * | NL3D_UnlitStartVegetableProgram |
const char * | NL3D_UnlitMiddle1SidedVegetableProgram |
const char * | NL3D_UnlitMiddle2SidedVegetableProgram |
const char * | NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram |
const char * | NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram |
const char * | NL3D_CommonEndVegetableProgram |
const char * | NL3D_SimpleStartVegetableProgram |
CVegetableQuadrant | InitVegetableQuadrant |
const uint | TileDescNodeAllocatorBlockSize = 40000 |
const uint | PatchQuadBlockAllocatorBlockSize = 160 |
const uint | NumWaterMap = 3 |
| This class is a portion of water, it encodes its height, and simulates its propagation. More...
|
const char * | WaterVPStartCode |
| The first part of the program does the following : Compute linear distance to eye Attenuate height with distance Attenuate normal with distance (e.g at max distance, the normal is (0, 0, 1) Transform vertex pos into view space compute fog coordinate At the end of the program we got : R1 = (eye - vertex).normed() R0 = Attenuated normal at vertex R4 = position of point with attenuated height. More...
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const char * | WaterVpBump2LayersCode |
| This part of vertex program compute 2 layers of bump (for use with texture shaders). More...
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const char * | WaterVpBump1LayersCode |
| Version with one bump map only (Texture shaders support chaining of offset textures, EMBM does not). More...
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const char * | WaterVpDiffuseMapStage3Code |
| Optionnal diffuse texture in stage 3. More...
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const char * | WaterVpDiffuseMapStage2Code |
| Optionnal diffuse texture in stage 2. More...
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const char * | WaterVpDiffuseMapStage1Code |
| Optionnal diffuse texture in stage 1. More...
|
const char * | WaterVpNoBumpCode |
const CVertexBuffer::TValue | WATER_VB_POS = CVertexBuffer::Position |
const CVertexBuffer::TValue | WATER_VB_DX = CVertexBuffer::TexCoord0 |
const NLMISC::CClassId | WaterModelClassId = NLMISC::CClassId(0x41a0732e, 0x6c664506) |
const NLMISC::CClassId | WaveMakerModelClassId = NLMISC::CClassId(0x16da3356, 0x7dec65fd) |
Detailed Description
This namespace contains all 3D class.
Typedef Documentation
typedef float NL3D::CAnimationTime
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Animation time in second.
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Author:
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Cyril 'Hulud' Corvazier , Nevrax France
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Date:
-
2001
Definition at line 43 of file animation_time.h. |
typedef CKey<bool> NL3D::CKeyBool
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typedef CKey<float> NL3D::CKeyFloat
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typedef CKey<std::string> NL3D::CKeyString
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typedef CKeyTCB<float> NL3D::CKeyTCBFloat
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typedef void(* NL3D::emptyProc)(void)
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typedef IDriver*(* NL3D::IDRV_CREATE_PROC)(void)
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typedef uint32(* NL3D::IDRV_VERSION_PROC)(void)
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typedef TEdgeMap::iterator NL3D::ItEdgeMap
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typedef TShaderPtrList::iterator NL3D::ItShaderPtrList
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typedef TTexDrvInfoPtrMap::iterator NL3D::ItTexDrvInfoPtrMap
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typedef TTexDrvSharePtrList::iterator NL3D::ItTexDrvSharePtrList
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typedef TVBDrvInfoPtrList::iterator NL3D::ItVBDrvInfoPtrList
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typedef TVtxPrgDrvInfoPtrList::iterator NL3D::ItVtxPrgDrvInfoPtrList
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typedef std::map<uint16, CZone*>::iterator NL3D::ItZoneMap
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Definition at line 57 of file src/3d/zone.h.
Referenced by NL3D::CLandscape::averageTesselationVertices, NL3D::CLandscape::buildCollideFaces, NL3D::CLandscape::checkBinds, NL3D::CLandscape::clip, NL3D::CZone::compile, NL3D::CLandscape::enableVegetable, NL3D::CLandscape::excludePatchFromRefineAll, NL3D::CLandscape::forceMergeAtTileLevel, NL3D::CLandscape::refineAll, NL3D::CZone::release, NL3D::CLandscape::removeAllPointLights, NL3D::CLandscape::render, NL3D::CLandscape::resetRenderFarAndDeleteVBFV, and NL3D::CLandscape::setPointLightFactor. |
typedef std::vector<GfxMode> NL3D::ModeList
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typedef float NL3D::TAnimationTime
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Definition at line 44 of file animation_time.h.
Referenced by NL3D::ITrackKeyFramer< CKeyBezierQuat >::addKey, NL3D::CPSConstraintMesh::draw, NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs, NL3D::CTrackSampledVector::eval, NL3D::CTrackSampledQuat::eval, NL3D::ITrackKeyFramer< CKeyBezierQuat >::eval, NL3D::ITrackDefault::eval, CTrackKeyFramerTCB< CKeyTCBQuat, NLMISC::CAngleAxis >::evalKey, CTrackKeyFramerTCB::evalKey, NL3D::CTrackKeyFramerLinear< CKeyRGBA, NLMISC::CRGBA >::evalKey, NL3D::CTrackKeyFramerLinear< CKeyQuat, CQuat >::evalKey, NL3D::CTrackKeyFramerLinear< CKeyFloat, float >::evalKey, NL3D::CTrackKeyFramerConstBlendable< CKeyQuat, CQuat >::evalKey, NL3D::CTrackKeyFramerConstNotBlendable< CKeyString, std::string >::evalKey, CTrackKeyFramerBezier< CKeyBezierQuat, CQuat >::evalKey, CTrackKeyFramerBezier::evalKey, NL3D::CTrackSampledCommon::evalTime, NL3D::CParticleSystem::getAccurateIntegrationParams, NL3D::CTrackSampledCommon::getBeginTime, NL3D::ITrackKeyFramer< CKeyBezierQuat >::getBeginTime, NL3D::ITrackDefault::getBeginTime, NL3D::CAnimation::getBeginTime, NL3D::CParticleSystem::getDelayBeforeDeathConditionTest, NL3D::CScene::getEllapsedTime, NL3D::CParticleSystemModel::getEllapsedTime, NL3D::CTrackSampledCommon::getEndTime, NL3D::ITrackKeyFramer< CKeyBezierQuat >::getEndTime, NL3D::ITrackDefault::getEndTime, NL3D::CAnimation::getEndTime, NL3D::CPSLocated::getInitialLife, NL3D::ITrackKeyFramer::getKeysInRange, NL3D::CPlayListUser::getLocalTime, NL3D::CAnimationPlaylist::getLocalTime, NL3D::CWaveMakerShape::getPeriod, NL3D::CFlareShape::getPersistence, NL3D::CWaterHeightMap::getPropagationTime, NL3D::ITrackKeyFramer< CKeyBezierQuat >::getRangeDelta, NL3D::CPSRibbonBase::getSegDuration, NL3D::CParticleSystem::getSystemDate, NL3D::ITrack::interpolate, NL3D::CParticleSystem::interpolatePosDelta, NL3D::CPSConstraintMesh::makePrerotatedVb, NL3D::CPSLocated::newElement, NL3D::CPSTurbulForceFunc::operator(), NL3D::CPSFluidFrictionFunctor::operator(), NL3D::CPSFloatCurveFunctor::operator(), NL3D::CPSValueGradientFunc< sint32 >::operator(), NL3D::CPSValueBlendSampleFunc< NLMISC::CRGBA, n >::operator(), NL3D::CPSValueBlendFunc< sint32 >::operator(), NL3D::CIsotropicForceT::performDynamic, NL3D::CPSBrownianForce::performDynamic, NL3D::CPSMagneticForce::performDynamic, NL3D::CPSCylindricVortex::performDynamic, NL3D::CPSSpring::performDynamic, NL3D::CPSCentralGravity::performDynamic, NL3D::CPSGravity::performDynamic, NL3D::CPSDirectionnalForce::performDynamic, NL3D::CPSZoneRectangle::performMotion, NL3D::CPSZoneCylinder::performMotion, NL3D::CPSZoneDisc::performMotion, NL3D::CPSZoneSphere::performMotion, NL3D::CPSZonePlane::performMotion, NL3D::CPSLocated::performParametricMotion, NL3D::CParticleSystemProcess::performParametricMotion, NL3D::CParticleSystemManager::processAnimate, NL3D::CPSEmitter::processEmitConsistent, NL3D::CPSEmitter::processRegularEmission, NL3D::CPSEmitter::processRegularEmissionConsistent, NL3D::CParticleSystemShape::render, NL3D::CParticleSystem::setAccurateIntegrationParams, NL3D::CParticleSystem::setDelayBeforeDeathConditionTest, NL3D::CParticleSystemModel::setEllapsedTime, NL3D::CPSLocated::setInitialLife, NL3D::CAnimation::setMinEndTime, NL3D::CWaveMakerShape::setPeriod, NL3D::CFlareShape::setPersistence, NL3D::CPSRibbonBase::setSegDuration, NL3D::CChannelMixer::setSlotTime, NL3D::CAnimationPlaylist::setupMixer, NL3D::CPSZoneRectangle::show, NL3D::CPSZoneCylinder::show, NL3D::CPSZoneDisc::show, NL3D::CPSZoneSphere::show, NL3D::CPSZonePlane::show, NL3D::CPSBrownianForce::show, NL3D::CIsotropicForceT< CPSFluidFrictionFunctor >::show, NL3D::CPSCylindricVortex::show, NL3D::CPSSpring::show, NL3D::CPSCentralGravity::show, NL3D::CPSGravity::show, NL3D::CPSDirectionnalForce::show, NL3D::CPSZone::step, NL3D::CPSTailDot::step, NL3D::CPSSound::step, NL3D::CPSRibbonLookAt::step, NL3D::CPSRibbon::step, NL3D::CPSParticle::step, NL3D::CPSConstraintMesh::step, NL3D::CPSMesh::step, NL3D::CPSLocated::step, NL3D::CPSForce::step, NL3D::CPSFace::step, NL3D::CPSEmitter::step, NL3D::CParticleSystem::step, NL3D::CParticleSystem::stepLocated, NL3D::CWaveMakerDetailObs::traverse, NL3D::CParticleSystemDetailObs::traverse, NL3D::ITrackKeyFramer< CKeyBezierQuat >::unlockRange, NL3D::CPSRibbonBase::updateGlobals, and NL3D::CPSLocated::updateLife. |
typedef std::deque<CEdge> NL3D::TEdgeList
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typedef double NL3D::TGlobalAnimationTime
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Definition at line 45 of file animation_time.h.
Referenced by NL3D::CSceneUser::animate, NL3D::CScene::animate, NL3D::CPlayListManagerUser::animate, NL3D::CPlayListManager::animate, NL3D::CLodCharacterShape::getAnimKey, NL3D::CScene::getCurrentTime, NL3D::CPlayListUser::getEndWeight, NL3D::CAnimationPlaylist::getEndWeight, NL3D::CPlayListUser::getLocalTime, NL3D::CAnimationPlaylist::getLocalTime, NL3D::CPlayListUser::getLocalWeight, NL3D::CAnimationPlaylist::getLocalWeight, NL3D::CSkeletonUser::getLodCharacterAnimTime, NL3D::CSkeletonModel::getLodCharacterAnimTime, NL3D::CPlayListUser::getStartWeight, NL3D::CAnimationPlaylist::getStartWeight, NL3D::CPlayListUser::getTimeOrigin, NL3D::CAnimationPlaylist::getTimeOrigin, NL3D::CAnimationPlaylist::getWeightValue, NL3D::CPlayListUser::setEndWeight, NL3D::CAnimationPlaylist::setEndWeight, NL3D::CSkeletonUser::setLodCharacterAnimTime, NL3D::CSkeletonModel::setLodCharacterAnimTime, NL3D::CPlayListUser::setStartWeight, NL3D::CAnimationPlaylist::setStartWeight, NL3D::CPlayListUser::setTimeOrigin, NL3D::CAnimationPlaylist::setTimeOrigin, and NL3D::CAnimationPlaylist::setupMixer. |
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Definition at line 149 of file ps_iterator.h.
Referenced by NL3D::CPSShockWave::draw, NL3D::CPSConstraintMesh::draw, NL3D::CPSFanLight::draw, NL3D::CPSFaceLookAt::draw, NL3D::CPSDot::draw, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make4, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::makeN, and NL3D::CPSFace::step. |
typedef CPSAttrib<float> NL3D::TPSAttribFloat
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typedef std::vector<CVectInfo> NL3D::TRibbonVect
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typedef volatile CZone* NL3D::TVolatileZonePtr
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Enumeration Type Documentation
enum NL3D::TPSProcessPass
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|
rendering and process passes for a particle system.
PSCollision : collisions with collision zones (see CPSZone) PSMotion : motion computation PSSolidRender : render particle that can modify z-buffer PSBlendRender : render transparency (no z-buffer write) PSToolRender : for edition purpose, show representations for forces, emitters... -
Enumeration values:
-
PSEmit |
|
PSCollision |
|
PSMotion |
|
PSSolidRender |
|
PSBlendRender |
|
PSToolRender |
|
Definition at line 53 of file particle_system_process.h.
Referenced by NL3D::CPSZone::step, NL3D::CPSTailDot::step, NL3D::CPSSound::step, NL3D::CPSRibbonLookAt::step, NL3D::CPSRibbon::step, NL3D::CPSParticle::step, NL3D::CPSConstraintMesh::step, NL3D::CPSMesh::step, NL3D::CPSLocated::step, NL3D::CPSForce::step, NL3D::CPSFace::step, NL3D::CPSEmitter::step, and NL3D::CParticleSystem::stepLocated. |
Function Documentation
void applyArraySkinTangentSpaceT |
( |
uint |
numMatrixes, |
|
|
uint32 * |
infPtr, |
|
|
CMesh::CSkinWeight * |
srcSkinPtr, |
|
|
CVector * |
srcVertexPtr, |
|
|
CVector * |
srcNormalPtr, |
|
|
CVector * |
tgSpacePtr, |
|
|
uint |
normalOff, |
|
|
uint |
tgSpaceOff, |
|
|
uint8 * |
destVertexPtr, |
|
|
CMatrix3x4SSEArray & |
boneMat3x4, |
|
|
uint |
vertexSize, |
|
|
uint |
nInf |
|
) |
[static] |
|
void applyArraySkinTangentSpaceT |
( |
uint |
numMatrixes, |
|
|
uint32 * |
infPtr, |
|
|
CMesh::CSkinWeight * |
srcSkinPtr, |
|
|
CVector * |
srcVertexPtr, |
|
|
CVector * |
srcNormalPtr, |
|
|
CVector * |
tgSpacePtr, |
|
|
uint |
normalOff, |
|
|
uint |
tgSpaceOff, |
|
|
uint8 * |
destVertexPtr, |
|
|
vector< CMatrix3x4 > & |
boneMat3x4, |
|
|
uint |
vertexSize, |
|
|
uint |
nInf |
|
) |
[static] |
|
void bilinearColorAndAdd |
( |
CRGBA |
corners[4], |
|
|
uint |
x, |
|
|
uint |
y, |
|
|
CRGBA & |
res |
|
) |
[inline] |
|
void bilinearColorAndModulate |
( |
CRGBA |
corners[4], |
|
|
uint |
x, |
|
|
uint |
y, |
|
|
CRGBA & |
res |
|
) |
[inline] |
|
float BilinFilter |
( |
float |
v0, |
|
|
float |
v1, |
|
|
float |
v2, |
|
|
float |
v3, |
|
|
float |
u, |
|
|
float |
v |
|
) |
[inline, static] |
|
void BlurBytesTab |
( |
const uint8 * |
src, |
|
|
uint8 * |
dest, |
|
|
uint |
size |
|
) |
[static] |
|
|
Build a cube map by using the given functor.
This also avoid headaches :) Each face is encoded in a memory texture -
Parameters:
-
mapSize |
the size of each tface of the cube map |
f |
a functor that helps to build the cube map. |
luminanceOnly |
When set to true, a luminance cube map is build. The luminance is taken from the alpha component of the color produced by the functor. Warning : this isn't supported anywhere. |
shareName |
a prefix for sharename. If not empty this allow each face of the cube map to be sharable (a number is append to the given string) |
Definition at line 99 of file cube_map_builder.cpp.
Referenced by NL3D::CDriverGL::getSpecularCubeMap. |
|
=========================================================================.
Definition at line 336 of file ps_ribbon.cpp. |
void BuildSlice |
( |
const NLMISC::CMatrix & |
mat, |
|
|
CVertexBuffer & |
vb, |
|
|
uint8 * |
currVert, |
|
|
uint32 |
vertexSize, |
|
|
const NLMISC::CVector & |
I, |
|
|
const NLMISC::CVector & |
K, |
|
|
TRibbonVect::iterator |
pos, |
|
|
TRibbonVect::iterator |
prev, |
|
|
TRibbonVect::iterator |
next, |
|
|
float |
ribSize |
|
) |
[inline, static] |
|
|
This add tangent space information to a vertex buffer.
The result is an added 3d texture coordinate that contains the T vector of the tangent space basis (T is oriented toward increasing s coordinates). The binormal can be computed in a vertex program by doing B = N ^ T. The input mesh build must provide a normal component. Moreover it must have at least one texture coordinate applied (this is needed to build coherent tangent space basis) -
Returns:
-
true if the conversion was possible
Definition at line 78 of file tangent_space_build.cpp. |
CVertexProgram* BuildWaterVP |
( |
bool |
diffuseMap, |
|
|
bool |
bumpMap, |
|
|
bool |
use2BumpMap |
|
) |
[static] |
|
void CheckForOpaqueAndTransparentFacesInMesh |
( |
const CMesh & |
m, |
|
|
bool & |
hasTransparentFaces, |
|
|
bool & |
hasOpaqueFaces |
|
) |
[static] |
|
|
Compensate particle position and age by using the given deltaT.
We need this in the case of low-framerate to get correct behaviour. Note that this can be deactivated (speed-quality tradeoff)
Definition at line 152 of file ps_emitter.cpp.
Referenced by NL3D::CPSEmitter::processEmitConsistent. |
template<class TMatrixArray> |
void computeBoneMatrixes3x4 |
( |
TMatrixArray & |
boneMat3x4, |
|
|
const vector< uint32 > & |
matInfs, |
|
|
const CSkeletonModel * |
skeleton |
|
) |
[inline] |
|
void computeDisplaceBilinear |
( |
float |
sTile, |
|
|
float |
tTile, |
|
|
float & |
sInc, |
|
|
float & |
tInc, |
|
|
float & |
sa, |
|
|
float & |
ta, |
|
|
float & |
sa1, |
|
|
float & |
ta1 |
|
) |
[inline, static] |
|
CRGBA computeLodLighting |
( |
const CVector & |
lightObjectSpace, |
|
|
const CVector & |
normalPtr, |
|
|
CRGBA |
ambient, |
|
|
CRGBA |
diffuse |
|
) |
[inline, static] |
|
void computePerturbation |
( |
const float |
x, |
|
|
const float |
y, |
|
|
float & |
dx, |
|
|
float & |
dy |
|
) |
[inline, static] |
|
|
compute the UV perturbation at one position of the screen (with screen mapped to 0..1, 0..1).
Definition at line 76 of file deform_2d.cpp. |
|
=========================================================================.
Definition at line 354 of file ps_ribbon.cpp. |
void computeVegetVertexLighting |
( |
const CVector & |
rotNormal, |
|
|
bool |
instanceDoubleSided, |
|
|
const CVector & |
sunDir, |
|
|
CRGBA |
primaryRGBA, |
|
|
CRGBA |
secondaryRGBA, |
|
|
CVegetableLightEx & |
vegetLex, |
|
|
CRGBA |
diffusePL[2], |
|
|
CRGBA * |
dstFront, |
|
|
CRGBA * |
dstBack |
|
) |
[inline] |
|
void computeVegetVertexLightingForceBestSided |
( |
const CVector & |
rotNormal, |
|
|
bool |
instanceDoubleSided, |
|
|
const CVector & |
sunDir, |
|
|
CRGBA |
primaryRGBA, |
|
|
CRGBA |
secondaryRGBA, |
|
|
CVegetableLightEx & |
vegetLex, |
|
|
CRGBA |
diffusePL[2], |
|
|
CRGBA * |
dstFront, |
|
|
CRGBA * |
dstBack |
|
) |
[inline] |
|
void convColor |
( |
CRGBA |
col, |
|
|
GLfloat |
glcol[4] |
|
) |
[static] |
|
uint convInputRegisterToVBFlag |
( |
uint |
index |
) |
[static] |
|
GLenum convSwizzleToGLFormat |
( |
CVPSwizzle::EComp |
comp, |
|
|
bool |
negate |
|
) |
[inline, static] |
|
void copyToValue |
( |
sint32 & |
value, |
|
|
const float & |
f |
|
) |
[inline] |
|
void copyToValue |
( |
NLMISC::CRGBA & |
col, |
|
|
const CVector & |
v |
|
) |
[inline] |
|
template<class T, class TKeyVal> |
void copyToValue |
( |
T & |
value, |
|
|
const TKeyVal & |
keyval |
|
) |
[inline] |
|
CMesh* CreateDummyShape |
( |
void |
|
) |
[static] |
|
ITexture* CreateGradientTexture |
( |
|
) |
[static] |
|
bool deleteElement |
( |
vector< sint > & |
array, |
|
|
sint |
elt |
|
) |
[static] |
|
void doSwizzle |
( |
GLuint |
res, |
|
|
GLuint |
in, |
|
|
GLenum |
outX, |
|
|
GLenum |
outY, |
|
|
GLenum |
outZ, |
|
|
GLenum |
outW |
|
) |
[static] |
|
void doWriteMask |
( |
GLuint |
res, |
|
|
GLuint |
in, |
|
|
GLenum |
outX, |
|
|
GLenum |
outY, |
|
|
GLenum |
outZ, |
|
|
GLenum |
outW |
|
) |
[static] |
|
void drawPassTriArray |
( |
CMaterial & |
mat |
) |
[inline, static] |
|
const std::string DummyShapeName |
( |
"dummy mesh shape" |
|
) |
|
|
std::string DummyTexName |
( |
"CTextureMultiFile:Dummy" |
|
) |
[static] |
|
|
private func : duplicate a mesh build It returns the index of the new texture coordinate or 0 if the conversion couldn't occur..
Definition at line 44 of file tangent_space_build.cpp. |
void fastClamp01 |
( |
float & |
x |
) |
[inline] |
|
sint fastFloor |
( |
float |
x |
) |
[inline, static] |
|
void fastFloorBegin |
( |
|
) |
[inline, static] |
|
void fastFloorEnd |
( |
|
) |
[inline, static] |
|
|
Private function used to fill a buffer with the same value by using the given subdivision.
NumStep and startValue are modified to give the steps that are above or equal to clampValue. -
Parameters:
-
value |
The value to fill the buffer with. |
clampValue |
A float such as startValue + n * deltaT < clampValue, where n is the number of value to fill. |
startValue |
The start value, used to get the number of steps, see clampValue. |
deltaT |
The step between values |
maxNumStep |
The max number of steps that can be filled. It is modified to |
destPos |
The destination, that will be filled with the given value |
stride |
Number of byte between each value to be copied |
Definition at line 61 of file ps_misc.h.
Referenced by NL3D::CPSLocated::integrateSingle, NL3D::CPSBrownianForce::integrateSingle, and NL3D::CPSGravity::integrateSingle. |
void FillWaterVB |
( |
uint8 *& |
vbPointer, |
|
|
float |
x, |
|
|
float |
y, |
|
|
float |
z, |
|
|
float |
nx, |
|
|
float |
ny |
|
) |
[inline, static] |
|
|
store a value in a water vertex buffer, and increment the pointer.
Definition at line 150 of file water_model.cpp. |
bool findElement |
( |
vector< sint > & |
array, |
|
|
sint |
elt |
|
) |
[static] |
|
void getBitPack |
( |
uint32 * |
bitPtr, |
|
|
uint32 & |
bitMask |
|
) |
[inline, static] |
|
GLenum getGlSrcTextureComponentType |
( |
GLint |
texSrcFormat |
) |
[static] |
|
GLint getGlSrcTextureFormat |
( |
ITexture & |
tex, |
|
|
GLint |
glfmt |
|
) |
[static] |
|
uint getMeshNumTri |
( |
const CMesh & |
m |
) |
[static] |
|
void GetTextureSize |
( |
ITexture * |
tex, |
|
|
uint & |
width, |
|
|
uint & |
height |
|
) |
[inline, static] |
|
|
===================================================================================================== This is used to get the size of a texture, with an optimisation in the case of texture files.
Definition at line 39 of file texture_grouped.cpp.
Referenced by NL3D::CTextureGrouped::setTextures. |
|
Startup initialisation.
-
Author:
-
Cyril Corvazier , Nevrax France
-
Date:
-
2000
Definition at line 35 of file init_3d.cpp. |
void IntegrateSpeed |
( |
uint |
count, |
|
|
float * |
src1, |
|
|
const float * |
src2, |
|
|
float |
ellapsedTime |
|
) |
[static] |
|
bool isDXTCFormat |
( |
GLint |
glfmt |
) |
[inline, static] |
|
CVector MakeRandomUnitVect |
( |
void |
|
) |
[static] |
|
bool matchEdge |
( |
const CVector2f & |
uv0, |
|
|
const CVector2f & |
uv1, |
|
|
const CVector2f & |
uva, |
|
|
const CVector2f & |
uvb |
|
) |
[inline, static] |
|
void mulAdd |
( |
CVector & |
tgt, |
|
|
const CVector & |
src, |
|
|
float |
f |
|
) |
[inline, static] |
|
void mulAddD |
( |
CVectorD & |
tgt, |
|
|
const CVector & |
src, |
|
|
double |
f |
|
) |
[inline, static] |
|
void NEL3DCalcBase |
( |
CVector & |
direction, |
|
|
CMatrix & |
matrix |
|
) |
[static] |
|
void NL3D_bilinearTileLightMap |
( |
CRGBA * |
tex |
) |
|
|
sint noiseCeil |
( |
float |
f |
) |
[inline] |
|
float noiseCeilF |
( |
float |
f |
) |
[inline] |
|
sint noiseFloor |
( |
float |
f |
) |
[inline] |
|
float noiseFloorF |
( |
float |
f |
) |
[inline] |
|
float NormalizeDsDt |
( |
uint16 * |
src, |
|
|
sint |
width, |
|
|
sint |
height, |
|
|
bool |
absolute |
|
) |
[static] |
|
bool operator< |
( |
const CEdge & |
e1, |
|
|
const CEdge & |
e2 |
|
) |
|
|
|
less operator on located bindable.
They're sorted in decreasing priority order
Definition at line 996 of file ps_located.h. |
sint OptFastFloor |
( |
float |
x |
) |
[inline] |
|
|
Definition at line 125 of file fast_floor.h.
Referenced by NL3D::CVegetableManager::addInstance, NL3D::CPatch::appendTileLightInfluences, NL3D::CHLSColorTexture::compressBlockRGB, NL3D::CLightingManager::computeModelLightContributions, NL3D::CFastHLSModifier::convertRGBABitmap, NL3D::CPSFaceLookAtHelper::drawLookAt, NL3D::CLodCharacterShape::endBoneColor, NL3D::CNoiseColorGradient::eval, NL3D::CRandomGrid3D::evalBiLinear, NL3D::CRandomGrid3D::evalNearest, NL3D::CVegetable::generateGroupEx, NL3D::CPatch::generateTileVegetable, NL3D::CPatch::getLumel, NL3D::CSurfaceLightGrid::getStaticLightSetup, NL3D::CPatch::getTileElement, NL3D::CTessFacePriorityList::insert, NL3D::CClipTrav::loadBalanceSkeletonCLod, NL3D::CSpinnerFunctor::operator(), NL3D::CPSFloatCurveFunctor::operator(), NL3D::CPSValueGradientFunc< sint32 >::operator(), NL3D::CPSValueBlendSampleFunc< NLMISC::CRGBA, n >::operator(), NL3D::CMeshBlender::prepareRenderForGlobalAlphaCoarseMesh, NL3D::CVegetableManager::render, NL3D::CMeshMRMGeom::render, NL3D::CMeshGeom::render, NL3D::CTransformLightObs::traverse, and NL3D::CRenderTrav::traverse. |
uint32 OptFastFloor24 |
( |
float |
x |
) |
[inline] |
|
void OptFastFloorBegin |
( |
|
) |
[inline] |
|
|
Definition at line 123 of file fast_floor.h.
Referenced by NL3D::CPSFaceLookAtHelper::drawLookAt, NL3D::CPSAttribMakerT::get, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::get, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make4, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::makeN, NL3D::CLandscape::refine, NL3D::CRenderTrav::traverse, and NL3D::CLandscape::updateLightingAll. |
void OptFastFloorBegin24 |
( |
|
) |
[inline] |
|
void OptFastFloorEnd |
( |
|
) |
[inline] |
|
|
Definition at line 124 of file fast_floor.h.
Referenced by NL3D::CPSFaceLookAtHelper::drawLookAt, NL3D::CPSAttribMakerT::get, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::get, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make4, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::makeN, NL3D::CLandscape::refine, NL3D::CRenderTrav::traverse, and NL3D::CLandscape::updateLightingAll. |
void OptFastFloorEnd24 |
( |
|
) |
[inline] |
|
float OptFastFractionnalPart |
( |
float |
x |
) |
[inline] |
|
template<class T> |
T PSBinOpAdd |
( |
T |
arg1, |
|
|
T |
arg2 |
|
) |
[inline] |
|
template<class T> |
T PSBinOpModulate |
( |
T |
arg1, |
|
|
T |
arg2 |
|
) |
[inline] |
|
|
Some template functions and some specialization for binary operations We don't override the usual operators, because we may want behaviour such as saturation, and this may be misleading with usual operators.
Definition at line 45 of file ps_attrib_maker_bin_op_inline.h.
Referenced by NL3D::CPSAttribMakerBinOp::get. |
template<class T> |
T PSBinOpSubtract |
( |
T |
arg1, |
|
|
T |
arg2 |
|
) |
[inline] |
|
void NL3D::PSRegisterColorAttribs |
( |
|
) |
|
|
void NL3D::PSRegisterFloatAttribs |
( |
|
) |
|
|
void NL3D::PSRegisterIntAttribs |
( |
|
) |
|
|
void NL3D::PSRegisterPlaneBasisAttribs |
( |
|
) |
|
|
template<typename T> |
T PSValueBlend |
( |
const T & |
t1, |
|
|
const T & |
t2, |
|
|
float |
alpha |
|
) |
[inline] |
|
CNoiseValue RandomGenerator |
( |
0 |
, |
|
|
1 |
, |
|
|
7. |
68f |
|
) |
[static] |
|
void NL3D::registerSerial3d |
( |
|
) |
|
|
bool sameDXTCFormat |
( |
ITexture & |
tex, |
|
|
GLint |
glfmt |
|
) |
[inline, static] |
|
uint ScaleFloatGE |
( |
float |
f, |
|
|
float |
deltaT, |
|
|
float |
clampValue, |
|
|
uint |
numStep |
|
) |
[inline] |
|
|
Find a quantity to add to a float f such as f + deltaT * numStep, be >= than a given float (endValue).
numStep is an integer,. It gives the number of steps used. If the number of steps is equal or greater than numStep, it is clamped to numStep -
Parameters:
-
-
Returns:
-
The number of steps.
Definition at line 41 of file ps_misc.h.
Referenced by NL3D::CPSBrownianForce::integrateSingle, and NL3D::CPSGravity::integrateSingle. |
bool setupARBMultiTexture |
( |
const char * |
glext |
) |
[static] |
|
bool setupARBTextureCompression |
( |
const char * |
glext |
) |
[static] |
|
bool setupARBTextureCubeMap |
( |
const char * |
glext |
) |
[static] |
|
bool setupATIEnvMapBumpMap |
( |
const char * |
glext |
) |
[static] |
|
bool setupATIVertexArrayObject |
( |
const char * |
glext |
) |
[static] |
|
bool setupATIXTextureEnvCombine3 |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTBlendColor |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTSecondaryColor |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTSeparateSpecularColor |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTTextureCompressionS3TC |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTTextureEnvCombine |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTVertexShader |
( |
const char * |
glext |
) |
[static] |
|
bool setupEXTVertexWeighting |
( |
const char * |
glext |
) |
[static] |
|
void SetupForMaterial |
( |
const CMaterial & |
mat, |
|
|
CScene * |
scene |
|
) |
[inline, static] |
|
bool setupNVTextureEnvCombine4 |
( |
const char * |
glext |
) |
[static] |
|
bool setupNVTextureShader |
( |
const char * |
glext |
) |
[static] |
|
bool setupNVVertexArrayRange |
( |
const char * |
glext |
) |
[static] |
|
bool setupNVVertexArrayRange2 |
( |
const char * |
glext |
) |
[static] |
|
bool setupNVVertexProgram |
( |
const char * |
glext |
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[static] |
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void SetupWaterVertex |
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sint |
qLeft, |
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sint |
qRight, |
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sint |
qUp, |
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sint |
qDown, |
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sint |
qSubLeft, |
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sint |
qSubDown, |
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const NLMISC::CVector & |
inter, |
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float |
invWaterRatio, |
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sint |
doubleWaterHeightMapSize, |
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CWaterHeightMap & |
whm, |
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uint8 *& |
vbPointer, |
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float |
offsetX, |
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float |
offsetY |
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) |
[static] |
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bool setupWGLARBPBuffer |
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const char * |
glext |
) |
[static] |
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void NL3D::SpawnedSourceEndedCallback |
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NLSOUND::USource * |
source, |
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void * |
userParam |
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) |
[inline] |
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void strReplaceAll |
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string & |
strInOut, |
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const string & |
tokenSrc, |
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const string & |
tokenDst |
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) |
[static] |
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void TroncFileName |
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char * |
sDest, |
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const char * |
sSrc |
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) |
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Variable Documentation
const uint NL3D::BFNumPrecomputedImpulsions = 1024
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const uint NL3D::BFNumPredefinedPos = 8192
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const uint NL3D::BFPredefinedNumInterp = 256
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const int NL3D::Categories[TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32, 64 }
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Definition at line 70 of file clip_trav.h.
Referenced by NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded, NL3D::CCluster::getClipObs, NL3D::IBaseLoadBalancingObs::init, NL3D::IBaseHrcObs::init, NL3D::IBaseRenderObs::init, NL3D::IBaseLightObs::init, NL3D::IBaseAnimDetailObs::init, NL3D::CScene::initGlobalnstanceGroup, NL3D::CTransform::initModel, NL3D::CQuadGridClipManager::newCaseModels, NL3D::CVegetableBlendLayerModel::registerBasic, NL3D::CTransformShape::registerBasic, NL3D::CTransform::registerBasic, NL3D::CSkipModel::registerBasic, NL3D::CRootModel::registerBasic, NL3D::CQuadGridClipCluster::registerBasic, NL3D::CParticleSystemModel::registerBasic, NL3D::CMeshMultiLodInstance::registerBasic, NL3D::CLandscapeModel::registerBasic, NL3D::CCoarseMeshManager::registerBasic, NL3D::CCluster::registerBasic, NL3D::CInstanceGroup::removeFromScene, and NL3D::CQuadGridClipManager::reset. |
const uint NL3D::ConstraintMeshBufSize = 64
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const uint NL3D::ConstraintMeshMaxNumPrerotatedModels = 32
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const uint NL3D::ConstraintMeshMaxNumVerts = 512
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const uint32 NL3D::DefaultMaxLocatedInstance = 1
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const uint NL3D::dotBufSize = 1024 [static]
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const uint NL3D::emitterBuffSize = 512
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const uint NL3D::EndRibbonStorage = 1
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const uint NL3D::FanLightBufSize = 128 [static]
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const float NL3D::GridEltSize = 2 [static]
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const sint NL3D::GridSize = 512 [static]
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Definition at line 50 of file hrc_trav.h.
Referenced by NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded, NL3D::CParticleSystemModel::getWorldMatrix, NL3D::IBaseLoadBalancingObs::init, NL3D::IBaseRenderObs::init, NL3D::IBaseLightObs::init, NL3D::IBaseClipObs::init, NL3D::IBaseAnimDetailObs::init, NL3D::CVegetableBlendLayerModel::initModel, NL3D::CTransform::initModel, NL3D::CInstanceGroup::linkRoot, NL3D::CQuadGridClipManager::newCaseModels, NL3D::CTransform::registerBasic, NL3D::CSkipModel::registerBasic, NL3D::CRootModel::registerBasic, NL3D::CCluster::registerBasic, NL3D::CScene::render, and NL3D::CSegRemanence::samplePos. |
const char* NL3D::IDRV_CREATE_PROC_NAME = "NL3D_createIDriverInstance"
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const uint32 NL3D::IDRV_MAT_ALPHA_TEST = 0x00000200
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const uint32 NL3D::IDRV_MAT_BLEND = 0x00000080
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const uint32 NL3D::IDRV_MAT_DEFMAT = 0x00000040
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const uint32 NL3D::IDRV_MAT_DOUBLE_SIDED = 0x00000100
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const uint32 NL3D::IDRV_MAT_GEN_TEX_0 = 0x00001000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_1 = 0x00002000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_2 = 0x00004000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_3 = 0x00008000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_4 = 0x00010000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_5 = 0x00020000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_6 = 0x00040000
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const uint32 NL3D::IDRV_MAT_GEN_TEX_7 = 0x00080000
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const uint32 NL3D::IDRV_MAT_HIDE = 0x00000001
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const uint32 NL3D::IDRV_MAT_LIGHTED_VERTEX_COLOR = 0x00000800
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const uint32 NL3D::IDRV_MAT_LIGHTING = 0x00000010
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const uint32 NL3D::IDRV_MAT_MAXTEXTURES = 4
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Definition at line 47 of file material.h.
Referenced by NL3D::CAnimatedMaterial::CAnimatedMaterial, NL3D::CDriverGL::CDriverGL, NL3D::CMaterialBase::CMaterialBase, NL3D::CMaterialBase::copyFromMaterial, NL3D::CMaterial::decompUserTexMat, NL3D::CInstanceMaterialUser::emptyTexture, NL3D::CMeshBaseInstance::enableAsyncTextureMode, NL3D::CMaterial::enableTexAddrMode, NL3D::CInstanceMaterialUser::enableUserTexMat, NL3D::CMaterial::enableUserTexMat, NL3D::CMaterial::flushTextures, NL3D::CPSConstraintMesh::forceStageModulationByColor, NL3D::CPSMaterial::forceTexturedMaterialStages, NL3D::CInstanceMaterialUser::getConstantColor, NL3D::CPSConstraintMesh::getGlobalTexAnim, NL3D::CInstanceMaterialUser::getLastTextureStage, NL3D::CMaterial::getTexAddressingMode, NL3D::CMaterial::getTexConstantColor, NL3D::CMaterial::getTexCoordGen, NL3D::CMaterial::getTexEnvMode, NL3D::CAnimatedMaterial::getTexMatUScaleName, NL3D::CAnimatedMaterial::getTexMatUTransName, NL3D::CAnimatedMaterial::getTexMatVScaleName, NL3D::CAnimatedMaterial::getTexMatVTransName, NL3D::CAnimatedMaterial::getTexMatWRotName, NL3D::CMaterial::getTexture, NL3D::CInstanceMaterialUser::getTextureFileName, NL3D::CInstanceMaterialUser::getUserTexMat, NL3D::CDriverGLStates::init, NL3D::CDriverGL::initEMBM, NL3D::CMaterial::initUnlit, NL3D::CMeshBaseInstance::isAsyncTextureReady, NL3D::CDriverGL::isEMBMSupportedAtStage, NL3D::CPSConstraintMesh::isStageModulationForced, NL3D::CInstanceMaterialUser::isTextureFile, NL3D::CInstanceMaterialUser::isUserTexMatEnabled, NL3D::CMaterial::isUserTexMatEnabled, NL3D::CMaterial::operator=, NL3D::CShapeBank::processWaitingShapes, NL3D::CAnimatedMaterial::registerToChannelMixer, NL3D::CMeshBaseInstance::releaseCurrentAsyncTextures, NL3D::CAsyncFileManager3D::CMeshLoad::run, NL3D::CMeshBaseInstance::selectTextureSet, NL3D::CMaterial::selectTextureSet, NL3D::CPSConstraintMesh::CGlobalTexAnims::serial, NL3D::CMaterial::serial, NL3D::CMaterialBase::serial, NL3D::CInstanceMaterialUser::setConstantColor, NL3D::CDriverGL::setEMBMMatrix, NL3D::CPSConstraintMesh::setGlobalTexAnim, NL3D::CMaterial::setShader, NL3D::CMaterial::setTexAddressingMode, NL3D::CMaterial::setTexCoordGen, NL3D::CMaterial::setTexEnvMode, NL3D::CMaterial::setTexture, NL3D::CInstanceMaterialUser::setTextureFileName, NL3D::CInstanceMaterialUser::setUserTexMat, NL3D::CMeshBaseInstance::startAsyncTextureLoading, NL3D::CMaterial::texConstantColor, NL3D::CMaterial::texEnvArg0Alpha, NL3D::CMaterial::texEnvArg0RGB, NL3D::CMaterial::texEnvArg1Alpha, NL3D::CMaterial::texEnvArg1RGB, NL3D::CMaterial::texEnvOpAlpha, NL3D::CMaterial::texEnvOpRGB, NL3D::CMaterial::texturePresent, and NL3D::CAnimatedMaterial::update. |
const uint32 NL3D::IDRV_MAT_SPECULAR = 0x00000020
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const uint32 NL3D::IDRV_MAT_TEX_ADDR = 0x00000400
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const uint32 NL3D::IDRV_MAT_TSP = 0x00000002
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const uint32 NL3D::IDRV_MAT_USER_TEX_0_MAT = 0x00100000
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const uint32 NL3D::IDRV_MAT_USER_TEX_1_MAT = 0x00200000
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const uint32 NL3D::IDRV_MAT_USER_TEX_2_MAT = 0x00400000
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const uint32 NL3D::IDRV_MAT_USER_TEX_3_MAT = 0x00800000
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const uint32 NL3D::IDRV_MAT_USER_TEX_4_MAT = 0x01000000
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const uint32 NL3D::IDRV_MAT_USER_TEX_5_MAT = 0x02000000
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const uint32 NL3D::IDRV_MAT_USER_TEX_6_MAT = 0x04000000
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const uint32 NL3D::IDRV_MAT_USER_TEX_7_MAT = 0x08000000
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const uint32 NL3D::IDRV_MAT_USER_TEX_FIRST_BIT = 20
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const uint32 NL3D::IDRV_MAT_USER_TEX_MAT_ALL = 0x0FF00000
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const uint32 NL3D::IDRV_MAT_ZLIST = 0x00000008
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const uint32 NL3D::IDRV_MAT_ZWRITE = 0x00000004
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const uint32 NL3D::IDRV_TOUCHED_ALL = 0xFFFFFFFF
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const uint32 NL3D::IDRV_TOUCHED_ALPHA_TEST = 0x00000800
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const uint32 NL3D::IDRV_TOUCHED_ALPHA_TEST_THRE = 0x00001000
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const uint32 NL3D::IDRV_TOUCHED_BLEND = 0x00000002
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const uint32 NL3D::IDRV_TOUCHED_BLENDFUNC = 0x00000001
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const uint32 NL3D::IDRV_TOUCHED_COLOR = 0x00000020
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const uint32 NL3D::IDRV_TOUCHED_DEFMAT = 0x00000080
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const uint32 NL3D::IDRV_TOUCHED_DOUBLE_SIDED = 0x00000200
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const uint32 NL3D::IDRV_TOUCHED_LIGHTING = 0x00000040
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const uint32 NL3D::IDRV_TOUCHED_LIGHTMAP = 0x00000400
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const uint32 NL3D::IDRV_TOUCHED_SHADER = 0x00000004
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const uint32 NL3D::IDRV_TOUCHED_ZBIAS = 0x00000010
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const uint32 NL3D::IDRV_TOUCHED_ZFUNC = 0x00000008
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const uint32 NL3D::IDRV_TOUCHED_ZWRITE = 0x00000100
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const char* NL3D::IDRV_VERSION_PROC_NAME = "NL3D_interfaceVersion"
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const char* NL3D::LightingVPFragmentNormalize [static]
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const char* NL3D::LightingVPFragmentNoSpecular_Begin [static]
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Initial value:
" \n\
# Global Ambient. \n\
MOV R2, c[CTS+0]; \n\
\n\
# Diffuse Sun \n\
DP3 R0.x, R6, c[CTS+5]; # R0.x= normal*-lightDir \n\
LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\
MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\
"
Definition at line 772 of file render_trav.cpp.
Referenced by NL3D::CRenderTrav::getLightVPFragment. |
const char* NL3D::LightingVPFragmentNoSpecular_End [static]
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const char* NL3D::LightingVPFragmentNoSpecular_PL[] [static]
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Initial value:
{
" # Diffuse PointLight 0. \n\
ADD R0, c[CTS+6], -R5; # R0= lightPos-vertex \n\
DP3 R0.w, R0, R0; # normalize R0. \n\
RSQ R0.w, R0.w; \n\
MUL R0, R0, R0.w; \n\
DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\
LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\
MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\
",
" # Diffuse PointLight 1. \n\
ADD R0, c[CTS+7], -R5; # R0= lightPos-vertex \n\
DP3 R0.w, R0, R0; # normalize R0. \n\
RSQ R0.w, R0.w; \n\
MUL R0, R0, R0.w; \n\
DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\
LIT R0.y, R0; # R0.y= R0.x clamped \n\
MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\
",
" # Diffuse PointLight 2. \n\
ADD R0, c[CTS+8], -R5; # R0= lightPos-vertex \n\
DP3 R0.w, R0, R0; # normalize R0. \n\
RSQ R0.w, R0.w; \n\
MUL R0, R0, R0.w; \n\
DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\
LIT R0.y, R0; # R0.y= R0.x clamped \n\
MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\
"
}
Definition at line 784 of file render_trav.cpp.
Referenced by NL3D::CRenderTrav::getLightVPFragment. |
const char* NL3D::LightingVPFragmentSpecular_Begin [static]
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Initial value:
" \n\
# Global Ambient. \n\
MOV R2, c[CTS+0]; \n\
\n\
# Always keep Specular exponent in R0.w \n\
MOV R0.w, c[CTS+5].w; \n\
\n\
# Compute vertex-to-eye vector normed. \n\
ADD R4, c[CTS+11], -R5; \n\
DP3 R4.w, R4, R4; \n\
RSQ R4.w, R4.w; \n\
MUL R4, R4, R4.w; \n\
\n\
# Diffuse-Specular Sun \n\
# Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\
ADD R1.xyz, c[CTS+9], R4; # R1= halfAngleVector \n\
DP3 R1.w, R1, R1; # normalize R1. \n\
RSQ R1.w, R1.w; \n\
MUL R1.xyz, R1, R1.w; \n\
# Compute Factors and colors. \n\
DP3 R0.x, R6, c[CTS+9]; # R0.x= normal*-lightDir \n\
DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\
LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\
MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\
MUL R3, R0.z, c[CTS+5]; # R3= specular color. \n\
"
Definition at line 824 of file render_trav.cpp.
Referenced by NL3D::CRenderTrav::getLightVPFragment. |
const char* NL3D::LightingVPFragmentSpecular_End [static]
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Initial value:
" # output directly to secondary color. \n\
MAD o[COL1], R0.z, c[CTS+8], R3; # final summed specular color. \n\
\n\
# output diffuse to o[COL0], replacing alpha with material alpha. \n\
MAD o[COL0], R2, c[CTS+10].zzzx, c[CTS+10].xxxw; \n\
"
Definition at line 912 of file render_trav.cpp.
Referenced by NL3D::CRenderTrav::getLightVPFragment. |
const char* NL3D::LightingVPFragmentSpecular_PL[] [static]
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const uint NL3D::MaxFlareNum = 10
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const float NL3D::MaxInputValue = 1.0f
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Here we define attribute maker, that is object that can produce an attribute following some rule.
This allow, for example, creation of a color gradient, or color flicker, size strectching and so on... See also particle_system.h and ps_located.h.
Definition at line 96 of file ps_attrib_maker.h.
Referenced by NL3D::CFClampSquareDot3AddIterator::get, NL3D::CFClampDot3AddIterator::get, NL3D::CFSquareDot3AddIterator::get, NL3D::CFDot3AddIterator::get, NL3D::CPSAttribMakerT::get, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::make4ByIterator, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::makeByIterator, NL3D::CPSAttribMakerT< uint32, CPSValueBlendFunc< uint32 > >::makeNByIterator, and NL3D::CParticleSystem::setUserParam. |
const uint NL3D::MaxPSUserParam = 4
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number user params for a particle system.
Definition at line 61 of file particle_system.h.
Referenced by NL3D::CParticleSystem::bindGlobalValueToUserParam, NL3D::CParticleSystemModel::bypassGlobalUserParamValue, NL3D::CParticleSystemInstanceUser::bypassGlobalUserParamValue, NL3D::CParticleSystem::CParticleSystem, NL3D::CParticleSystem::getGlobalValueName, NL3D::CParticleSystemInstanceUser::getUserParam, NL3D::CParticleSystem::getUserParam, NL3D::CParticleSystemModel::isGlobalUserParamValueBypassed, NL3D::CParticleSystemInstanceUser::isGlobalUserParamValueBypassed, NL3D::CParticleSystemModel::reallocRsc, NL3D::CParticleSystemModel::releasePSPointer, NL3D::CParticleSystem::serial, NL3D::CParticleSystemInstanceUser::setUserParam, NL3D::CParticleSystem::setUserParam, NL3D::CParticleSystem::step, and NL3D::CParticleSystemDetailObs::traverse. |
const int NL3D::NbLine[TEXTUREFONT_NBCATEGORY] = { 8, 24, 16, 4, 1 }
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const sint NL3D::NbTilesMax = 65536
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const char* NL3D::NL3D_BendProgramP0
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Initial value:
"!!VP1.0 \n\
# compute time of animation: time*freqfactor + phase. \n\
MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\
\n\
# animation: f(x)= cos(x). compute a high precision cosinus \n\
EXP R0.y, R0.x; # fract part=> R0.y= [0,1] <=> [-Pi, Pi] \n\
MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\
# R0 must get a2, a4, a6, a8 \n\
MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\
MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\
MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\
# Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\
DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\
\n\
# R0.x= [-2, 0]. And we want a result in BendWeight/2*WindPower*[WindBendMin, 1] \n\
MAD R0.x, R0.x, c[17].z, c[17].y; # R0.x= WindPower*[WindBendMin, 1] \n\
MUL R0.x, R0.x, v[9].x; # R0.x= angle= BendWeight/2*WindPower*[WindBendMin, 1] \n\
\n\
# compute good precision sinus and cosinus, in R0.xy. \n\
# suppose that BendWeightMax/2== 2Pi/3 => do not need to fmod() nor \n\
# to have high order taylor serie \n\
DST R1.xy, R0.x, R0.x; # R1= 1, a2 \n\
MUL R1.z, R1.y, R1.y; # R1= 1, a2, a4 \n\
MUL R1.w, R1.y, R1.z; # R1= 1, a2, a4, a6 (cos serie) \n\
MUL R2, R1, R0.x; # R2= a, a3, a5, a7 (sin serie) \n\
DP4 R0.x, R1, c[19]; # R0.x= cos(a) \n\
DP4 R0.y, R2, c[20]; # R0.y= sin(a) \n\
"
Definition at line 386 of file vegetable_manager.cpp. |
const char* NL3D::NL3D_BendProgramP1
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const char* NL3D::NL3D_CommonEndVegetableProgram
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Initial value:
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R5; \n\
DP4 o[HPOS].y, c[1], R5; \n\
DP4 o[HPOS].z, c[2], R5; \n\
DP4 o[HPOS].w, c[3], R5; \n\
# copy Dynamic lightmap UV in stage0, from colors Alpha part. \n\
MOV o[TEX0].x, v[3].w; \n\
MOV o[TEX0].y, v[4].w; \n\
# copy diffuse texture uv to stage 1. \n\
MOV o[TEX1].xy, v[8]; \n\
END \n\
"
Definition at line 577 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_FastBendProgram
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Initial value:
"!!VP1.0 \n\
# compute time of animation: time*freqfactor + phase. \n\
MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\
\n\
# animation: use the 64 LUT entries \n\
EXP R0.y, R0.x; # fract part=> R0.y= [0,1[ \n\
MUL R0, R0.y, c[23].xyyy; # R0.x= [0,64[ \n\
ARL A0.x, R0.x; # A0.x= index in the LUT \n\
EXP R0.y, R0.x; # R0.y= R0.x-A0.x= fp (fract part) \n\
# lookup and lerp in one it: R0= value + fp * dv. \n\
MAD R0.xy, R0.y, c[A0.x+32].zwww, c[A0.x+32].xyww; \n\
\n\
# The direction and power of the wind is encoded in the LUT. \n\
# Scale now by vertex BendFactor (stored in v[0].w) \n\
MAD R5, R0, v[0].w, v[0].xyzw; \n\
# compute 1/norm, and multiply by original norm stored in v[9].x \n\
DP3 R0.x, R5, R5; \n\
RSQ R0.x, R0.x; \n\
MUL R0.x, R0.x, v[9].x; \n\
# mul by this factor, and add to center \n\
MAD R5, R0.xxxw, R5, v[10]; \n\
\n\
# make local to camera pos. Important for ZBuffer precision \n\
ADD R5, R5, -c[10]; \n\
"
Definition at line 316 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_LandscapeCommonStartProgram
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const char* NL3D::NL3D_LandscapeFar0EndProgram
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Initial value:
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R1; \n\
DP4 o[HPOS].y, c[1], R1; \n\
DP4 o[HPOS].z, c[2], R1; \n\
DP4 o[HPOS].w, c[3], R1; \n\
MOV o[TEX0].xy, v[8]; \n\
MOV o[TEX1].xy, v[9]; \n\
DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\
END \n\
"
Definition at line 568 of file landscapevb_allocator.cpp.
Referenced by NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram. |
const char* NL3D::NL3D_LandscapeFar1EndProgram
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Initial value:
" # compute Alpha Transition \n\
ADD R0.x, R2.x, -v[12].x; # R0.x= sqrDist-TransitionSqrMin \n\
MUL R0.x, R0.x, v[12].y; # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta \n\
MAX R0.x, R0.x, c[4].x; \n\
MIN o[COL0].w, R0.x, c[4].y; # col.A= clamp(R0.x, 0, 1); \n\
\n\
# compute in Projection space \n\
DP4 o[HPOS].x, c[0], R1; \n\
DP4 o[HPOS].y, c[1], R1; \n\
DP4 o[HPOS].z, c[2], R1; \n\
DP4 o[HPOS].w, c[3], R1; \n\
MOV o[TEX0].xy, v[8]; \n\
MOV o[TEX1].xy, v[9]; \n\
DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\
END \n\
"
Definition at line 589 of file landscapevb_allocator.cpp.
Referenced by NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram. |
uint NL3D::NL3D_LandscapeGlobals_PassNTri = 0
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uint32 * NL3D::NL3D_LandscapeGlobals_PassTriCurPtr = NULL
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const string NL3D::NL3D_LandscapeTestSpeedProgram
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Initial value:
" MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\
MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\
"
Definition at line 555 of file landscapevb_allocator.cpp. |
const char* NL3D::NL3D_LandscapeTileEndProgram
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Initial value:
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R1; \n\
DP4 o[HPOS].y, c[1], R1; \n\
DP4 o[HPOS].z, c[2], R1; \n\
DP4 o[HPOS].w, c[3], R1; \n\
MOV o[TEX0].xy, v[8]; \n\
MOV o[TEX1].xy, v[9]; \n\
DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\
END \n\
"
Definition at line 615 of file landscapevb_allocator.cpp.
Referenced by NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram. |
const char* NL3D::NL3D_LandscapeTileLightMapEndProgram
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Initial value:
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R1; \n\
DP4 o[HPOS].y, c[1], R1; \n\
DP4 o[HPOS].z, c[2], R1; \n\
DP4 o[HPOS].w, c[3], R1; \n\
MOV o[TEX0].xy, v[13]; \n\
MOV o[TEX1].xy, v[9]; \n\
DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\
END \n\
" Same version but write Tex0 to take uv2, ie v[13], for lightmap pass.
Definition at line 628 of file landscapevb_allocator.cpp.
Referenced by NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram. |
const char* NL3D::NL3D_LightedMiddle1SidedVegetableProgram
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Initial value:
" #FrontFacing \n\
MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\
MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\
ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\
"
Definition at line 492 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_LightedMiddle2SidedVegetableProgram
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Initial value:
" #FrontFacing \n\
MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\
MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\
ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\
# BackFacing. \n\
MAX R0.y, R0.x, c[8].x; # R0.y= diffFactor= max(0, -(-R6)*LightDir) \n\
MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\
ADD o[BFC0].xyz, R1, v[4]; # bfc0.RGB= AmbientColor + diffFactor*DiffuseColor \n\
"
Definition at line 501 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_LightedStartVegetableProgram
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Initial value:
" \n\
# bend Pos into R5. Now do it for normal \n\
DP3 R0.x, R7, v[2]; \n\
DP3 R0.y, R8, v[2]; \n\
DP3 R0.z, R9, v[2]; # R0= matRot * normal. \n\
# Do the rot 2 times for normal (works fine) \n\
DP3 R6.x, R7, R0; \n\
DP3 R6.y, R8, R0; \n\
DP3 R6.z, R9, R0; # R6= bended normal. \n\
\n\
# Normalize normal, and dot product, into R0.x \n\
# w hasn't been written \n\
DP3 R0.x, R6.xyzz, R6.xyzz; # R0.x= R6.sqrnorm() \n\
RSQ R0.x, R0.x; # R0.x= 1/norm() \n\
MUL R6, R6.xyzz, R0.x; # R6= R6.normed() \n\
DP3 R0.x, R6, c[9]; \n\
"
Definition at line 471 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const float NL3D::NL3D_OO255 = 1.0f / 255 [static]
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const double NL3D::NL3D_OO32767 = 1.0f/32767
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const double NL3D::NL3D_OO65535 = 1.0f/65535
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const char* NL3D::NL3D_SimpleStartVegetableProgram
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Initial value:
"!!VP1.0 \n\
# compute in Projection space \n\
MOV R5, v[0]; \n\
ADD R5.xyz, R5, v[10]; \n\
# make local to camera pos \n\
ADD R5, R5, -c[10]; \n\
MOV o[COL0], c[8].yyyy; \n\
MOV o[BFC0], c[8].xxyy; \n\
"
Definition at line 597 of file vegetable_manager.cpp. |
const char* NL3D::NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram
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Initial value:
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\
\n\
#Blend transition. NB: in R5, we already have the position relative to the camera \n\
DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\
RSQ R0.y, R0.x; \n\
MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\
# setup alpha Blending. Distance of appartition is encoded in the vertex. \n\
MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\
"
Definition at line 558 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_UnlitMiddle1SidedVegetableProgram
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const char* NL3D::NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram
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Initial value:
" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\
MOV o[BFC0].xyz, v[4]; # bfc0.RGBA= bcf color \n\
\n\
#Blend transition. NB: in R5, we already have the position relative to the camera \n\
DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\
RSQ R0.y, R0.x; \n\
MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\
# setup alpha Blending. Distance of appartition is encoded in the vertex. \n\
MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\
MAD o[BFC0].w, R0.x, c[11].x, v[9].w; \n\
"
Definition at line 543 of file vegetable_manager.cpp.
Referenced by NL3D::CVegetableManager::initVertexProgram. |
const char* NL3D::NL3D_UnlitMiddle2SidedVegetableProgram
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const char* NL3D::NL3D_UnlitStartVegetableProgram
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const uint NL3D::NL3DDecompressLumelFactor0Case0[8] [static]
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const uint NL3D::NL3DDecompressLumelFactor0Case1[6] [static]
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const uint NL3D::NL3DDecompressLumelFactor1Case0[8] [static]
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const uint NL3D::NL3DDecompressLumelFactor1Case1[6] [static]
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uint NL3D::NL3DDeltaLumel[4] = {4, 1, 4, 1} [static]
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uint NL3D::NL3DPixelStartLumel[4] = {0, 4*3, 3, 0} [static]
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const uint NL3D::NL_BlockByteL1 = 4096
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const float NL3D::NormEpsilon = 10E-8f
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const uint NL3D::NumWaterMap = 3
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This class is a portion of water, it encodes its height, and simulates its propagation.
It contains datas about the eight around the user position
size x 2 |--------| s| (x,y) | i| |---|| z| | || e| |---|| x| | 2|--------|
Definition at line 65 of file water_height_map.h.
Referenced by NL3D::CWaterHeightMap::clearZone, NL3D::CWaterHeightMap::filter, NL3D::CWaterHeightMap::getPrevPointer, NL3D::CWaterHeightMap::perturbate, NL3D::CWaterHeightMap::perturbatePoint, NL3D::CWaterHeightMap::propagate, NL3D::CWaterHeightMap::setPropagationTime, NL3D::CWaterHeightMap::setSize, NL3D::CWaterHeightMap::swapBuffers, and NL3D::CWaterHeightMap::updateUserPos. |
const float NL3D::OO32768 = 1.0f/0x8000
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int NL3D::OptFastFloorBkupCW
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int NL3D::OptFastFloorBkupCW24
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double NL3D::OptFastFloorMagicConst = pow(2,52) + pow(2,51)
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float NL3D::OptFastFloorMagicConst24 = (float)pow(2,23)
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const uint NL3D::PatchQuadBlockAllocatorBlockSize = 160
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const char* NL3D::PPLightingDirectionnalNoSpecVPCodeBegin [static]
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Initial value:
"!!VP1.0 \n\
#compute B = N ^ T \n\
MOV R6, v[2]; \n\
MUL R1, R6.yzxw, v[9].zxyw; \n\
MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
\n\
#vector in tangent space = [ T B N ] * L \n\
DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\
DP3 o[TEX0].y, R1, -c[4]; # get y \n\
DP3 o[TEX0].z, R6, -c[4]; # get z \n\
# Normal is in R6 for additionnal lighting \n\
# Position in R5 for additionnal lighting \n\
MOV R5, v[0]; \n\
"
Definition at line 293 of file meshvp_per_pixel_light.cpp.
Referenced by NL3D::CMeshVPPerPixelLight::initInstance. |
const char* NL3D::PPLightingDirectionnalNoSpecVPNormalizeCodeBegin [static]
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Initial value:
"!!VP1.0 \n\
#normalize the normal \n\
DP3 R1, v[2], v[2]; \n\
RSQ R1, R1.x; \n\
MUL R6, v[2], R1; \n\
\n\
#normalize the second vector \n\
DP3 R1, R6, v[9]; \n\
MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
DP3 R2, R1, R1; \n\
RSQ R2, R2.x; \n\
MUL R5, R1, R2; #second basis vector in R5 \n\
#compute B = N ^ T \n\
MUL R1, R6.yzxw, R5.zxyw; \n\
MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
\n\
#vector in tangent space = [ T B N ] * L \n\
DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\
DP3 o[TEX0].y, R1, -c[4]; # get y \n\
DP3 o[TEX0].z, R6, -c[4]; # get z \n\
\n\
# Normal is in R6 for additionnal lighting \n\
# Position in R5 for additionnal lighting \n\
MOV R5, v[0]; \n\
"
Definition at line 310 of file meshvp_per_pixel_light.cpp.
Referenced by NL3D::CMeshVPPerPixelLight::initInstance. |
const char* NL3D::PPLightingDirectionnalVPCodeBegin [static]
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const char* NL3D::PPLightingDirectionnalVPNormalizeCodeBegin [static]
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const char* NL3D::PPLightingNoSpecVPCodeBegin [static]
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Initial value:
"!!VP1.0 \n\
#compute B = N ^ T \n\
MOV R6, v[2]; \n\
MUL R1, R6.yzxw, v[9].zxyw; \n\
MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\
\n\
#vector in tangent space = [ T B N ] * L \n\
ADD R2, c[4], -v[0]; # compute L \n\
DP3 R3, R2, R2; # get L normalized \n\
RSQ R3, R3.x; \n\
MUL R2, R3, R2; \n\
DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\
DP3 o[TEX0].y, R1, R2; # get y \n\
DP3 o[TEX0].z, R6, R2; # get z \n\
\n\
\n\
# Normal is in R6 for additionnal lighting \n\
# Position in R5 for additionnal lighting \n\
MOV R5, v[0]; \n\
"
Definition at line 150 of file meshvp_per_pixel_light.cpp.
Referenced by NL3D::CMeshVPPerPixelLight::initInstance. |
const char* NL3D::PPLightingVPCodeBegin [static]
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We store the first tangent vector of the tangent space in v[8].
The third vector can be computed using a cross product. We assume that normal and tangent are normalized. The position of light must be expressed in object space, and is stored in c[4]
Definition at line 65 of file meshvp_per_pixel_light.cpp.
Referenced by NL3D::CMeshVPPerPixelLight::initInstance. |
const char* NL3D::PPLightingVPCodeEnd [static]
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const char* NL3D::PPLightingVPNormalizeCodeBegin [static]
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const char* NL3D::PPLightingVPNormalizeNoSpecCodeBegin [static]
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Initial value:
"!!VP1.0 \n\
#normalize the normal \n\
DP3 R1, v[2], v[2]; \n\
RSQ R1, R1.x; \n\
MUL R6, v[2], R1; \n\
\n\
#normalize the second vector \n\
DP3 R1, R6, v[9]; \n\
MAD R1, R6, -R1, v[9]; #subtract the normal component \n\
DP3 R2, R1, R1; \n\
RSQ R2, R2.x; \n\
MUL R5, R1, R2; #second basis vector in R5 \n\
#compute B = N ^ T \n\
MUL R1, R6.yzxw, R5.zxyw; \n\
MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\
\n\
#vector in tangent space = [ T B N ] * L \n\
ADD R2, c[4], -v[0]; # compute L \n\
DP3 R3, R2, R2; # get L normalized \n\
RSQ R3, R3.x; \n\
MUL R2, R3, R2; \n\
DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\
DP3 o[TEX0].y, R1, R2; # get y \n\
DP3 o[TEX0].z, R6, R2; # get z \n\
\n\
# Normal is in R6 for additionnal lighting \n\
# Position in R5 for additionnal lighting \n\
MOV R5, v[0]; \n\
" Omni light with normalization and no specular.
Definition at line 173 of file meshvp_per_pixel_light.cpp.
Referenced by NL3D::CMeshVPPerPixelLight::initInstance. |
sint NL3D::ProfNRdrFar0 = 0
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sint NL3D::ProfNRdrFar1 = 0
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sint NL3D::ProfNRefineComputeFaces
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sint NL3D::ProfNRefineFaces
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sint NL3D::ProfNRefineInTileTransition
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sint NL3D::ProfNRefineLeaves
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sint NL3D::ProfNRefineWithLowDistance
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sint NL3D::ProfNSplitsPass
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sint NL3D::ProfNTessFace = 0
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const uint NL3D::PSBinOpBufSize = 1024
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const float NL3D::PSCollideEpsilon = 10E-3f
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const float NL3D::PSDefaultMaxViewDist = 300.f
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const uint32 NL3D::PSEmitter = 2
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const uint32 NL3D::PSForce = 0
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const uint32 NL3D::PSLight = 3
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const uint32 NL3D::PSParticle = 1
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const uint32 NL3D::PSSound = 5
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const sint NL3D::QuadDepth = 10 [static]
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Definition at line 64 of file render_trav.h.
Referenced by NL3D::IBaseClipObs::init, NL3D::CWaterModel::registerBasic, NL3D::CVegetableBlendLayerModel::registerBasic, NL3D::CTransformShape::registerBasic, NL3D::CTransform::registerBasic, NL3D::CSkipModel::registerBasic, NL3D::CSkeletonModel::registerBasic, NL3D::CRootModel::registerBasic, NL3D::CParticleSystemModel::registerBasic, NL3D::CLandscapeModel::registerBasic, and NL3D::CFlareModel::registerBasic. |
const uint NL3D::ShockWaveBufSize = 128 [static]
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const uint NL3D::SoundBufSize = 1024 [static]
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const sint NL3D::TextureNearSize = 512
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const int NL3D::TextureSizeX = 1024
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const int NL3D::TextureSizeY = 1024
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const uint NL3D::TileDescNodeAllocatorBlockSize = 40000
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const float NL3D::TileSize = 128
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const uint8 NL3D::TileUvFmtNormal1 = 0
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const uint8 NL3D::TileUvFmtNormal2 = 1
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const uint8 NL3D::TileUvFmtNormal3 = 2
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const uint8 NL3D::TileUvFmtNormal4 = 3
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const uint8 NL3D::TileUvFmtNormal5 = 4
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const uint NL3D::VPLightConstantStart = 24 [static]
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const char* NL3D::WaterVpBump1LayersCode
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Initial value: "MUL R3, v[0], c[12]; #compute bump 1 uv's \n\
ADD o[TEX0].xy, R3, c[11]; \n\
DP3 R2.x, R1, R0; \n\
MUL R0, R0, R2.x; \n\
ADD R2, R0, R0; \n\
ADD R0, R2, -R1; #compute reflection vector \n\
MAD o[TEX1].xy, R0, c[8], c[8]; \n\
" Version with one bump map only (Texture shaders support chaining of offset textures, EMBM does not).
Definition at line 127 of file water_shape.cpp. |
const char* NL3D::WaterVpBump2LayersCode
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Initial value: "MUL R3, v[0], c[10]; #compute bump 0 uv's \n\
ADD o[TEX0].xy, R3, c[9]; \n\
MUL R3, v[0], c[12]; #compute bump 1 uv's \n\
ADD o[TEX1].xy, R3, c[11]; \n\
DP3 R2.x, R1, R0; \n\
MUL R0, R0, R2.x; \n\
ADD R2, R0, R0; \n\
ADD R0, R2, -R1; #compute reflection vector \n\
MAD o[TEX2].xy, R0, c[8], c[8]; \n\
" This part of vertex program compute 2 layers of bump (for use with texture shaders).
Definition at line 114 of file water_shape.cpp. |
const char* NL3D::WaterVpDiffuseMapStage1Code
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Initial value: "DP4 o[TEX1].x, R4, c[13]; #compute uv for diffuse texture \n\
DP4 o[TEX1].y, R4, c[14]; \n\
" Optionnal diffuse texture in stage 1.
Definition at line 150 of file water_shape.cpp. |
const char* NL3D::WaterVpDiffuseMapStage2Code
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Initial value: "DP4 o[TEX2].x, R4, c[13]; #compute uv for diffuse texture \n\
DP4 o[TEX2].y, R4, c[14]; \n\
" Optionnal diffuse texture in stage 2.
Definition at line 144 of file water_shape.cpp. |
const char* NL3D::WaterVpDiffuseMapStage3Code
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Initial value: "DP4 o[TEX3].x, R4, c[13]; #compute uv for diffuse texture \n\
DP4 o[TEX3].y, R4, c[14]; \n\
" Optionnal diffuse texture in stage 3.
Definition at line 138 of file water_shape.cpp. |
const char* NL3D::WaterVpNoBumpCode
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Initial value: " DP3 R2.x, R1, R0; #project view vector on normal for symetry \n\
MUL R0, R0, R2.x; \n\
ADD R2, R0, R0; \n\
ADD R0, R2, -R1; #compute reflection vector \n\
MAD o[TEX0].xy, R0, c[8], c[8]; \n\
DP4 o[FOGC].x, c[2], -R4; #setup fog \n\
"
Definition at line 157 of file water_shape.cpp. |
const char* NL3D::WaterVPStartCode
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Initial value:
"!!VP1.0\n\
ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\
MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
RCP R3, R2.x; \n\
MAD R3, c[6].xxxx, -R3, c[6].yyyy; \n\
MAX R3, c[5], R3; \n\
MUL R0, R3, v[8]; #attenuate normal with distance \n\
MUL R4.z, R3, v[0]; #attenuate height with distance \n\
MOV R4.xyw, v[0]; \n\
MOV R0.z, c[4].x; #set normal z to 1 \n\
DP3 R3.x, R0, R0; \n\
RSQ R3.x, R3.x; #normalize normal in R3 \n\
MUL R0, R0, R3.x; \n\
DP4 o[HPOS].x, c[0], R4; #transform vertex in view space \n\
DP4 o[HPOS].y, c[1], R4; \n\
DP4 o[HPOS].z, c[2], R4; \n\
DP4 o[HPOS].w, c[3], R4; \n\
MUL R1, R1, R2.x; #normalize r1, r1 = (eye - vertex).normed \n\
DP4 o[FOGC].x, c[2], R4; #setup fog \n\
" The first part of the program does the following : Compute linear distance to eye Attenuate height with distance Attenuate normal with distance (e.g at max distance, the normal is (0, 0, 1) Transform vertex pos into view space compute fog coordinate At the end of the program we got : R1 = (eye - vertex).normed() R0 = Attenuated normal at vertex R4 = position of point with attenuated height.
Definition at line 61 of file water_shape.cpp. |
const char* NL3D::WindTreeVPCodeEnd [static]
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Initial value:
" # compute in Projection space \n\
DP4 o[HPOS].x, c[0], R5; \n\
DP4 o[HPOS].y, c[1], R5; \n\
DP4 o[HPOS].z, c[2], R5; \n\
DP4 o[HPOS].w, c[3], R5; \n\
MOV o[TEX0].xy, v[8]; \n\
MOV o[TEX1].xy, v[9]; \n\
DP4 o[FOGC].x, c[6], -R5; # fogc>0 => fogc= - (ModelView*R1).z \n\
END \n\
"
Definition at line 78 of file meshvp_wind_tree.cpp.
Referenced by NL3D::CMeshVPWindTree::initInstance. |
const char* NL3D::WindTreeVPCodeWave [static]
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Initial value:
"!!VP1.0 \n\
# extract from color.R the 3 factors into R0.xyz \n\
MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\
MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\
MAX R0, R0, c[8].xxxx; \n\
\n\
# Add influence of Bone Level1 \n\
MAD R5, c[15], R0.x, v[0]; \n\
\n\
# Sample LevelPhase into R7.yz: 0 to 3. \n\
MUL R7, v[3].xyzw, c[10].x; \n\
\n\
# Add influence of Bone Level2 \n\
ARL A0.x, R7.y; \n\
MAD R5, c[A0.x+16], R0.y, R5; \n\
\n\
# Add influence of Bone Level3 \n\
ARL A0.x, R7.z; \n\
MAD R5, c[A0.x+20], R0.z, R5; \n\
\n\
# Get normal in R6 for lighting. \n\
MOV R6, v[2]; \n\
"
Definition at line 53 of file meshvp_wind_tree.cpp.
Referenced by NL3D::CMeshVPWindTree::initInstance. |
const float NL3D::ZEpsilon = 10E-3f
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