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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CCoarseMeshBuild class Reference</title>
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<h1>NL3D::CCoarseMeshBuild Class Reference</h1><code>#include <<a class="el" href="a05568.html">coarse_mesh_build.h</a>></code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Class used to build the coarse meshes<p>
The build method take an array of <a class="el" href="a02878.html">CMeshGeom</a> an a bitmap. This class will compute a single texture used to map every coarse mesh passed in the array.<p>
Each mesh geom should be a coarse mesh.<p>
The uv texture coodinates of those coarse meshes will be adjusted to fit in a single texture.<p>
<dl compact><dt><b>Author:</b></dt><dd>Cyril 'Hulud' Corvazier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
<p>
<p>
Definition at line <a class="el" href="a05568.html#l00062">62</a> of file <a class="el" href="a05568.html">coarse_mesh_build.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuilda0">build</a> (const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > &coarseMeshes, std::vector< <a class="el" href="a02268.html">NLMISC::CBitmap</a> > &bitmaps, <a class="el" href="a02370.html">CStats</a> &stats, float mulArea)</td></tr>
<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::map< std::string,<br>
<a class="el" href="a02368.html">CBitmapDesc</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a></td></tr>
<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool </td><td class="memItemRight" valign=bottom><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildd0">buildBitmap</a> (const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > &coarseMeshes, std::vector< <a class="el" href="a02268.html">NLMISC::CBitmap</a> > &bitmaps, <a class="el" href="a02370.html">CStats</a> &stats, <a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a> &desc, float mulArea)</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildd1">expand</a> (<a class="el" href="a02268.html">NLMISC::CBitmap</a> &bitmap)</td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildd2">remapCoordinates</a> (const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > &coarseMeshes, const <a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a> &desc, <a class="el" href="a04558.html#a15">uint</a> outputBitmapCount)</td></tr>
</table>
<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="NL3D_1_1CCoarseMeshBuildy0" doxytag="NL3D::CCoarseMeshBuild::MapBitmapDesc" ></a><p>
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<td class="md" nowrap valign="top"> typedef std::map<std::string, <a class="el" href="a02368.html">CBitmapDesc</a>> <a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">NL3D::CCoarseMeshBuild::MapBitmapDesc</a><code> [private]</code>
</table>
</td>
</tr>
</table>
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<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05568.html#l00132">132</a> of file <a class="el" href="a05568.html">coarse_mesh_build.h</a>.
<p>
Referenced by <a class="el" href="a05567.html#l00039">build()</a>, <a class="el" href="a05567.html#l00070">buildBitmap()</a>, and <a class="el" href="a05567.html#l00430">remapCoordinates()</a>. </td>
</tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CCoarseMeshBuilda0" doxytag="NL3D::CCoarseMeshBuild::build" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
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<td class="md" nowrap valign="top"> bool NL3D::CCoarseMeshBuild::build </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > & </td>
<td class="mdname" nowrap> <em>coarseMeshes</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>std::vector< <a class="el" href="a02268.html">NLMISC::CBitmap</a> > & </td>
<td class="mdname" nowrap> <em>bitmaps</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a02370.html">CStats</a> & </td>
<td class="mdname" nowrap> <em>stats</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>float </td>
<td class="mdname" nowrap> <em>mulArea</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"></td>
</tr>
</table>
</td>
</tr>
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<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
The build method. This method will build a single texture and adjuste the UV texture coordinates of each mesh geom.<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign=top><em>coarseMeshes</em> </td><td>is a vector of coarse mesh to compute. </td></tr>
<tr><td valign=top><em>bitmap</em> </td><td>will receive the final bitmap. </td></tr>
<tr><td valign=top><em>start</em> </td><td>will receive various statistics about the build process. </td></tr>
<tr><td valign=top><em>mulArea</em> </td><td>is the mul factor used to increase to theorical global texture size.</td></tr>
</table>
</dl>
<p>
Definition at line <a class="el" href="a05567.html#l00039">39</a> of file <a class="el" href="a05567.html">coarse_mesh_build.cpp</a>.
<p>
References <a class="el" href="a05567.html#l00070">buildBitmap()</a>, <a class="el" href="a05568.html#l00132">MapBitmapDesc</a>, and <a class="el" href="a05567.html#l00430">remapCoordinates()</a>.
<p>
<div class="fragment"><pre>00040 {
00041 <span class="comment">// 1. build the bitmap</span>
00042 <a class="code" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a> desc;
00043 <span class="keywordflow">if</span> (<a class="code" href="a02367.html#NL3D_1_1CCoarseMeshBuildd0">buildBitmap</a> (coarseMeshes, bitmaps, stats, desc, mulArea)==<span class="keyword">false</span>)
00044 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00045
00046 <span class="comment">// 2. remap coordinates</span>
00047 <a class="code" href="a02367.html#NL3D_1_1CCoarseMeshBuildd2">remapCoordinates</a> (coarseMeshes, desc, bitmaps.size ());
00048
00049 <span class="comment">// 3. ok</span>
00050 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00051 }
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CCoarseMeshBuildd0" doxytag="NL3D::CCoarseMeshBuild::buildBitmap" ></a><p>
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<td class="md" nowrap valign="top"> bool NL3D::CCoarseMeshBuild::buildBitmap </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > & </td>
<td class="mdname" nowrap> <em>coarseMeshes</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>std::vector< <a class="el" href="a02268.html">NLMISC::CBitmap</a> > & </td>
<td class="mdname" nowrap> <em>bitmaps</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a02370.html">CStats</a> & </td>
<td class="mdname" nowrap> <em>stats</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a> & </td>
<td class="mdname" nowrap> <em>desc</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>float </td>
<td class="mdname" nowrap> <em>mulArea</em></td>
</tr>
<tr>
<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [private]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05567.html#l00070">70</a> of file <a class="el" href="a05567.html">coarse_mesh_build.cpp</a>.
<p>
References <a class="el" href="a05568.html#l00126">NL3D::CCoarseMeshBuild::CBitmapDesc::Bitmaps</a>, <a class="el" href="a05486.html#l00926">NLMISC::CBitmap::convertToType()</a>, <a class="el" href="a05567.html#l00367">expand()</a>, <a class="el" href="a05568.html#l00122">NL3D::CCoarseMeshBuild::CBitmapDesc::FactorU</a>, <a class="el" href="a05568.html#l00123">NL3D::CCoarseMeshBuild::CBitmapDesc::FactorV</a>, <a class="el" href="a06506.html#l00309">NL3D::ITexture::generate()</a>, <a class="el" href="a05486.html#l01388">NLMISC::CBitmap::getHeight()</a>, <a class="el" href="a05992.html#l00179">NL3D::CMeshBase::getMaterial()</a>, <a class="el" href="a05990.html#l00393">NL3D::CMeshGeom::getNbMatrixBlock()</a>, <a class="el" href="a05990.html#l00398">NL3D::CMeshGeom::getNbRdrPass()</a>, <a class="el" href="a05586.html#l00358">NLMISC::getPowerOf2()</a>, <a class="el" href="a05990.html#l00413">NL3D::CMeshGeom::getRdrPassMaterial()</a>, <a class="el" href="a06506.html#l00338">NL3D::ITexture::getShareName()</a>, <a class="el" href="a05641.html#l00046">NL3D::CMaterial::getTexture()</a>, <a class="el" href="a05486.html#l01363">NLMISC::CBitmap::getWidth()</a>, <a class="el" href="a05567.html#l00061">NL3D::CInsertedBitmap::Height</a>, <a class="el" href="a05646.html#l01013">height</a>, <a class="el" href="a05568.html#l00132">MapBitmapDesc</a>, <a class="el" href="a05568.html#l00129">NL3D::CCoarseMeshBuild::CBitmapDesc::Name</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05586.html#l00349">NLMISC::raiseToNextPowerOf2()</a>, <a class="el" href="a05486.html#l01508">NLMISC::CBitmap::resample()</a>, <a class="el" href="a06506.html#l00360">NL3D::ITexture::selectTexture()</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05586.html#l00536">NLMISC::strlwr()</a>, <a class="el" href="a06506.html#l00332">NL3D::ITexture::supportSharing()</a>, <a class="el" href="a05568.html#l00098">NL3D::CCoarseMeshBuild::CStats::TextureUsed</a>, <a class="el" href="a06229.html#l02652">NLMISC::toString()</a>, <a class="el" href="a05567.html#l00064">NL3D::CInsertedBitmap::U</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a05567.html#l00065">NL3D::CInsertedBitmap::V</a>, <a class="el" href="a05646.html#l00237">v</a>, <a class="el" href="a05567.html#l00060">NL3D::CInsertedBitmap::Width</a>, and <a class="el" href="a05646.html#l01013">width</a>.
<p>
Referenced by <a class="el" href="a05567.html#l00039">build()</a>.
<p>
<div class="fragment"><pre>00071 {
00072 <span class="comment">// Total area used by texture</span>
00073 <a class="code" href="a04558.html#a15">uint</a> totalArea=0;
00074
00075 <span class="comment">// ***************************************************************************</span>
00076
00077 <span class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</span>
00078 <span class="keyword">typedef</span> std::multimap<uint, CBitmapDesc*> MapAreaBitmap;
00079 MapAreaBitmap mapArea;
00080 <a class="code" href="a04558.html#a15">uint</a> mesh;
00081 <span class="keywordflow">for</span> (mesh=0; mesh<coarseMeshes.size(); mesh++)
00082 {
00083 <span class="comment">// Geom mesh pointer</span>
00084 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom;
00085
00086 <span class="comment">// Base mesh pointer</span>
00087 <span class="keyword">const</span> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase;
00088
00089 <span class="comment">// For each matrix block</span>
00090 <a class="code" href="a04558.html#a15">uint</a> matrixBlock;
00091 <a class="code" href="a04558.html#a15">uint</a> nbMatrixBlock=meshGeom->getNbMatrixBlock();
00092 <span class="keywordflow">for</span> (matrixBlock=0; matrixBlock<nbMatrixBlock; matrixBlock++)
00093 {
00094 <span class="comment">// For each render pass</span>
00095 <a class="code" href="a04558.html#a15">uint</a> renderPass;
00096 <a class="code" href="a04558.html#a15">uint</a> numRenderPass=meshGeom->getNbRdrPass(matrixBlock);
00097 <span class="keywordflow">for</span> (renderPass=0; renderPass<numRenderPass; renderPass++)
00098 {
00099 <span class="comment">// Render pass material</span>
00100 <a class="code" href="a04558.html#a11">uint32</a> matId=meshGeom->getRdrPassMaterial(matrixBlock, renderPass);
00101
00102 <span class="comment">// Checks</span>
00103 <a class="code" href="a04199.html#a6">nlassert</a> (matId<meshBase->getNbMaterial());
00104
00105 <span class="comment">// Get the material</span>
00106 <span class="keyword">const</span> CMaterial &material=meshBase->getMaterial(matId);
00107
00108 <span class="comment">// Get the texture</span>
00109 ITexture *texture=material.getTexture(0);
00110 <span class="keywordflow">if</span> (texture)
00111 {
00112 <span class="comment">// For each bitmaps</span>
00113 <a class="code" href="a04558.html#a15">uint</a> i;
00114 std::string name;
00115 <span class="keywordflow">for</span> (i=0; i<bitmaps.size (); i++)
00116 {
00117 <span class="comment">// Select the good slot</span>
00118 texture->selectTexture (i);
00119
00120 <span class="comment">// Get its name</span>
00121 <span class="keywordflow">if</span> (texture->supportSharing())
00122 {
00123 <span class="comment">// Get sharing name</span>
00124 name+=<a class="code" href="a05378.html#a273">strlwr</a>(texture->getShareName());
00125 }
00126 <span class="keywordflow">else</span>
00127 {
00128 <span class="comment">// Build a name</span>
00129 name+=<a class="code" href="a05378.html#a244">toString</a> ((<a class="code" href="a04558.html#a15">uint</a>)texture);
00130 }
00131 }
00132
00133 <span class="comment">// Already added ?</span>
00134 <span class="keywordflow">if</span> (desc.find (name)==desc.end())
00135 {
00136 <span class="comment">// Add it..</span>
00137
00138 <span class="comment">// Insert it in the maps</span>
00139 MapBitmapDesc::iterator ite = desc.insert (MapBitmapDesc::value_type (name, CBitmapDesc ())).first;
00140
00141 <span class="comment">// Descriptor for this texture</span>
00142 CBitmapDesc &descBitmap = ite->second;
00143
00144 <span class="comment">// Backup original size</span>
00145 <a class="code" href="a04558.html#a15">uint</a> originalWidth;
00146 <a class="code" href="a04558.html#a15">uint</a> originalHeight;
00147
00148 <span class="comment">// For each bitmaps</span>
00149 <a class="code" href="a04558.html#a15">uint</a> i;
00150 descBitmap.Bitmaps.resize (bitmaps.size ());
00151 <span class="keywordflow">for</span> (i=0; i<bitmaps.size (); i++)
00152 {
00153 <span class="comment">// Select the good slot</span>
00154 texture->selectTexture (i);
00155
00156 <span class="comment">// Generate the texture</span>
00157 texture->generate();
00158
00159 <span class="comment">// Convert to RGBA</span>
00160 texture->convertToType (CBitmap::RGBA);
00161
00162 <span class="comment">// First texture ?</span>
00163 <span class="keywordflow">if</span> (i == 0)
00164 {
00165 <span class="comment">// Backup original size</span>
00166 originalWidth = texture->getWidth();
00167 originalHeight = texture->getHeight();
00168 }
00169
00170 <span class="comment">// Resample, if needed</span>
00171 <span class="keywordflow">if</span> (i != 0)
00172 {
00173 <span class="comment">// New size</span>
00174 <span class="keywordflow">if</span> ( ( originalWidth != texture->getWidth () ) || originalHeight != texture->getHeight () )
00175 {
00176 texture->resample (originalWidth, originalHeight);
00177 }
00178 }
00179
00180 <span class="comment">// Copy the texture</span>
00181 descBitmap.Bitmaps[i] = *texture;
00182
00183 <span class="comment">// Expand the texture</span>
00184 <a class="code" href="a02367.html#NL3D_1_1CCoarseMeshBuildd1">expand</a> (descBitmap.Bitmaps[i]);
00185 }
00186
00187 <span class="comment">// Texture area</span>
00188 <a class="code" href="a04558.html#a15">uint</a> area = descBitmap.Bitmaps[0].getWidth() * descBitmap.Bitmaps[0].getHeight();
00189 descBitmap.Name = name;
00190 descBitmap.FactorU = (<span class="keywordtype">float</span>)originalWidth;
00191 descBitmap.FactorV = (<span class="keywordtype">float</span>)originalHeight;
00192
00193 <span class="comment">// Insert in the map area</span>
00194 mapArea.insert (MapAreaBitmap::value_type(area, &(ite->second)));
00195
00196 <span class="comment">// Sum area if added</span>
00197 totalArea+=area;
00198 }
00199 }
00200 }
00201 }
00202 }
00203
00204 <span class="comment">// ***************************************************************************</span>
00205
00206 <span class="comment">// 2. Calc the best area for the dest texture and resize the bitmap</span>
00207
00208 <span class="comment">// Total area used by the textures + a little more</span>
00209 <a class="code" href="a04558.html#a15">uint</a> newArea=<a class="code" href="a05378.html#a263">getPowerOf2</a> (raiseToNextPowerOf2 (totalArea));
00210 <span class="keywordflow">while</span> ((1<<newArea)<(<a class="code" href="a04558.html#a14">sint</a>)(mulArea*(<span class="keywordtype">float</span>)totalArea))
00211 {
00212 newArea++;
00213 }
00214
00215 <span class="comment">// Calc width and height with HEIGHT==WIDTH or HEIGHT=2*WIDTH</span>
00216 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a632">width</a>=1<<(newArea/2);
00217 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a633">height</a>=1<<(newArea/2 + (newArea&1));
00218
00219 <span class="comment">// Resize the bitmap and set the pixel format</span>
00220 <a class="code" href="a04558.html#a15">uint</a> i;
00221 <span class="keywordflow">for</span> (i=0; i<bitmaps.size (); i++)
00222 bitmaps[i].resize (width, height, CBitmap::RGBA);
00223
00224 <span class="comment">// Checks</span>
00225 <span class="keywordflow">if</span> (totalArea==0)
00226 {
00227 <span class="comment">// No texture, ok computed.</span>
00228 stats.TextureUsed=1;
00229
00230 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00231 }
00232
00233 <span class="comment">// ***************************************************************************</span>
00234
00235 <span class="comment">// 3. Place each texture in the bitmap in uncreasing order</span>
00236 <span class="keyword">typedef</span> std::multimap<sint, CInsertedBitmap> mapInsertedBitmap;
00237
00238 <span class="comment">// For each texture</span>
00239 MapAreaBitmap::iterator ite=mapArea.end();
00240
00241 <span class="comment">// Inserted bitmap desc</span>
00242 mapInsertedBitmap inserted;
00243
00244 <span class="comment">// Max texture height</span>
00245 <a class="code" href="a04558.html#a15">uint</a> maxTexHeight=0;
00246
00247 <span class="keywordflow">do</span>
00248 {
00249 ite--;
00250 <a class="code" href="a04199.html#a6">nlassert</a> (ite!=mapArea.end());
00251
00252 <span class="comment">// Size of the texture</span>
00253 <a class="code" href="a04558.html#a15">uint</a> widthTex=ite->second->Bitmaps[0].getWidth();
00254 <a class="code" href="a04558.html#a15">uint</a> heightTex=ite->second->Bitmaps[0].getHeight();
00255
00256 <span class="comment">// Some checks</span>
00257 <a class="code" href="a04199.html#a6">nlassert</a> (bitmaps.size () == ite->second->Bitmaps.size ());
00258
00259 <span class="comment">// Width and height max</span>
00260 <a class="code" href="a04558.html#a15">uint</a> widthMax=<a class="code" href="a04223.html#a632">width</a>-widthTex;
00261 <a class="code" href="a04558.html#a15">uint</a> heightMax=<a class="code" href="a04223.html#a633">height</a>-heightTex;
00262
00263 <span class="comment">// Test against others..</span>
00264 <span class="keywordtype">bool</span> enter=<span class="keyword">false</span>;
00265
00266 <span class="comment">// For each row and each column</span>
00267 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a576">v</a>=0; <a class="code" href="a04223.html#a576">v</a><heightMax; <a class="code" href="a04223.html#a576">v</a>++)
00268 {
00269 <span class="keywordflow">for</span> (<a class="code" href="a04558.html#a15">uint</a> u=0; u<widthMax; u++)
00270 {
00271 <span class="comment">// Test against others..</span>
00272 enter=<span class="keyword">true</span>;
00273
00274 <span class="comment">// Get the first to test</span>
00275 mapInsertedBitmap::iterator toTest=inserted.lower_bound ((<a class="code" href="a04558.html#a14">sint</a>)v-(<a class="code" href="a04558.html#a14">sint</a>)maxTexHeight);
00276 <span class="keywordflow">while</span> (toTest!=inserted.end())
00277 {
00278 <span class="comment">// Make a test ?</span>
00279 <span class="keywordflow">if</span> ((<a class="code" href="a04558.html#a14">sint</a>)(<a class="code" href="a04223.html#a576">v</a>+heightTex)<=(toTest->first))
00280 {
00281 <span class="comment">// Ok, end test</span>
00282 <span class="keywordflow">break</span>;
00283 }
00284
00285 <span class="comment">// Test it</span>
00286 <a class="code" href="a04558.html#a15">uint</a> otherU=toTest->second.U;
00287 <a class="code" href="a04558.html#a15">uint</a> otherV=toTest->second.V;
00288 <a class="code" href="a04558.html#a15">uint</a> otherWidth=toTest->second.Width;
00289 <a class="code" href="a04558.html#a15">uint</a> otherHeight=toTest->second.Height;
00290 <span class="keywordflow">if</span> ((<a class="code" href="a04223.html#a576">v<otherV+otherHeight) && (v+heightTex></a>otherV) &&
00291 (u<otherU+otherWidth) && (u+widthTex>otherU))
00292 {
00293 <span class="comment">// Collision</span>
00294 enter=<span class="keyword">false</span>;
00295 u=toTest->second.U+otherWidth-1;
00296 <span class="keywordflow">break</span>;
00297 }
00298
00299 <span class="comment">// Next to test</span>
00300 toTest++;
00301 }
00302
00303 <span class="comment">// Enter ?</span>
00304 <span class="keywordflow">if</span> (enter)
00305 {
00306 <span class="comment">// Ok, enter</span>
00307
00308 <span class="comment">// Insert an inserted descriptor</span>
00309 CInsertedBitmap descInserted;
00310 descInserted.Width=widthTex;
00311 descInserted.Height=heightTex;
00312 descInserted.U=u;
00313 descInserted.V=<a class="code" href="a04223.html#a576">v</a>;
00314 inserted.insert (mapInsertedBitmap::value_type (v, descInserted));
00315
00316 <span class="comment">// Max height</span>
00317 <span class="keywordflow">if</span> (heightTex>maxTexHeight)
00318 maxTexHeight=heightTex;
00319
00320 <span class="comment">// Blit in the texture</span>
00321 <a class="code" href="a04558.html#a15">uint</a> i;
00322 <span class="keywordflow">for</span> (i=0; i<bitmaps.size (); i++)
00323 {
00324 <span class="comment">// Check..</span>
00325 <a class="code" href="a04199.html#a6">nlassert</a> ( (ite->second->Bitmaps[0].getWidth () == ite->second->Bitmaps[i].getWidth ()) &&
00326 (ite->second->Bitmaps[0].getHeight () == ite->second->Bitmaps[i].getHeight ()) );
00327
00328 <span class="comment">// Blit it</span>
00329 bitmaps[i].blit (&(ite->second->Bitmaps[i]), u, v);
00330 }
00331
00332 <span class="comment">// Set the U and V texture coordinates</span>
00333 ite->second->U=(<span class="keywordtype">float</span>)(u+1)/(<span class="keywordtype">float</span>)<a class="code" href="a04223.html#a632">width</a>;
00334 ite->second->V=(<span class="keywordtype">float</span>)(<a class="code" href="a04223.html#a576">v</a>+1)/(<span class="keywordtype">float</span>)<a class="code" href="a04223.html#a633">height</a>;
00335
00336 <span class="comment">// Set ratio</span>
00337 ite->second->FactorU /= (<span class="keywordtype">float</span>)<a class="code" href="a04223.html#a632">width</a>;
00338 ite->second->FactorV /= (<span class="keywordtype">float</span>)<a class="code" href="a04223.html#a633">height</a>;
00339
00340 <span class="comment">// End</span>
00341 <span class="keywordflow">break</span>;
00342 }
00343
00344 <span class="comment">// next..</span>
00345 }
00346
00347 <span class="comment">// Enter ?</span>
00348 <span class="keywordflow">if</span> (enter)
00349 <span class="keywordflow">break</span>;
00350 }
00351
00352 <span class="comment">// Not enter ?</span>
00353 <span class="keywordflow">if</span> (!enter)
00354 <span class="comment">// Texture too small..</span>
00355 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00356 }
00357 <span class="keywordflow">while</span> (ite!=mapArea.begin());
00358
00359 <span class="comment">// Some stats</span>
00360 stats.TextureUsed=(<span class="keywordtype">float</span>)totalArea/(<span class="keywordtype">float</span>)(<a class="code" href="a04223.html#a632">width</a>*<a class="code" href="a04223.html#a633">height</a>);
00361
00362 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00363 }
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CCoarseMeshBuildd1" doxytag="NL3D::CCoarseMeshBuild::expand" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
<tr>
<td class="mdRow">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> void NL3D::CCoarseMeshBuild::expand </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top"><a class="el" href="a02268.html">NLMISC::CBitmap</a> & </td>
<td class="mdname1" valign="top" nowrap> <em>bitmap</em> </td>
<td class="md" valign="top"> ) </td>
<td class="md" nowrap><code> [private]</code></td>
</tr>
</table>
</td>
</tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
<tr>
<td>
</td>
<td>
<p>
<p>
Definition at line <a class="el" href="a05567.html#l00367">367</a> of file <a class="el" href="a05567.html">coarse_mesh_build.cpp</a>.
<p>
References <a class="el" href="a05486.html#l02332">NLMISC::CBitmap::blit()</a>, <a class="el" href="a05486.html#l01388">NLMISC::CBitmap::getHeight()</a>, <a class="el" href="a05487.html#l00308">NLMISC::CBitmap::getPixels()</a>, <a class="el" href="a05486.html#l01363">NLMISC::CBitmap::getWidth()</a>, <a class="el" href="a05646.html#l01013">height</a>, <a class="el" href="a05486.html#l01545">NLMISC::CBitmap::resize()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05646.html#l01013">width</a>.
<p>
Referenced by <a class="el" href="a05567.html#l00070">buildBitmap()</a>.
<p>
<div class="fragment"><pre>00368 {
00369 <span class="comment">// Get size</span>
00370 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a632">width</a>=bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturea20">getWidth</a>();
00371 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a633">height</a>=bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturea12">getHeight</a>();
00372
00373 <span class="comment">// Valid size ?</span>
00374 <span class="keywordflow">if</span> ((<a class="code" href="a04223.html#a632">width</a>!=0) && (<a class="code" href="a04223.html#a633">height</a>!=0))
00375 {
00376 <span class="comment">// Copy the bitmap</span>
00377 <a class="code" href="a02268.html">CBitmap</a> copy=bitmap;
00378
00379 <span class="comment">// Resize the bitmap</span>
00380 bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturea33">resize</a> (width+2, height+2);
00381
00382 <span class="comment">// Copy old bitmap</span>
00383 bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturea2">blit</a> (&copy, 1, 1);
00384
00385 <span class="comment">// Make a top and bottom border</span>
00386 <a class="code" href="a04558.html#a11">uint32</a> *topSrc=(<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]);
00387 <a class="code" href="a04558.html#a11">uint32</a> *topDest=((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+1;
00388 memcpy (topDest, topSrc, 4*width);
00389 <a class="code" href="a04558.html#a11">uint32</a> *bottomSrc=topSrc+<a class="code" href="a04223.html#a632">width</a>*(<a class="code" href="a04223.html#a633">height</a>-1);
00390 <a class="code" href="a04558.html#a11">uint32</a> *bottomDest=((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+(<a class="code" href="a04223.html#a632">width</a>+2)*(<a class="code" href="a04223.html#a633">height</a>+1)+1;
00391 memcpy (bottomDest, bottomSrc, 4*width);
00392
00393 <span class="comment">// Make a left and right border</span>
00394 <a class="code" href="a04558.html#a11">uint32</a> *leftSrc=(<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]);
00395 <a class="code" href="a04558.html#a11">uint32</a> *leftDest=((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+<a class="code" href="a04223.html#a632">width</a>+2;
00396 <a class="code" href="a04558.html#a11">uint32</a> *rightSrc=leftSrc+<a class="code" href="a04223.html#a632">width</a>-1;
00397 <a class="code" href="a04558.html#a11">uint32</a> *rightDest=leftDest+<a class="code" href="a04223.html#a632">width</a>+1;
00398 <a class="code" href="a04558.html#a15">uint</a> i;
00399 <span class="keywordflow">for</span> (i=0; i<<a class="code" href="a04223.html#a633">height</a>; i++)
00400 {
00401 <span class="comment">// Copy the borders</span>
00402 *leftDest=*leftSrc;
00403 *rightDest=*rightSrc;
00404
00405 <span class="comment">// Move pointers</span>
00406 leftDest+=<a class="code" href="a04223.html#a632">width</a>+2;
00407 rightDest+=<a class="code" href="a04223.html#a632">width</a>+2;
00408 leftSrc+=<a class="code" href="a04223.html#a632">width</a>;
00409 rightSrc+=<a class="code" href="a04223.html#a632">width</a>;
00410 }
00411
00412 <span class="comment">// Make corners</span>
00413
00414 <span class="comment">// Left top</span>
00415 *(<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0])=*(<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]);
00416
00417 <span class="comment">// Rigth top</span>
00418 *(((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+<a class="code" href="a04223.html#a632">width</a>+1)=*(((<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+<a class="code" href="a04223.html#a632">width</a>-1);
00419
00420 <span class="comment">// Rigth bottom</span>
00421 *(((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+(<a class="code" href="a04223.html#a632">width</a>+2)*(<a class="code" href="a04223.html#a633">height</a>+2)-1)=*(((<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+<a class="code" href="a04223.html#a632">width</a>*<a class="code" href="a04223.html#a633">height</a>-1);
00422
00423 <span class="comment">// Left bottom</span>
00424 *(((<a class="code" href="a04558.html#a11">uint32</a>*)&(bitmap.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+(<a class="code" href="a04223.html#a632">width</a>+2)*(<a class="code" href="a04223.html#a633">height</a>+1))=*(((<a class="code" href="a04558.html#a11">uint32</a>*)&(copy.<a class="code" href="a02268.html#NL3D_1_1ITexturez1927_1">getPixels</a>()[0]))+<a class="code" href="a04223.html#a632">width</a>*(<a class="code" href="a04223.html#a633">height</a>-1));
00425 }
00426 }
</pre></div> </td>
</tr>
</table>
<a class="anchor" name="NL3D_1_1CCoarseMeshBuildd2" doxytag="NL3D::CCoarseMeshBuild::remapCoordinates" ></a><p>
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<td class="mdRow">
<table cellpadding="0" cellspacing="0" border="0">
<tr>
<td class="md" nowrap valign="top"> void NL3D::CCoarseMeshBuild::remapCoordinates </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">const std::vector< <a class="el" href="a02369.html">CCoarseMeshDesc</a> > & </td>
<td class="mdname" nowrap> <em>coarseMeshes</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>const <a class="el" href="a02367.html#NL3D_1_1CCoarseMeshBuildy0">MapBitmapDesc</a> & </td>
<td class="mdname" nowrap> <em>desc</em>, </td>
</tr>
<tr>
<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a> </td>
<td class="mdname" nowrap> <em>outputBitmapCount</em></td>
</tr>
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<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [private]</code></td>
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<p>
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Definition at line <a class="el" href="a05567.html#l00430">430</a> of file <a class="el" href="a05567.html">coarse_mesh_build.cpp</a>.
<p>
References <a class="el" href="a05568.html#l00122">NL3D::CCoarseMeshBuild::CBitmapDesc::FactorU</a>, <a class="el" href="a05568.html#l00123">NL3D::CCoarseMeshBuild::CBitmapDesc::FactorV</a>, <a class="el" href="a05992.html#l00179">NL3D::CMeshBase::getMaterial()</a>, <a class="el" href="a05990.html#l00393">NL3D::CMeshGeom::getNbMatrixBlock()</a>, <a class="el" href="a05990.html#l00398">NL3D::CMeshGeom::getNbRdrPass()</a>, <a class="el" href="a06198.html#l00141">NL3D::CPrimitiveBlock::getNumQuad()</a>, <a class="el" href="a06198.html#l00108">NL3D::CPrimitiveBlock::getNumTri()</a>, <a class="el" href="a06197.html#l00149">NL3D::CPrimitiveBlock::getQuadPointer()</a>, <a class="el" href="a05990.html#l00413">NL3D::CMeshGeom::getRdrPassMaterial()</a>, <a class="el" href="a05990.html#l00404">NL3D::CMeshGeom::getRdrPassPrimitiveBlock()</a>, <a class="el" href="a06506.html#l00338">NL3D::ITexture::getShareName()</a>, <a class="el" href="a06710.html#l00497">NL3D::CVertexBuffer::getTexCoordPointer()</a>, <a class="el" href="a05641.html#l00046">NL3D::CMaterial::getTexture()</a>, <a class="el" href="a06197.html#l00091">NL3D::CPrimitiveBlock::getTriPointer()</a>, <a class="el" href="a05990.html#l00390">NL3D::CMeshGeom::getVertexBuffer()</a>, <a class="el" href="a05646.html#l00225">index</a>, <a class="el" href="a05568.html#l00132">MapBitmapDesc</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06506.html#l00360">NL3D::ITexture::selectTexture()</a>, <a class="el" href="a05586.html#l00536">NLMISC::strlwr()</a>, <a class="el" href="a06506.html#l00332">NL3D::ITexture::supportSharing()</a>, <a class="el" href="a06229.html#l02652">NLMISC::toString()</a>, <a class="el" href="a05568.html#l00118">NL3D::CCoarseMeshBuild::CBitmapDesc::U</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, and <a class="el" href="a05568.html#l00119">NL3D::CCoarseMeshBuild::CBitmapDesc::V</a>.
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Referenced by <a class="el" href="a05567.html#l00039">build()</a>.
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<div class="fragment"><pre>00431 {
00432 <span class="comment">// 1. scan each bitmap: calc the area of the bitmap and it its name in the maps sorted by area</span>
00433 <span class="keyword">typedef</span> std::multimap<float, CBitmapDesc> MapAreaBitmap;
00434 MapAreaBitmap mapArea;
00435 <a class="code" href="a04558.html#a15">uint</a> mesh;
00436 <span class="keywordflow">for</span> (mesh=0; mesh<coarseMeshes.size(); mesh++)
00437 {
00438 <span class="comment">// Geom mesh pointer</span>
00439 CMeshGeom *meshGeom=coarseMeshes[mesh].MeshGeom;
00440
00441 <span class="comment">// Base mesh pointer</span>
00442 <span class="keyword">const</span> CMeshBase *meshBase=coarseMeshes[mesh].MeshBase;
00443
00444 <span class="comment">// The vertex buffer</span>
00445 CVertexBuffer &vertexBuffer=const_cast<CVertexBuffer&> (meshGeom->getVertexBuffer());
00446
00447 <span class="comment">// For each matrix block</span>
00448 <a class="code" href="a04558.html#a15">uint</a> matrixBlock;
00449 <a class="code" href="a04558.html#a15">uint</a> nbMatrixBlock=meshGeom->getNbMatrixBlock();
00450 <span class="keywordflow">for</span> (matrixBlock=0; matrixBlock<nbMatrixBlock; matrixBlock++)
00451 {
00452 <span class="comment">// For each render pass</span>
00453 <a class="code" href="a04558.html#a15">uint</a> renderPass;
00454 <a class="code" href="a04558.html#a15">uint</a> numRenderPass=meshGeom->getNbRdrPass(matrixBlock);
00455 <span class="keywordflow">for</span> (renderPass=0; renderPass<numRenderPass; renderPass++)
00456 {
00457 <span class="comment">// Render pass material</span>
00458 <a class="code" href="a04558.html#a11">uint32</a> matId=meshGeom->getRdrPassMaterial(matrixBlock, renderPass);
00459
00460 <span class="comment">// Checks</span>
00461 <a class="code" href="a04199.html#a6">nlassert</a> (matId<meshBase->getNbMaterial());
00462
00463 <span class="comment">// Get the material</span>
00464 <span class="keyword">const</span> CMaterial &material=meshBase->getMaterial(matId);
00465
00466 <span class="comment">// Get the texture</span>
00467 ITexture *texture=material.getTexture(0);
00468 <span class="keywordflow">if</span> (texture)
00469 {
00470 <span class="comment">// Get its name</span>
00471 std::string name;
00472 <a class="code" href="a04558.html#a15">uint</a> i;
00473 <span class="keywordflow">for</span> (i=0; i<outputBitmapCount; i++)
00474 {
00475 <span class="comment">// Select the good slot</span>
00476 texture->selectTexture (i);
00477
00478 <span class="comment">// Get its name</span>
00479 <span class="keywordflow">if</span> (texture->supportSharing())
00480 {
00481 <span class="comment">// Get sharing name</span>
00482 name+=<a class="code" href="a05378.html#a273">strlwr</a>(texture->getShareName());
00483 }
00484 <span class="keywordflow">else</span>
00485 {
00486 <span class="comment">// Build a name</span>
00487 name+=<a class="code" href="a05378.html#a244">toString</a> ((<a class="code" href="a04558.html#a15">uint</a>)texture);
00488 }
00489 }
00490
00491 <span class="comment">// Find the texture</span>
00492 MapBitmapDesc::const_iterator ite=desc.find (name);
00493 <a class="code" href="a04199.html#a6">nlassert</a> (ite!=desc.end());
00494
00495 <span class="comment">// Descriptor ref</span>
00496 <span class="keyword">const</span> CBitmapDesc& descBitmap=ite->second;
00497
00498 <span class="comment">// Get primitives</span>
00499 <span class="keyword">const</span> CPrimitiveBlock &primitiveBlock=meshGeom->getRdrPassPrimitiveBlock(matrixBlock,renderPass);
00500
00501 <span class="comment">// Set of vertex to remap</span>
00502 std::set<uint> vertexToRemap;
00503
00504 <span class="comment">// Remap triangles</span>
00505 <a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a566">index</a>;
00506 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a> *indexPtr=primitiveBlock.getTriPointer();
00507 <a class="code" href="a04558.html#a11">uint32</a> numIndex=3*primitiveBlock.getNumTri();
00508 <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a566">index</a>=0; <a class="code" href="a04223.html#a566">index</a><numIndex; <a class="code" href="a04223.html#a566">index</a>++)
00509 vertexToRemap.insert (indexPtr[index]);
00510
00511 <span class="comment">// Remap quad</span>
00512 indexPtr=primitiveBlock.getQuadPointer();
00513 numIndex=4*primitiveBlock.getNumQuad();
00514 <span class="keywordflow">for</span> (<a class="code" href="a04223.html#a566">index</a>=0; <a class="code" href="a04223.html#a566">index</a><numIndex; <a class="code" href="a04223.html#a566">index</a>++)
00515 vertexToRemap.insert (indexPtr[index]);
00516
00517 <span class="comment">// Remap the vertex</span>
00518 std::set<uint>::iterator iteRemap=vertexToRemap.begin();
00519 <span class="keywordflow">while</span> (iteRemap!=vertexToRemap.end())
00520 {
00521 <span class="comment">// Remap the vertex</span>
00522 <span class="keywordtype">float</span> *UVCoordinate=(<span class="keywordtype">float</span>*)vertexBuffer.getTexCoordPointer(*iteRemap);
00523 UVCoordinate[0]=UVCoordinate[0]*descBitmap.FactorU+descBitmap.U;
00524 UVCoordinate[1]=UVCoordinate[1]*descBitmap.FactorV+descBitmap.V;
00525
00526 <span class="comment">// Next vertex</span>
00527 iteRemap++;
00528 }
00529 }
00530 }
00531 }
00532 }
00533 }
</pre></div> </td>
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05568.html">coarse_mesh_build.h</a><li><a class="el" href="a05567.html">coarse_mesh_build.cpp</a></ul>
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