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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<title>NeL: NL3D::CPSFaceHelper class Reference</title>
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<h1>NL3D::CPSFaceHelper Class Reference</h1><hr><a name="_details"></a><h2>Detailed Description</h2>
Well, we could have put a method template in <a class="el" href="a03186.html">CPSFace</a>, 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 :)
<p>
<p>
Definition at line <a class="el" href="a06231.html#l00051">51</a> of file <a class="el" href="a06231.html">ps_face.cpp</a>.<table border=0 cellpadding=0 cellspacing=0>
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<tr><td colspan=2><br><h2>Static Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>template<class T, class U> void </td><td class="memItemRight" valign=bottom><a class="el" href="a03190.html#NL3D_1_1CPSFaceHelpere0">drawFaces</a> (T posIt, U indexIt, <a class="el" href="a03186.html">CPSFace</a> &f, <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>, <a class="el" href="a04558.html#a11">uint32</a> srcStep)</td></tr>
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<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CPSFaceHelpere0" doxytag="NL3D::CPSFaceHelper::drawFaces" ></a><p>
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template<class T, class U> </td>
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<td class="md" nowrap valign="top"> void NL3D::CPSFaceHelper::drawFaces </td>
<td class="md" valign="top">( </td>
<td class="md" nowrap valign="top">T </td>
<td class="mdname" nowrap> <em>posIt</em>, </td>
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<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap>U </td>
<td class="mdname" nowrap> <em>indexIt</em>, </td>
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<td class="md" nowrap align="right"></td>
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<td class="md" nowrap><a class="el" href="a03186.html">CPSFace</a> & </td>
<td class="mdname" nowrap> <em>f</em>, </td>
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<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>size</em>, </td>
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<td class="md" nowrap align="right"></td>
<td></td>
<td class="md" nowrap><a class="el" href="a04558.html#a11">uint32</a> </td>
<td class="mdname" nowrap> <em>srcStep</em></td>
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<td></td>
<td class="md">) </td>
<td class="md" colspan="2"><code> [inline, static]</code></td>
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<p>
Definition at line <a class="el" href="a06231.html#l00055">55</a> of file <a class="el" href="a06231.html">ps_face.cpp</a>.
<p>
References <a class="el" href="a06258.html#l00844">NL3D::CPSMaterial::_Mat</a>, <a class="el" href="a06247.html#l01026">NL3D::CPSLocatedBindable::_Owner</a>, <a class="el" href="a06258.html#l00289">NL3D::CPSSizedParticle::_ParticleSize</a>, <a class="el" href="a06258.html#l00697">NL3D::CPSRotated3DPlaneParticle::_PlaneBasis</a>, <a class="el" href="a06258.html#l00695">NL3D::CPSRotated3DPlaneParticle::_PlaneBasisScheme</a>, <a class="el" href="a06232.html#l00140">NL3D::CPSFace::_PrecompBasis</a>, <a class="el" href="a06258.html#l00290">NL3D::CPSSizedParticle::_SizeScheme</a>, <a class="el" href="a06258.html#l00472">NL3D::CPSTexturedParticle::_Tex</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera2">NL3D::IDriver::activeVertexBuffer()</a>, <a class="el" href="a06249.html#l00039">CHECK_VERTEX_BUFFER</a>, <a class="el" href="a06247.html#l00890">NL3D::CPSLocatedBindable::getDriver()</a>, <a class="el" href="a06262.html#l00146">NL3D::CPSQuad::getNeededVB()</a>, <a class="el" href="a06710.html#l00438">NL3D::CVertexBuffer::getVertexCoordPointer()</a>, <a class="el" href="a06711.html#l00473">NL3D::CVertexBuffer::getVertexSize()</a>, <a class="el" href="a06246.html#l00500">NL3D::CPSLocated::incrementNbDrawnParticles()</a>, <a class="el" href="a06258.html#l00519">NL3D::CPSMultiTexturedParticle::isMultiTextureEnabled()</a>, <a class="el" href="a03136.html#NL3D_1_1CPSAttribMakerz714_2">NL3D::CPSAttribMaker< CPlaneBasis >::make()</a>, <a class="el" href="a03136.html#NL3D_1_1CPSAttribMakerz714_2">NL3D::CPSAttribMaker< float >::make()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06152.html#l00060">PARTICLES_CHECK_MEM</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera54">NL3D::IDriver::renderQuads()</a>, <a class="el" href="a06246.html#l02142">NL3D::CPSLocatedBindable::setupDriverModelMatrix()</a>, <a class="el" href="a06257.html#l00733">NL3D::CPSMultiTexturedParticle::setupMaterial()</a>, <a class="el" href="a05646.html#l00645">size</a>, <a class="el" href="a05646.html#l00244">stride</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a06262.html#l00520">NL3D::CPSQuad::updateMatBeforeRendering()</a>, <a class="el" href="a06262.html#l00386">NL3D::CPSQuad::updateVbColNUVForRender()</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06259.html#l00048">NL3D::CPlaneBasis::X</a>, <a class="el" href="a06259.html#l00049">NL3D::CPlaneBasis::Y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
<div class="fragment"><pre>00056 {
00057 <a class="code" href="a04729.html#a0">PARTICLES_CHECK_MEM</a>;
00058 <a class="code" href="a04199.html#a6">nlassert</a>(f._Owner);
00059 IDriver *driver = f.getDriver();
00060
00061 f.updateMatBeforeRendering(driver);
00062
00063 CVertexBuffer &vb = f.getNeededVB();
00064 <a class="code" href="a04558.html#a7">uint8</a> *currVertex;
00065
00066 <span class="comment">// number of left faces to draw, number of faces to process at once</span>
00067 <a class="code" href="a04558.html#a11">uint32</a> leftFaces = <a class="code" href="a04223.html#a587">size</a>, toProcess;
00068 f._Owner->incrementNbDrawnParticles(size); <span class="comment">// for benchmark purpose </span>
00069 f.setupDriverModelMatrix();
00070 driver->activeVertexBuffer(vb);
00071 <span class="keywordflow">if</span> (f.isMultiTextureEnabled())
00072 {
00073 f.setupMaterial(f._Tex, driver, f._Mat);
00074 }
00075 <span class="keywordtype">float</span> sizeBuf[CPSQuad::quadBufSize];
00076 <span class="keywordtype">float</span> *ptSize;
00077 T endPosIt;
00078
00079 <span class="comment">// if constant size is used, the pointer points always the same float </span>
00080 <a class="code" href="a04558.html#a11">uint32</a> ptSizeIncrement = f._SizeScheme ? 1 : 0;
00081
00082 <span class="keywordflow">if</span> (f._PrecompBasis.size()) <span class="comment">// do we use precomputed basis ?</span>
00083 {
00084 <span class="keywordflow">do</span>
00085 {
00086 toProcess = leftFaces > CPSQuad::quadBufSize ? CPSQuad::quadBufSize : leftFaces;
00087 currVertex = (<a class="code" href="a04558.html#a7">uint8</a> *) vb.getVertexCoordPointer() ;
00088 <span class="keywordflow">if</span> (f._SizeScheme)
00089 {
00090 ptSize = (<span class="keywordtype">float</span> *) (f._SizeScheme->make(f._Owner, size - leftFaces, sizeBuf, <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>), toProcess, <span class="keyword">true</span>, srcStep));
00091 }
00092 <span class="keywordflow">else</span>
00093 {
00094 ptSize = &f._ParticleSize;
00095 }
00096 f.updateVbColNUVForRender(vb, size - leftFaces, toProcess, srcStep);
00097 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a> <a class="code" href="a04223.html#a582">stride</a> = vb.getVertexSize();
00098 endPosIt = posIt + toProcess;
00099 <span class="keywordflow">do</span>
00100 {
00101 <span class="keyword">const</span> CPlaneBasis &currBasis = f._PrecompBasis[*indexIt].Basis;
00102 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00103 ((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis.X.x;
00104 ((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis.X.y;
00105 ((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis.X.z;
00106 currVertex += <a class="code" href="a04223.html#a582">stride</a>;
00107
00108 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00109 ((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis.Y.x;
00110 ((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis.Y.y;
00111 ((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis.Y.z;
00112 currVertex += <a class="code" href="a04223.html#a582">stride</a>;
00113
00114 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00115 ((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis.X.x;
00116 ((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis.X.y;
00117 ((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis.X.z;
00118 currVertex += <a class="code" href="a04223.html#a582">stride</a>;
00119
00120 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00121 ((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis.Y.x;
00122 ((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis.Y.y;
00123 ((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis.Y.z;
00124 currVertex += <a class="code" href="a04223.html#a582">stride</a>;
00125 ptSize += ptSizeIncrement;
00126 ++indexIt;
00127 ++posIt;
00128 }
00129 <span class="keywordflow">while</span> (posIt != endPosIt);
00130 driver->renderQuads(f._Mat, 0, toProcess);
00131 leftFaces -= toProcess;
00132 }
00133 <span class="keywordflow">while</span> (leftFaces);
00134 }
00135 <span class="keywordflow">else</span>
00136 {
00137 <span class="comment">// must compute each particle basis at each time</span>
00138 <span class="keyword">static</span> CPlaneBasis planeBasis[CPSQuad::quadBufSize]; <span class="comment">// buffer to compute each particle basis</span>
00139 CPlaneBasis *currBasis;
00140 <a class="code" href="a04558.html#a11">uint32</a> ptPlaneBasisIncrement = f._PlaneBasisScheme ? 1 : 0;
00141 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a> vSize = vb.getVertexSize();
00142 <span class="keywordflow">do</span>
00143 {
00144 toProcess = leftFaces > CPSQuad::quadBufSize ? CPSQuad::quadBufSize : leftFaces;
00145 currVertex = (<a class="code" href="a04558.html#a7">uint8</a> *) vb.getVertexCoordPointer() ;
00146 <span class="keywordflow">if</span> (f._SizeScheme)
00147 {
00148 ptSize = (<span class="keywordtype">float</span> *) (f._SizeScheme->make(f._Owner, size - leftFaces, sizeBuf, <span class="keyword">sizeof</span>(<span class="keywordtype">float</span>), toProcess, <span class="keyword">true</span>, srcStep));
00149 }
00150 <span class="keywordflow">else</span>
00151 {
00152 ptSize = &f._ParticleSize;
00153 }
00154
00155 <span class="keywordflow">if</span> (f._PlaneBasisScheme)
00156 {
00157 currBasis = (CPlaneBasis *) (f._PlaneBasisScheme->make(f._Owner, size - leftFaces, planeBasis, <span class="keyword">sizeof</span>(CPlaneBasis), toProcess, <span class="keyword">true</span>, srcStep));
00158 }
00159 <span class="keywordflow">else</span>
00160 {
00161 currBasis = &f._PlaneBasis;
00162 }
00163 f.updateVbColNUVForRender(vb, size - leftFaces, toProcess, srcStep);
00164 endPosIt = posIt + toProcess;
00165 <span class="keywordflow">do</span>
00166 {
00167 <span class="comment">// we use this instead of the + operator, because we avoid 4 constructor calls this way</span>
00168 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00169 ((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis->X.x;
00170 ((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis->X.y;
00171 ((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis->X.z;
00172 currVertex += vSize;
00173
00174 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00175 ((CVector *) currVertex)->x = (*posIt).x + *ptSize * currBasis->Y.x;
00176 ((CVector *) currVertex)->y = (*posIt).y + *ptSize * currBasis->Y.y;
00177 ((CVector *) currVertex)->z = (*posIt).z + *ptSize * currBasis->Y.z;
00178 currVertex += vSize;
00179
00180 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00181 ((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis->X.x;
00182 ((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis->X.y;
00183 ((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis->X.z;
00184 currVertex += vSize;
00185
00186 <a class="code" href="a04826.html#a0">CHECK_VERTEX_BUFFER</a>(vb, currVertex);
00187 ((CVector *) currVertex)->x = (*posIt).x - *ptSize * currBasis->Y.x;
00188 ((CVector *) currVertex)->y = (*posIt).y - *ptSize * currBasis->Y.y;
00189 ((CVector *) currVertex)->z = (*posIt).z - *ptSize * currBasis->Y.z;
00190 currVertex += vSize;
00191 ptSize += ptSizeIncrement;
00192 ++posIt;
00193 currBasis += ptPlaneBasisIncrement;
00194 }
00195 <span class="keywordflow">while</span> (posIt != endPosIt);
00196 driver->renderQuads(f._Mat, 0, toProcess);
00197 leftFaces -= toProcess;
00198 }
00199 <span class="keywordflow">while</span> (leftFaces);
00200 }
00201 <a class="code" href="a04729.html#a0">PARTICLES_CHECK_MEM</a>;
00202 }
</pre></div> </td>
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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="a06231.html">ps_face.cpp</a></ul>
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