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<hr><h1>instance_lighter.cpp</h1><a href="instance__lighter_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025 
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027 
00028 <font class="preprocessor">#include "<a class="code" href="instance__lighter_8h.html">3d/instance_lighter.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="mesh__multi__lod_8h.html">3d/mesh_multi_lod.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="path_8h.html">nel/misc/path.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="visual__collision__manager_8h.html">3d/visual_collision_manager.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="visual__collision__entity_8h.html">3d/visual_collision_entity.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="ig__surface__light__build_8h.html">3d/ig_surface_light_build.h</a>"</font>
00035 
00036 
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00038 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00039 
00040 <font class="keyword">namespace </font>NL3D {
00041 
00042 
00043 <font class="comment">// Bad coded: don't set too big else it allocates too much memory.</font>
<a name="l00044"></a><a class="code" href="instance__lighter_8cpp.html#a0">00044</a> <font class="preprocessor">#define NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE    16</font>
00045 <font class="preprocessor"></font>
00046 
00047 <font class="comment">// ***************************************************************************</font>
00048 <font class="comment">// ***************************************************************************</font>
00049 <font class="comment">// Setup part</font>
00050 <font class="comment">// ***************************************************************************</font>
00051 <font class="comment">// ***************************************************************************</font>
00052 
00053 
00054 <font class="comment">// ***************************************************************************</font>
<a name="l00055"></a><a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#a0">00055</a> CInstanceLighter::CLightDesc::CLightDesc ()
00056 {
00057         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m1">LightDirection</a>.<a class="code" href="classNLMISC_1_1CVector.html#z332_0">set</a> (1, 1, -1);
00058         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m2">GridSize</a>=512;
00059         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m3">GridCellSize</a>=4;
00060         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m4">Shadow</a>= <font class="keyword">true</font>;
00061         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m5">OverSampling</a>= 0;
00062         <a class="code" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html#m0">DisableSunContribution</a>= <font class="keyword">false</font>;
00063 }
00064 
00065 <font class="comment">// ***************************************************************************</font>
<a name="l00066"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a0">00066</a> CInstanceLighter::CInstanceLighter()
00067 {
00068         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>= NULL;
00069 }
00070 
00071 <font class="comment">// ***************************************************************************</font>
<a name="l00072"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a2">00072</a> <font class="keywordtype">void</font> CInstanceLighter::init ()
00073 {
00074 }
00075 
00076 <font class="comment">// ***************************************************************************</font>
<a name="l00077"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">00077</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (CLandscape &amp;landscape, std::vector&lt;uint&gt; &amp;listZone, uint order, std::vector&lt;CTriangle&gt;&amp; triangleArray)
00078 {
00079         <font class="comment">// Lamed from CZoneLighter.</font>
00080         <font class="comment">// Set all to refine</font>
00081         <a class="code" href="classNL3D_1_1CInstanceLighter.html#f2">excludeAllPatchFromRefineAll</a> (landscape, listZone, <font class="keyword">false</font>);
00082 
00083         <font class="comment">// Setup the landscape</font>
00084         landscape.setThreshold (0);
00085         landscape.setTileMaxSubdivision (order);
00086 
00087         <font class="comment">// Refine it</font>
00088         landscape.refineAll (CVector (0, 0, 0));
00089 
00090         <font class="comment">// Dump tesselated triangles</font>
00091         std::vector&lt;const CTessFace*&gt; leaves;
00092         landscape.getTessellationLeaves(leaves);
00093 
00094         <font class="comment">// Number of leaves</font>
00095         uint leavesCount=leaves.size();
00096 
00097         <font class="comment">// Reserve the array</font>
00098         triangleArray.reserve (triangleArray.size()+leavesCount);
00099 
00100         <font class="comment">// Scan each leaves</font>
00101         <font class="keywordflow">for</font> (uint leave=0; leave&lt;leavesCount; leave++)
00102         {
00103                 <font class="comment">// Leave</font>
00104                 <font class="keyword">const</font> CTessFace *face=leaves[leave];
00105 
00106                 <font class="comment">// Add a triangle. -1 because not an instance from an IG</font>
00107                 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (face-&gt;VBase-&gt;EndPos, face-&gt;VLeft-&gt;EndPos, face-&gt;VRight-&gt;EndPos), -1 ));
00108         }
00109 
00110         <font class="comment">// Setup the landscape</font>
00111         landscape.setThreshold (1000);
00112         landscape.setTileMaxSubdivision (0);
00113 
00114         <font class="comment">// Remove all triangles</font>
00115         landscape.refineAll (CVector (0, 0, 0));
00116         landscape.refineAll (CVector (0, 0, 0));
00117         landscape.refineAll (CVector (0, 0, 0));
00118         landscape.refineAll (CVector (0, 0, 0));
00119         landscape.refineAll (CVector (0, 0, 0));
00120         landscape.refineAll (CVector (0, 0, 0));
00121         landscape.refineAll (CVector (0, 0, 0));
00122         landscape.refineAll (CVector (0, 0, 0));
00123         landscape.refineAll (CVector (0, 0, 0));
00124         landscape.refineAll (CVector (0, 0, 0));
00125 
00126 }
00127 
00128 <font class="comment">// ***************************************************************************</font>
<a name="l00129"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d2">00129</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> IShape &amp;shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a>&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray, sint instanceId)
00130 {
00131         <font class="comment">// Lamed from CZoneLighter.</font>
00132 
00133         <font class="comment">// Cast to CMesh</font>
00134         <font class="keyword">const</font> CMesh *mesh=dynamic_cast&lt;const CMesh*&gt;(&amp;shape);
00135 
00136         <font class="comment">// Cast to CMeshMultiLod</font>
00137         <font class="keyword">const</font> CMeshMultiLod *meshMulti=dynamic_cast&lt;const CMeshMultiLod*&gt;(&amp;shape);
00138 
00139         <font class="comment">// Cast to CMeshMultiLod</font>
00140         <font class="keyword">const</font> CMeshMRM *meshMRM=dynamic_cast&lt;const CMeshMRM*&gt;(&amp;shape);
00141 
00142         <font class="comment">// It is a mesh ?</font>
00143         <font class="keywordflow">if</font> (mesh)
00144         {
00145                 <font class="comment">// Add its triangles</font>
00146                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (mesh-&gt;getMeshGeom (), modelMT, triangleArray, instanceId);
00147         }
00148         <font class="comment">// It is a CMeshMultiLod ?</font>
00149         <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMulti)
00150         {
00151                 <font class="comment">// Get the first geommesh</font>
00152                 <font class="keyword">const</font> IMeshGeom *meshGeom=&amp;meshMulti-&gt;getMeshGeom (0);
00153 
00154                 <font class="comment">// Dynamic cast</font>
00155                 <font class="keyword">const</font> CMeshGeom *geomMesh=dynamic_cast&lt;const CMeshGeom*&gt;(meshGeom);
00156                 <font class="keywordflow">if</font> (geomMesh)
00157                 {
00158                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (*geomMesh, modelMT, triangleArray, instanceId);
00159                 }
00160 
00161                 <font class="comment">// Dynamic cast</font>
00162                 <font class="keyword">const</font> CMeshMRMGeom *mrmGeomMesh=dynamic_cast&lt;const CMeshMRMGeom*&gt;(meshGeom);
00163                 <font class="keywordflow">if</font> (mrmGeomMesh)
00164                 {
00165                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (*mrmGeomMesh, modelMT, triangleArray, instanceId);
00166                 }
00167         }
00168         <font class="comment">// It is a CMeshMultiLod ?</font>
00169         <font class="keywordflow">else</font> <font class="keywordflow">if</font> (meshMRM)
00170         {
00171                 <font class="comment">// Get the first lod mesh geom</font>
00172                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#d1">addTriangles</a> (meshMRM-&gt;getMeshGeom (), modelMT, triangleArray, instanceId);
00173         }
00174 }
00175 
00176 
00177 <font class="comment">// ***************************************************************************</font>
00178 
<a name="l00179"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f0">00179</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> CMeshGeom &amp;meshGeom, <font class="keyword">const</font> CMatrix&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray, sint instanceId)
00180 {
00181         <font class="comment">// Get the vertex buffer</font>
00182         <font class="keyword">const</font> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
00183 
00184         <font class="comment">// For each matrix block</font>
00185         uint numBlock=meshGeom.getNbMatrixBlock();
00186         <font class="keywordflow">for</font> (uint block=0; block&lt;numBlock; block++)
00187         {
00188                 <font class="comment">// For each render pass</font>
00189                 uint numRenderPass=meshGeom.getNbRdrPass(block);
00190                 <font class="keywordflow">for</font> (uint pass=0; pass&lt;numRenderPass; pass++)
00191                 {
00192                         <font class="comment">// Get the primitive block</font>
00193                         <font class="keyword">const</font> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
00194 
00195                         <font class="comment">// Dump triangles</font>
00196                         <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer ();
00197                         uint numTri=primitive.getNumTri ();
00198                         uint tri;
00199                         <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
00200                         {
00201                                 <font class="comment">// Vertex</font>
00202                                 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
00203                                 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
00204                                 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
00205 
00206                                 <font class="comment">// Make a triangle</font>
00207                                 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
00208                         }
00209 
00210                         <font class="comment">// Dump quad</font>
00211                         triIndex=primitive.getQuadPointer ();
00212                         numTri=primitive.getNumQuad ();
00213                         <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
00214                         {
00215                                 <font class="comment">// Vertex</font>
00216                                 CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
00217                                 CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
00218                                 CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
00219                                 CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
00220 
00221                                 <font class="comment">// Make 2 triangles</font>
00222                                 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
00223                                 triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId));
00224                         }
00225                 }
00226         }
00227 }
00228 
00229 <font class="comment">// ***************************************************************************</font>
00230 
<a name="l00231"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f1">00231</a> <font class="keywordtype">void</font> CInstanceLighter::addTriangles (<font class="keyword">const</font> CMeshMRMGeom &amp;meshGeom, <font class="keyword">const</font> CMatrix&amp; modelMT, std::vector&lt;CTriangle&gt;&amp; triangleArray, sint instanceId)
00232 {
00233         <font class="comment">// Get the vertex buffer</font>
00234         <font class="keyword">const</font> CVertexBuffer &amp;vb=meshGeom.getVertexBuffer();
00235 
00236         <font class="comment">// For each render pass</font>
00237         uint numRenderPass=meshGeom.getNbRdrPass(0);
00238         <font class="keywordflow">for</font> (uint pass=0; pass&lt;numRenderPass; pass++)
00239         {
00240                 <font class="comment">// Get the primitive block</font>
00241                 <font class="keyword">const</font> CPrimitiveBlock &amp;primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
00242 
00243                 <font class="comment">// Dump triangles</font>
00244                 <font class="keyword">const</font> uint32* triIndex=primitive.getTriPointer ();
00245                 uint numTri=primitive.getNumTri ();
00246                 uint tri;
00247                 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
00248                 {
00249                         <font class="comment">// Vertex</font>
00250                         CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3]));
00251                         CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+1]));
00252                         CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*3+2]));
00253 
00254                         <font class="comment">// Make a triangle</font>
00255                         triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
00256                 }
00257 
00258                 <font class="comment">// Dump quad</font>
00259                 triIndex=primitive.getQuadPointer ();
00260                 numTri=primitive.getNumQuad ();
00261                 <font class="keywordflow">for</font> (tri=0; tri&lt;numTri; tri++)
00262                 {
00263                         <font class="comment">// Vertex</font>
00264                         CVector v0=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4]));
00265                         CVector v1=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+1]));
00266                         CVector v2=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+2]));
00267                         CVector v3=modelMT*(*(CVector*)vb.getVertexCoordPointer (triIndex[tri*4+3]));
00268 
00269                         <font class="comment">// Make 2 triangles</font>
00270                         triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v1, v2), instanceId));
00271                         triangleArray.push_back (CTriangle (<a class="code" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> (v0, v2, v3), instanceId));
00272                 }
00273         }
00274 }
00275 
00276 <font class="comment">// ***************************************************************************</font>
00277 
<a name="l00278"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#f2">00278</a> <font class="keywordtype">void</font> CInstanceLighter::excludeAllPatchFromRefineAll (CLandscape &amp;landscape, vector&lt;uint&gt; &amp;listZone, <font class="keywordtype">bool</font> exclude)
00279 {
00280         <font class="comment">// For each zone</font>
00281         <font class="keywordflow">for</font> (uint zone=0; zone&lt;listZone.size(); zone++)
00282         {
00283                 <font class="comment">// Get num patches</font>
00284                 uint patchCount=landscape.getZone(listZone[zone])-&gt;getNumPatchs();
00285 
00286                 <font class="comment">// For each patches</font>
00287                 <font class="keywordflow">for</font> (uint patch=0; patch&lt;patchCount; patch++)
00288                 {
00289                         <font class="comment">// Exclude all the patches from refine all</font>
00290                         landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude);
00291                 }
00292         }
00293 }
00294 
00295 
00296 <font class="comment">// ***************************************************************************</font>
00297 <font class="comment">// ***************************************************************************</font>
00298 <font class="comment">// light part</font>
00299 <font class="comment">// ***************************************************************************</font>
00300 <font class="comment">// ***************************************************************************</font>
00301 
00302 
00303 
00304 <font class="comment">// ***************************************************************************</font>
<a name="l00305"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#a3">00305</a> <font class="keywordtype">void</font> CInstanceLighter::light (<font class="keyword">const</font> CInstanceGroup &amp;igIn, CInstanceGroup &amp;igOut, <font class="keyword">const</font> CLightDesc &amp;lightDesc, 
00306         std::vector&lt;CTriangle&gt;&amp; obstacles, CLandscape *landscape, CIGSurfaceLightBuild *igSurfaceLightBuild)
00307 {
00308         sint                                    i;
00309         CVector                                 outGlobalPos;
00310         std::vector&lt;CCluster&gt;   outClusters;
00311         std::vector&lt;CPortal&gt;    outPortals;
00312         std::vector&lt;CPointLightNamed&gt;   pointLightList;
00313 
00314         <a class="code" href="debug_8h.html#a6">nlassert</a>(lightDesc.OverSampling==0 || lightDesc.OverSampling==2 || lightDesc.OverSampling==4
00315                 || lightDesc.OverSampling==8 || lightDesc.OverSampling==16);
00316 
00317         <font class="comment">// Setup.</font>
00318         <font class="comment">//========</font>
00319 
00320         <font class="comment">// Prepare IGSurfaceLight lighting</font>
00321         <font class="comment">//-----------</font>
00322         <font class="comment">// Bkup SurfaceLightBuild to know if must light the surfaces, in differents part of the process.</font>
00323         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>= igSurfaceLightBuild;
00324         <font class="comment">// Prepare _IGRetrieverGridMap.</font>
00325         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.clear();
00326         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00327         {
00328                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_17">_TotalCellNumber</a>= 0;
00329                 CIGSurfaceLightBuild::ItRetrieverGridMap        itSrc;
00330                 itSrc= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.begin();
00331                 <font class="comment">// For all retrievers Infos in _IGSurfaceLightBuild</font>
00332                 <font class="keywordflow">while</font>(itSrc!=<a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end())
00333                 {
00334                         uint    numSurfaces= itSrc-&gt;second.Grids.size();
00335                         <font class="comment">// If !empty retriever.</font>
00336                         <font class="keywordflow">if</font>(numSurfaces&gt;0)
00337                         {
00338                                 <font class="comment">// Add it to the map, </font>
00339                                 CIGSurfaceLight::CRetrieverLightGrid            &amp;rlgDst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>[itSrc-&gt;first];
00340                                 <font class="comment">// resize Array of surfaces.</font>
00341                                 rlgDst.Grids.resize(numSurfaces);
00342                                 <font class="comment">// For all surfaces, init them in rlgDst.</font>
00343                                 <font class="keywordflow">for</font>(uint i=0; i&lt;numSurfaces; i++)
00344                                 {
00345                                         CIGSurfaceLightBuild::CSurface          &amp;surfSrc= itSrc-&gt;second.Grids[i];
00346                                         CSurfaceLightGrid                                       &amp;surfDst= rlgDst.Grids[i];
00347                                         <font class="comment">// Init Cells with a default CellCorner</font>
00348                                         CSurfaceLightGrid::CCellCorner          defaultCellCorner;
00349                                         defaultCellCorner.SunContribution= 0;
00350                                         defaultCellCorner.Light[0]= 0xFF;
00351                                         defaultCellCorner.LocalAmbientId= 0xFF;
00352                                         
00353                                         <font class="comment">// Init the grid.</font>
00354                                         surfDst.Origin= surfSrc.Origin;
00355                                         surfDst.Width= surfSrc.Width;
00356                                         surfDst.Height= surfSrc.Height;
00357                                         surfDst.Cells.resize(surfSrc.Cells.size());
00358                                         surfDst.Cells.fill(defaultCellCorner);
00359                                         <font class="comment">// The grid must be valid an not empty</font>
00360                                         <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Cells.size() == surfDst.Width*surfDst.Height );
00361                                         <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Width&gt;= 2 );
00362                                         <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Height&gt;= 2 );
00363 
00364                                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_17">_TotalCellNumber</a>+= surfDst.Cells.size();
00365                                 }
00366                         }
00367 
00368                         <font class="comment">// Next localRetriever info.</font>
00369                         itSrc++;
00370                 }
00371         }
00372         <font class="comment">// Reset cell iteration.</font>
00373         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>;
00374 
00375 
00376         <font class="comment">// Retrieve info from igIn.</font>
00377         <font class="comment">//-----------</font>
00378         igIn.retrieve (outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList);
00379 
00380 
00381         <font class="comment">// set All Instances StaticLightEnabled= true, and Build _InstanceInfos.</font>
00382         <font class="comment">//-----------</font>
00383         <font class="comment">// Map of shape</font>
00384         std::map&lt;string, IShape*&gt; shapeMap;
00385         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.resize(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size());
00386         <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size();i++)
00387         {
00388                 <font class="comment">// Avoid StaticLight precomputing??</font>
00389                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].AvoidStaticLightPreCompute)
00390                 {
00391                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">false</font>;
00392                         <font class="comment">// Next instance.</font>
00393                         <font class="keywordflow">continue</font>;
00394                 }
00395 
00396                 <font class="comment">// Else let's do it.</font>
00397                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">true</font>;
00398 
00399 
00400                 <font class="comment">// Get the shape centerPos;</font>
00401                 <font class="comment">//------------</font>
00402                 CVector shapeCenterPos;
00403                 CVector overSamples[<a class="code" href="classNL3D_1_1CInstanceLighter.html#s1s0">MaxOverSamples</a>];
00404 
00405                 <font class="comment">// Get the instance shape name</font>
00406                 string name= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Name;
00407                 <font class="keywordtype">bool</font>    shapeFound= <font class="keyword">true</font>;
00408 
00409                 <font class="comment">// Try to find the shape in the UseShapeMap.</font>
00410                 std::map&lt;string, IShape*&gt;::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
00411 
00412                 <font class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</font>
00413                 <font class="keywordflow">if</font>( iteMap == lightDesc.UserShapeMap.end() )
00414                 {
00415                         <font class="comment">// Add a .shape at the end ?</font>
00416                         <font class="keywordflow">if</font> (name.find(<font class="charliteral">'.'</font>) == std::string::npos)
00417                                 name += <font class="stringliteral">".shape"</font>;
00418 
00419                         <font class="comment">// Get the instance shape name</font>
00420                         string nameLookup = CPath::lookup (name, <font class="keyword">false</font>, <font class="keyword">false</font>);
00421                         <font class="keywordflow">if</font> (!nameLookup.empty())
00422                                 name = nameLookup;
00423 
00424                         <font class="comment">// Find the shape in the bank</font>
00425                         iteMap= shapeMap.find (name);
00426                         <font class="keywordflow">if</font> (iteMap==shapeMap.end())
00427                         {
00428                                 <font class="comment">// Input file</font>
00429                                 CIFile inputFile;
00430 
00431                                 <font class="keywordflow">if</font> (!name.empty() &amp;&amp; inputFile.open (name))
00432                                 {
00433                                         <font class="comment">// Load it</font>
00434                                         CShapeStream stream;
00435                                         stream.serial (inputFile);
00436 
00437                                         <font class="comment">// Get the pointer</font>
00438                                         iteMap=shapeMap.insert (std::map&lt;string, IShape*&gt;::value_type (name, stream.getShapePointer ())).first;
00439                                 }
00440                                 <font class="keywordflow">else</font>
00441                                 {
00442                                         <font class="comment">// Error</font>
00443                                         <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"WARNING can't load shape %s\n"</font>, name.c_str());
00444                                         shapeFound= <font class="keyword">false</font>;
00445                                 }
00446                         }
00447                 }
00448 
00449 
00450                 <font class="comment">// Last chance to skip it: fully LightMapped ??</font>
00451                 <font class="comment">//-----------</font>
00452                 <font class="keywordflow">if</font>(shapeFound)
00453                 {
00454                         CMeshBase       *mesh= dynamic_cast&lt;CMeshBase*&gt;(iteMap-&gt;second);
00455                         <font class="keywordflow">if</font>(mesh)
00456                         {
00457                                 <font class="comment">// If this mesh is not lightable (fully lightMapped)</font>
00458                                 <font class="keywordflow">if</font>(!mesh-&gt;isLightable())
00459                                 {
00460                                         <font class="comment">// Force Avoid StaticLight precomputing</font>
00461                                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].AvoidStaticLightPreCompute= <font class="keyword">true</font>;
00462                                         <font class="comment">// Disable static lighting.</font>
00463                                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled= <font class="keyword">false</font>;
00464                                         <font class="comment">// Next instance.</font>
00465                                         <font class="keywordflow">continue</font>;
00466                                 }
00467                         }
00468                 }
00469 
00470 
00471                 <font class="comment">// Compute pos and OverSamples</font>
00472                 <font class="comment">//-----------</font>
00473                 {
00474                         <font class="comment">// Compute bbox, or default bbox</font>
00475                         CAABBox         bbox;
00476                         <font class="keywordflow">if</font>(!shapeFound)
00477                         {
00478                                 bbox.setCenter(CVector::Null);
00479                                 bbox.setHalfSize(CVector::Null);
00480                         }
00481                         <font class="keywordflow">else</font>
00482                         {
00483                                 iteMap-&gt;second-&gt;getAABBox(bbox);
00484                         }
00485                         <font class="comment">// get pos</font>
00486                         shapeCenterPos= bbox.getCenter();
00487 
00488 
00489                         <font class="comment">// Compute overSamples</font>
00490                         <font class="keywordtype">float</font>   qx= bbox.getHalfSize().x/2;
00491                         <font class="keywordtype">float</font>   qy= bbox.getHalfSize().y/2;
00492                         <font class="keywordtype">float</font>   qz= bbox.getHalfSize().z/2;
00493                         <font class="comment">// No OverSampling =&gt; just copy.</font>
00494                         <font class="keywordflow">if</font>(lightDesc.OverSampling==0)
00495                                 overSamples[0]= shapeCenterPos;
00496                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==2)
00497                         {
00498                                 <font class="comment">// Prefer Z Axis.</font>
00499                                 overSamples[0]= shapeCenterPos + CVector(0, 0, qz);
00500                                 overSamples[1]= shapeCenterPos - CVector(0, 0, qz);
00501                         }
00502                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==4)
00503                         {
00504                                 <font class="comment">// Apply an overSampling such that we see 4 points if we look on each side of the bbox.</font>
00505                                 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
00506                                 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, +qz);
00507                                 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, +qz);
00508                                 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
00509                         }
00510                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(lightDesc.OverSampling==8 || lightDesc.OverSampling==16)
00511                         {
00512                                 <font class="comment">// 8x is the best overSampling shceme for bbox</font>
00513                                 overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
00514                                 overSamples[1]= shapeCenterPos + CVector(+qx, -qy, -qz);
00515                                 overSamples[2]= shapeCenterPos + CVector(-qx, +qy, -qz);
00516                                 overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
00517                                 overSamples[4]= shapeCenterPos + CVector(-qx, -qy, +qz);
00518                                 overSamples[5]= shapeCenterPos + CVector(+qx, -qy, +qz);
00519                                 overSamples[6]= shapeCenterPos + CVector(-qx, +qy, +qz);
00520                                 overSamples[7]= shapeCenterPos + CVector(+qx, +qy, +qz);
00521 
00522                                 <font class="comment">// 16x =&gt; use this setup, and decal from 1/8</font>
00523                                 <font class="keywordflow">if</font>(lightDesc.OverSampling==16)
00524                                 {
00525                                         CVector         decal(qx/2, qy/2, qz/2);
00526                                         <font class="keywordflow">for</font>(uint sample=0; sample&lt;8; sample++)
00527                                         {
00528                                                 <font class="comment">// Copy and decal</font>
00529                                                 overSamples[sample+8]= overSamples[sample] + decal;
00530                                                 <font class="comment">// neg decal me</font>
00531                                                 overSamples[sample]-= decal;
00532                                         }
00533                                 }
00534                         }
00535                 }
00536 
00537 
00538                 <font class="comment">// Compute pos of the instance</font>
00539                 <font class="comment">//------------</font>
00540                 CMatrix         matInst;
00541                 matInst.setPos(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Pos);
00542                 matInst.setRot(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Rot);
00543                 matInst.scale(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].Scale);
00544                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos= matInst * shapeCenterPos;
00545                 <font class="comment">// Apply matInst to samples.</font>
00546                 uint    nSamples= max(1U, lightDesc.OverSampling);
00547                 <font class="keywordflow">for</font>(uint sample=0; sample&lt;nSamples; sample++)
00548                 {
00549                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].OverSamples[sample]= matInst * overSamples[sample];
00550                 }
00551         }
00552 
00553         <font class="comment">// Clean Up shapes.</font>
00554         <font class="comment">//-----------</font>
00555         std::map&lt;string, IShape*&gt;::iterator iteMap;
00556         iteMap= shapeMap.begin();
00557         <font class="keywordflow">while</font>(iteMap!= shapeMap.end())
00558         {
00559                 <font class="comment">// delte shape</font>
00560                 <font class="keyword">delete</font>  iteMap-&gt;second;
00561                 <font class="comment">// delete entry in map</font>
00562                 shapeMap.erase(iteMap);
00563                 <font class="comment">// next</font>
00564                 iteMap= shapeMap.begin();
00565         }
00566 
00567         <font class="comment">// Build all obstacles plane.</font>
00568         <font class="comment">//-----------</font>
00569         <font class="keywordflow">for</font>(i=0; i&lt;(sint)obstacles.size();i++)
00570         {
00571                 CInstanceLighter::CTriangle&amp; triangle=obstacles[i];
00572                 <font class="comment">// Calc the plane</font>
00573                 triangle.Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2);
00574         }
00575 
00576 
00577         <font class="comment">// Lighting</font>
00578         <font class="comment">//========</font>
00579         <font class="comment">// Light With Sun: build the grid, and do it on all _Instances, using _InstanceInfos</font>
00580         <font class="comment">// Compute also Lighting on surface.</font>
00581         <a class="code" href="classNL3D_1_1CInstanceLighter.html#c0">computeSunContribution</a>(lightDesc, obstacles, landscape);
00582 
00583         <font class="comment">// Light With PointLights</font>
00584         <font class="comment">// build the cubeGrids</font>
00585         <a class="code" href="classNL3D_1_1CInstanceLighter.html#c2">compilePointLightRT</a>(lightDesc.GridSize, lightDesc.GridCellSize, obstacles, lightDesc.Shadow);
00586         <font class="comment">// kill pointLightList, because will use mine.</font>
00587         pointLightList.clear();
00588         <font class="comment">// Light for all _Instances, using _InstanceInfos</font>
00589         <font class="comment">// Compute also Lighting on surface.</font>
00590         <a class="code" href="classNL3D_1_1CInstanceLighter.html#c3">processIGPointLightRT</a>(pointLightList);
00591 
00592         <font class="comment">// If _IGSurfaceLightBuild, then dilate lighting</font>
00593         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00594         {
00595                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#c1">dilateLightingOnSurfaceCells</a>();
00596         }
00597 
00598 
00599         <font class="comment">// Build result.</font>
00600         <font class="comment">//========</font>
00601         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00602         {
00603                 <font class="comment">// build with IGSurfaceLight lighting</font>
00604                 igOut.build(outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList, 
00605                         &amp;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;CellSize);
00606         }
00607         <font class="keywordflow">else</font>
00608         {
00609                 <font class="comment">// build without IGSurfaceLight lighting</font>
00610                 igOut.build(outGlobalPos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>, outClusters, outPortals, pointLightList);
00611         }
00612 
00613 }
00614 
00615 
00616 <font class="comment">// ***************************************************************************</font>
00617 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a369">NEL3DCalcBase</a> (CVector &amp;direction, CMatrix&amp; <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>)
00618 {
00619         direction.normalize();
00620         CVector         I=(fabs(direction*CVector(1.f,0,0))&gt;0.99)?CVector(0.f,1.f,0.f):CVector(1.f,0.f,0.f);
00621         CVector         K=-direction;
00622         CVector         J=K^I;
00623         J.normalize();
00624         I=J^K;
00625         I.normalize();
00626         <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.identity();
00627         <a class="code" href="driver__opengl__extension__def_8h.html#a370">matrix</a>.setRot(I,J,K, <font class="keyword">true</font>);
00628 }
00629 
00630 
00631 
00632 <font class="comment">// ***************************************************************************</font>
<a name="l00633"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c0">00633</a> <font class="keywordtype">void</font>    CInstanceLighter::computeSunContribution(<font class="keyword">const</font> CLightDesc &amp;lightDesc, std::vector&lt;CTriangle&gt;&amp; obstacles, CLandscape *landscape)
00634 {
00635         sint    i;
00636         <font class="comment">// Use precoputed landscape SunContribution</font>
00637         CVisualCollisionManager         *VCM= NULL;
00638         CVisualCollisionEntity          *VCE= NULL;
00639         <font class="keywordflow">if</font>(landscape)
00640         {
00641                 <font class="comment">// create a CVisualCollisionManager and a CVisualCollisionEntity</font>
00642                 VCM= <font class="keyword">new</font> CVisualCollisionManager;
00643                 VCM-&gt;setLandscape(landscape);
00644                 VCE= VCM-&gt;createEntity();
00645         }
00646         std::vector&lt;CPointLightInfluence&gt;       dummyPointLightFromLandscape;
00647         dummyPointLightFromLandscape.reserve(1024);
00648 
00649 
00650         <font class="comment">// If DisableSunContribution, easy, </font>
00651         <font class="keywordflow">if</font>(lightDesc.DisableSunContribution)
00652         {
00653                 <font class="comment">// Light all instances.</font>
00654                 <font class="comment">//==========</font>
00655                 <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++)
00656                 {
00657                         <font class="comment">// If staticLight not enabled, skip.</font>
00658                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled )
00659                                 <font class="keywordflow">continue</font>;
00660 
00661                         <font class="comment">// fill SunContribution to 0</font>
00662                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= 0;
00663                 }
00664 
00665                 <font class="comment">// Light SurfaceGrid Cells.</font>
00666                 <font class="comment">//==========</font>
00667                 <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00668                 {
00669                         <font class="comment">// Begin cell iteration</font>
00670                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
00671                         <font class="comment">// For all surface cell corners</font>
00672                         <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
00673                         {
00674                                 <font class="comment">// get the current cell and cellInfo iterated.</font>
00675                                 CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00676                                 CSurfaceLightGrid::CCellCorner          &amp;cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>();
00677 
00678                                 <font class="comment">// if the cell corner lies in the polygon surface.</font>
00679                                 <font class="keywordflow">if</font>(cellInfo.InSurface)
00680                                 {
00681                                         <font class="comment">// fill SunContribution to 0</font>
00682                                         cell.SunContribution= 0;
00683                                         <font class="comment">// copy it to cellInfo</font>
00684                                         cellInfo.SunContribution= cell.SunContribution;
00685                                 }
00686 
00687                                 <font class="comment">// next cell</font>
00688                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
00689                         }
00690                 }
00691         }
00692         <font class="comment">// If no Raytrace Shadow, easy, </font>
00693         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(!lightDesc.Shadow)
00694         {
00695                 <font class="comment">// Light all instances.</font>
00696                 <font class="comment">//==========</font>
00697                 <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++)
00698                 {
00699                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute SunContribution on Instances"</font>, i / <font class="keywordtype">float</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size()) );
00700 
00701                         <font class="comment">// If staticLight not enabled, skip.</font>
00702                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled )
00703                                 <font class="keywordflow">continue</font>;
00704 
00705                         <font class="comment">// by default, fill SunContribution to 255</font>
00706                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= 255;
00707                         <font class="comment">// Try to get landscape SunContribution (better)</font>
00708                         <font class="keywordflow">if</font>(landscape)
00709                         {
00710                                 CVector         pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos;
00711                                 uint8   landSunContribution;
00712                                 dummyPointLightFromLandscape.clear();
00713                                 <font class="comment">// If find faces under me</font>
00714                                 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>   dummyAmbient;
00715                                 <font class="keywordflow">if</font>(VCE-&gt;getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
00716                                 {
00717                                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= landSunContribution;
00718                                 }
00719                         }
00720                 }
00721 
00722                 <font class="comment">// Light SurfaceGrid Cells.</font>
00723                 <font class="comment">//==========</font>
00724                 <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00725                 {
00726                         <font class="comment">// Begin cell iteration</font>
00727                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
00728                         <font class="comment">// For all surface cell corners</font>
00729                         <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
00730                         {
00731                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute SunContribution on Surfaces"</font>);
00732 
00733                                 <font class="comment">// get the current cell and cellInfo iterated.</font>
00734                                 CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00735                                 CSurfaceLightGrid::CCellCorner          &amp;cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>();
00736 
00737                                 <font class="comment">// if the cell corner lies in the polygon surface.</font>
00738                                 <font class="keywordflow">if</font>(cellInfo.InSurface)
00739                                 {
00740                                         <font class="comment">// Just init SunContribution to 255, since no shadowing.</font>
00741                                         cell.SunContribution= 255;
00742                                         <font class="comment">// copy it to cellInfo</font>
00743                                         cellInfo.SunContribution= cell.SunContribution;
00744                                 }
00745 
00746                                 <font class="comment">// next cell</font>
00747                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
00748                         }
00749                 }
00750         }
00751         <font class="keywordflow">else</font>
00752         {
00753                 <font class="comment">// Compute rayBasis</font>
00754                 CVector rayDir= lightDesc.LightDirection;
00755                 CMatrix rayBasis;
00756                 rayDir.normalize();
00757                 <a class="code" href="zone__lighter_8cpp.html#a7">NEL3DCalcBase</a>(rayDir, rayBasis);
00758                 CMatrix invRayBasis;
00759                 invRayBasis= rayBasis.inverted();
00760 
00761                 <font class="comment">// Build QuadGrid of obstacles.</font>
00762                 <font class="comment">//=========</font>
00763                 <font class="comment">// setup quadGrid</font>
00764                 CQuadGrid&lt;const CTriangle*&gt;             quadGrid;
00765                 quadGrid.changeBase (invRayBasis);
00766                 quadGrid.create(lightDesc.GridSize, lightDesc.GridCellSize);
00767                 <font class="comment">// Insert all obstacles in quadGrid</font>
00768                 <font class="keywordflow">for</font>(i=0; i&lt;(sint)obstacles.size(); i++)
00769                 {
00770                         CAABBox triBBox;
00771                         <font class="comment">// Compute the bbox in rayBasis.</font>
00772                         triBBox.setCenter(invRayBasis * obstacles[i].Triangle.V0);
00773                         triBBox.extend(invRayBasis * obstacles[i].Triangle.V1);
00774                         triBBox.extend(invRayBasis * obstacles[i].Triangle.V2);
00775                         <font class="comment">// And set the coord in our world, because will be multiplied with invRayBasis in insert()</font>
00776                         quadGrid.insert(rayBasis * triBBox.getMin(), rayBasis * triBBox.getMax(), &amp;obstacles[i]);
00777                 }
00778 
00779                 <font class="comment">// For all instances, light them.</font>
00780                 <font class="comment">//=========</font>
00781                 <font class="keywordflow">for</font>(i=0; i&lt;(sint)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++)
00782                 {
00783                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute SunContribution on Instances"</font>, i / <font class="keywordtype">float</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size()) );
00784 
00785                         <font class="comment">// If staticLight not enabled, skip.</font>
00786                         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled )
00787                                 <font class="keywordflow">continue</font>;
00788 
00789                         <font class="comment">// try to use landscape SunContribution.</font>
00790                         <font class="keywordtype">bool</font>    landUsed= <font class="keyword">false</font>;
00791                         <font class="keywordflow">if</font>(landscape)
00792                         {
00793                                 CVector         pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].CenterPos;
00794                                 uint8   landSunContribution;
00795                                 dummyPointLightFromLandscape.clear();
00796                                 <font class="comment">// If find faces under me</font>
00797                                 <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>   dummyAmbient;
00798                                 <font class="keywordflow">if</font>(VCE-&gt;getStaticLightSetup(pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
00799                                 {
00800                                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= landSunContribution;
00801                                         landUsed= <font class="keyword">true</font>;
00802                                 }
00803                         }
00804 
00805                         <font class="comment">// If failed to use landscape SunContribution, rayTrace</font>
00806                         <font class="keywordflow">if</font>(!landUsed)
00807                         {
00808                                 <font class="comment">// number of samples (1 if no overSampling)</font>
00809                                 uint    nSamples= max(1U, lightDesc.OverSampling);
00810 
00811                                 <font class="comment">// Default is full lighted.</font>
00812                                 uint    sunAccum= 255*nSamples;
00813 
00814                                 <font class="comment">// For all samples</font>
00815                                 <font class="keywordflow">for</font>(uint sample=0; sample&lt;nSamples; sample++)
00816                                 {
00817                                         <font class="comment">// pos to rayTrace against</font>
00818                                         CVector         pos= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i].OverSamples[sample];
00819 
00820                                         <font class="comment">// rayTrace from this pos.</font>
00821                                         CVector         lightPos= pos-(rayDir*1000.f);
00822                                         <font class="comment">// Select an element with the X axis as a 3d ray</font>
00823                                         quadGrid.select (lightPos, lightPos);
00824                                         <font class="comment">// For each triangle selected</font>
00825                                         CQuadGrid&lt;const CTriangle*&gt;::CIterator  it=quadGrid.begin();
00826                                         <font class="keywordflow">while</font> (it!=quadGrid.end())
00827                                         {
00828                                                 <font class="keyword">const</font> CTriangle *tri= *it;
00829 
00830                                                 <font class="comment">// If same instanceId, skip</font>
00831                                                 <font class="keywordflow">if</font>(tri-&gt;InstanceId != i)
00832                                                 {
00833                                                         CVector         hit;
00834                                                         <font class="comment">// If triangle occlude the ray, no sun Contribution</font>
00835                                                         <font class="keywordflow">if</font>(tri-&gt;Triangle.intersect(lightPos, pos, hit, tri-&gt;Plane))
00836                                                         {
00837                                                                 <font class="comment">// The sample is not touched by sun. sub his contribution</font>
00838                                                                 sunAccum-= 255;
00839                                                                 <font class="comment">// End</font>
00840                                                                 <font class="keywordflow">break</font>;
00841                                                         }
00842                                                 }
00843                                                 
00844                                                 it++;
00845                                         }
00846                                 }
00847 
00848                                 <font class="comment">// Average samples</font>
00849                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].SunContribution= sunAccum / nSamples;
00850                         }
00851 
00852                 }
00853 
00854 
00855                 <font class="comment">// Light SurfaceGrid Cells.</font>
00856                 <font class="comment">//==========</font>
00857                 <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
00858                 {
00859                         <font class="comment">// No instance currenlty computed, since we compute surface cells.</font>
00860                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= -1;
00861 
00862                         <font class="comment">// Begin cell iteration</font>
00863                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
00864                         <font class="comment">// For all surface cell corners</font>
00865                         <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
00866                         {
00867                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute SunContribution on Surfaces"</font>);
00868 
00869                                 <font class="comment">// get the current cell and cellInfo iterated.</font>
00870                                 CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00871                                 CSurfaceLightGrid::CCellCorner          &amp;cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>();
00872 
00873                                 <font class="comment">// if the cell corner lies in the polygon surface.</font>
00874                                 <font class="keywordflow">if</font>(cellInfo.InSurface)
00875                                 {
00876                                         <font class="comment">// number of samples (at least 1 if no overSampling)</font>
00877                                         uint    nSamples= cellInfo.NumOverSamples;
00878                                         <a class="code" href="debug_8h.html#a6">nlassert</a>(nSamples&gt;=1);
00879 
00880                                         <font class="comment">// Default is full lighted.</font>
00881                                         uint    sunAccum= 255*nSamples;
00882 
00883                                         <font class="comment">// For all samples</font>
00884                                         <font class="keywordflow">for</font>(uint sample=0; sample&lt;nSamples; sample++)
00885                                         {
00886                                                 <font class="comment">// Get pos to rayTrace.</font>
00887                                                 CVector pos= cellInfo.OverSamples[sample];
00888 
00889                                                 <font class="comment">// rayTrace from the pos of this Cell sample.</font>
00890                                                 CVector         lightPos= pos-(rayDir*1000.f);
00891                                                 <font class="comment">// Select an element with the X axis as a 3d ray</font>
00892                                                 quadGrid.select (lightPos, lightPos);
00893                                                 <font class="comment">// For each triangle selected</font>
00894                                                 CQuadGrid&lt;const CTriangle*&gt;::CIterator  it=quadGrid.begin();
00895                                                 <font class="keywordflow">while</font> (it!=quadGrid.end())
00896                                                 {
00897                                                         <font class="keyword">const</font> CTriangle *tri= *it;
00898 
00899                                                         CVector         hit;
00900                                                         <font class="comment">// If triangle occlude the ray, no sun Contribution</font>
00901                                                         <font class="keywordflow">if</font>(tri-&gt;Triangle.intersect(lightPos, pos, hit, tri-&gt;Plane))
00902                                                         {
00903                                                                 <font class="comment">// The cell sample is not touched by sun. sub his contribution</font>
00904                                                                 sunAccum-= 255;
00905                                                                 <font class="comment">// End</font>
00906                                                                 <font class="keywordflow">break</font>;
00907                                                         }
00908                                                         
00909                                                         it++;
00910                                                 }
00911                                         }
00912 
00913                                         <font class="comment">// Average SunContribution</font>
00914                                         cell.SunContribution= sunAccum / nSamples;
00915 
00916                                         <font class="comment">// copy it to cellInfo</font>
00917                                         cellInfo.SunContribution= cell.SunContribution;
00918                                 }
00919 
00920                                 <font class="comment">// next cell</font>
00921                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
00922                         }
00923                 }
00924         }
00925 
00926 
00927         <font class="comment">// Clean VCM and VCE</font>
00928         <font class="keywordflow">if</font>(landscape)
00929         {
00930                 <font class="comment">// delete CVisualCollisionManager and CVisualCollisionEntity</font>
00931                 VCM-&gt;deleteEntity(VCE);
00932                 <font class="keyword">delete</font> VCM;
00933         }
00934 
00935 }
00936 
00937 
00938 
00939 <font class="comment">// ***************************************************************************</font>
00940 <font class="comment">// ***************************************************************************</font>
00941 <font class="comment">// PointLights part</font>
00942 <font class="comment">// ***************************************************************************</font>
00943 <font class="comment">// ***************************************************************************</font>
00944 
00945 
00946 <font class="comment">// ***************************************************************************</font>
<a name="l00947"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#a0">00947</a> CInstanceLighter::CPointLightRT::CPointLightRT()
00948 {
00949         <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m4">RefCount</a>= 0;
00950 }
00951 
00952 
00953 <font class="comment">// ***************************************************************************</font>
<a name="l00954"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#a1">00954</a> <font class="keywordtype">bool</font>    CInstanceLighter::CPointLightRT::testRaytrace(<font class="keyword">const</font> CVector &amp;<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, sint instanceComputed)
00955 {
00956         CVector dummy;
00957 
00958         <font class="keywordflow">if</font>(!<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m2">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#a2">include</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>))
00959                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00960 
00961         <font class="comment">// If Ambient light, just skip</font>
00962         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::AmbientLight)
00963                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00964 
00965         <font class="comment">// If SpotLight verify in angle radius.</font>
00966         <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.getType()== CPointLight::SpotLight)
00967         {
00968                 <font class="keywordtype">float</font>   att= <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m0">PointLight</a>.computeLinearAttenuation(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
00969                 <font class="keywordflow">if</font> (att==0)
00970                         <font class="keywordflow">return</font> <font class="keyword">false</font>;
00971         }
00972 
00973 
00974         <font class="comment">// Select in the cubeGrid</font>
00975         <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.select(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
00976         <font class="comment">// For all faces selected</font>
00977         <font class="keywordflow">while</font>(!<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.isEndSel())
00978         {
00979                 <font class="keyword">const</font> CTriangle *tri= <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.getSel();
00980 
00981                 <font class="comment">// If the triangle is not a triangle of the instance currenlty lighted</font>
00982                 <font class="keywordflow">if</font>( instanceComputed&lt;0 || tri-&gt;InstanceId != instanceComputed )
00983                 {
00984                         <font class="comment">// If intersect, the point is occluded.</font>
00985                         <font class="keywordflow">if</font>( tri-&gt;Triangle.intersect(<a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m2">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, dummy, tri-&gt;getPlane()) )
00986                                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00987                 }
00988 
00989                 <font class="comment">// next</font>
00990                 <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#m3">FaceCubeGrid</a>.nextSel();
00991         }
00992 
00993         <font class="comment">// Ok the point is visilbe from the light</font>
00994         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00995 }
00996 
00997 
00998 <font class="comment">// ***************************************************************************</font>
<a name="l00999"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z463_0">00999</a> <font class="keywordtype">void</font>                    CInstanceLighter::addStaticPointLight(<font class="keyword">const</font> CPointLightNamed &amp;pln)
01000 {
01001         <font class="comment">// build the plRT.</font>
01002         CPointLightRT   plRT;
01003         plRT.PointLight= pln;
01004         <font class="comment">// compute plRT.OODeltaAttenuation</font>
01005         plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin();
01006         <font class="keywordflow">if</font>(plRT.OODeltaAttenuation &lt;=0 )
01007                 plRT.OODeltaAttenuation= 1e10f;
01008         <font class="keywordflow">else</font>
01009                 plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation;
01010         <font class="comment">// compute plRT.BSphere</font>
01011         plRT.BSphere.Center= pln.getPosition();
01012         plRT.BSphere.Radius= pln.getAttenuationEnd();
01013         <font class="comment">// NB: FaceCubeGrid will be computed during light()</font>
01014 
01015         <font class="comment">// add the plRT</font>
01016         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.push_back(plRT);
01017 
01018 }
01019 
01020 
01021 <font class="comment">// ***************************************************************************</font>
<a name="l01022"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c2">01022</a> <font class="keywordtype">void</font>                    CInstanceLighter::compilePointLightRT(uint gridSize, <font class="keywordtype">float</font> gridCellSize, std::vector&lt;CTriangle&gt;&amp; obstacles, <font class="keywordtype">bool</font> doShadow)
01023 {
01024         uint    i;
01025 
01026         <font class="comment">// Fill the quadGrid of Lights.</font>
01027         <font class="comment">// ===========</font>
01028         <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.create(gridSize, gridCellSize);
01029         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++)
01030         {
01031                 CPointLightRT   &amp;plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i];
01032 
01033                 <font class="comment">// Compute the bbox of the light</font>
01034                 CAABBox         bbox;
01035                 bbox.setCenter(plRT.BSphere.Center);
01036                 <font class="keywordtype">float</font>   hl= plRT.BSphere.Radius;
01037                 bbox.setHalfSize(CVector(hl,hl,hl));
01038 
01039                 <font class="comment">// Insert the pointLight in the quadGrid.</font>
01040                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.insert(bbox.getMin(), bbox.getMax(), &amp;plRT);
01041         }
01042 
01043 
01044         <font class="comment">// Append triangles to cubeGrid ??</font>
01045         <font class="keywordflow">if</font>(doShadow)
01046         {
01047                 <font class="comment">// For all obstacles, Fill a quadGrid.</font>
01048                 <font class="comment">// ===========</font>
01049                 CQuadGrid&lt;CTriangle*&gt;   obstacleGrid;
01050                 obstacleGrid.create(gridSize, gridCellSize);
01051                 uint    size= obstacles.size();
01052                 <font class="keywordflow">for</font>(i=0; i&lt;size; i++)
01053                 {
01054                         <font class="comment">// bbox of triangle</font>
01055                         CAABBox bbox;
01056                         bbox.setCenter(obstacles[i].Triangle.V0);
01057                         bbox.extend(obstacles[i].Triangle.V1);
01058                         bbox.extend(obstacles[i].Triangle.V2);
01059                         <font class="comment">// insert triangle in quadGrid.</font>
01060                         obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &amp;obstacles[i]);
01061                 }
01062 
01063 
01064                 <font class="comment">// For all PointLights, fill his CubeGrid</font>
01065                 <font class="comment">// ===========</font>
01066                 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++)
01067                 {
01068                         <font class="comment">// progress</font>
01069                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 1/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size());
01070 
01071                         CPointLightRT   &amp;plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i];
01072                         <font class="comment">// Create the cubeGrid</font>
01073                         plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), <a class="code" href="instance__lighter_8cpp.html#a0">NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE</a>);
01074 
01075                         <font class="comment">// AmbiantLIghts: do nothing.</font>
01076                         <font class="keywordflow">if</font>(plRT.PointLight.getType()!=CPointLight::AmbientLight)
01077                         {
01078                                 <font class="comment">// Select only obstacle Faces around the light. Other are not usefull</font>
01079                                 CAABBox bbox;
01080                                 bbox.setCenter(plRT.PointLight.getPosition());
01081                                 <font class="keywordtype">float</font>   hl= plRT.PointLight.getAttenuationEnd();
01082                                 bbox.setHalfSize(CVector(hl,hl,hl));
01083                                 obstacleGrid.select(bbox.getMin(), bbox.getMax());
01084 
01085                                 <font class="comment">// For all faces, fill the cubeGrid.</font>
01086                                 CQuadGrid&lt;CTriangle*&gt;::CIterator        itObstacle;
01087                                 itObstacle= obstacleGrid.begin();
01088                                 <font class="keywordflow">while</font>( itObstacle!=obstacleGrid.end() )
01089                                 {
01090                                         CTriangle       &amp;tri= *(*itObstacle);
01091                                         <font class="comment">/* Don't Test BackFace culling Here (unlike in CZoneLighter !!).</font>
01092 <font class="comment">                                           For objects:</font>
01093 <font class="comment">                                                AutoOccluding problem is avoided with _CurrentInstanceComputed scheme.</font>
01094 <font class="comment">                                                Also, With pointLights, there is no multiSampling (since no factor stored)</font>
01095 <font class="comment">                                                Hence we are sure that no Object samples will lies under floor, and that the center of the </font>
01096 <font class="comment">                                                object is far away.</font>
01097 <font class="comment">                                           For IGSurface lighting:</font>
01098 <font class="comment">                                                notice that we already add 20cm in height because of "stairs problem" so</font>
01099 <font class="comment">                                                floor/surface auto_shadowing is not a problem here...</font>
01100 <font class="comment">                                        */</font>
01101                                         <font class="comment">// Insert the triangle in the CubeGrid</font>
01102                                         plRT.FaceCubeGrid.insert( tri.Triangle, &amp;tri);
01103 
01104                                         itObstacle++;
01105                                 }
01106                         }
01107 
01108                         <font class="comment">// Compile the CubeGrid.</font>
01109                         plRT.FaceCubeGrid.compile();
01110 
01111                         <font class="comment">// And Reset RefCount.</font>
01112                         plRT.RefCount= 0;
01113                 }
01114         }
01115         <font class="comment">// else, just build empty grid</font>
01116         <font class="keywordflow">else</font>
01117         {
01118                 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++)
01119                 {
01120                         <font class="comment">// progress</font>
01121                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 1/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size());
01122 
01123                         CPointLightRT   &amp;plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i];
01124                         <font class="comment">// Create a dummy empty cubeGrid =&gt; no rayTrace :)</font>
01125                         plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4);
01126 
01127                         <font class="comment">// Compile the CubeGrid.</font>
01128                         plRT.FaceCubeGrid.compile();
01129 
01130                         <font class="comment">// And Reset RefCount.</font>
01131                         plRT.RefCount= 0;
01132                 }
01133         }
01134 
01135 }
01136 
01137 
01138 <font class="comment">// ***************************************************************************</font>
<a name="l01139"></a><a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#a0">01139</a> <font class="keywordtype">bool</font>    CInstanceLighter::CPredPointLightToPoint::operator() (CPointLightRT *pla, CPointLightRT *plb)<font class="keyword"> const</font>
01140 <font class="keyword"></font>{
01141         <font class="keywordtype">float</font>   ra= (pla-&gt;BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
01142         <font class="keywordtype">float</font>   rb= (plb-&gt;BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
01143         <font class="keywordtype">float</font>   infA= (pla-&gt;PointLight.getAttenuationEnd() - ra) * pla-&gt;OODeltaAttenuation;
01144         <font class="keywordtype">float</font>   infB= (plb-&gt;PointLight.getAttenuationEnd() - rb) * plb-&gt;OODeltaAttenuation;
01145         <font class="comment">// It is important to clamp, else strange results...</font>
01146         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(infA, 0.f, 1.f);
01147         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(infB, 0.f, 1.f);
01148         <font class="comment">// return which light impact the most.</font>
01149         <font class="comment">// If same impact</font>
01150         <font class="keywordflow">if</font>(infA==infB)
01151                 <font class="comment">// return nearest</font>
01152                 <font class="keywordflow">return</font> ra &lt; rb;
01153         <font class="keywordflow">else</font>
01154                 <font class="comment">// return better impact</font>
01155                 <font class="keywordflow">return</font>  infA &gt; infB;
01156 }
01157 
01158 
01159 <font class="comment">// ***************************************************************************</font>
<a name="l01160"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c3">01160</a> <font class="keywordtype">void</font>                    CInstanceLighter::processIGPointLightRT(std::vector&lt;CPointLightNamed&gt; &amp;listPointLight)
01161 {
01162         uint    i;
01163         vector&lt;CPointLightRT*&gt;          lightInfs;
01164         lightInfs.reserve(1024);
01165 
01166         <font class="comment">// clear result list</font>
01167         listPointLight.clear();
01168 
01169 
01170         <font class="comment">// Compute each Instance</font>
01171         <font class="comment">//===========</font>
01172         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.size(); i++)
01173         {
01174                 <font class="comment">// If staticLight not enabled, skip.</font>
01175                 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled )
01176                         <font class="keywordflow">continue</font>;
01177 
01178                 CInstanceInfo   &amp;inst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i];
01179                 <font class="comment">// Avoid autoShadowing</font>
01180                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= i;
01181 
01182                 <font class="comment">// progress</font>
01183                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a> (<font class="stringliteral">"Compute Influences of PointLights 2/2"</font>, i / (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>.size());
01184 
01185                 <font class="comment">// get the point of the instance.</font>
01186                 CVector         pos= inst.CenterPos;
01187                 
01188                 <font class="comment">// Default: takes no LocalAmbientLight;</font>
01189                 inst.LocalAmbientLight= NULL;
01190                 <font class="keywordtype">float</font>   furtherAmbLight= 0;
01191 
01192                 <font class="comment">// Compute Which light influences him.</font>
01193                 <font class="comment">//---------</font>
01194                 lightInfs.clear();
01195                 <font class="comment">// Search possible lights around the position.</font>
01196                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.select(pos, pos);
01197                 <font class="comment">// For all of them, get the ones which touch this point.</font>
01198                 CQuadGrid&lt;CPointLightRT*&gt;::CIterator    it= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.begin();
01199                 <font class="keywordflow">while</font>(it != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.end())
01200                 {
01201                         CPointLightRT   *pl= *it;
01202 
01203                         <font class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</font>
01204                         <font class="keywordflow">if</font>( pl-&gt;testRaytrace(pos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>) )
01205                         {
01206                                 <font class="comment">// Ok, add the light to the lights which influence the instance</font>
01207                                 lightInfs.push_back(pl);
01208                         }
01209 
01210                         <font class="comment">// Ambient Light ??</font>
01211                         <font class="keywordflow">if</font>( pl-&gt;PointLight.getType() == CPointLight::AmbientLight )
01212                         {
01213                                 <font class="comment">// If the instance is in radius of the ambiant light.</font>
01214                                 <font class="keywordtype">float</font>   dRadius= pl-&gt;BSphere.Radius - (pl-&gt;BSphere.Center - pos).norm();
01215                                 <font class="keywordflow">if</font>(dRadius&gt;0)
01216                                 {
01217                                         <font class="comment">// Take the best ambient light: the one which is further from the circumference</font>
01218                                         <font class="keywordflow">if</font>(dRadius &gt; furtherAmbLight)
01219                                         {
01220                                                 furtherAmbLight= dRadius;
01221                                                 inst.LocalAmbientLight= pl;
01222                                         }
01223                                 }
01224                         }
01225 
01226                         <font class="comment">// next</font>
01227                         it++;
01228                 }
01229 
01230                 <font class="comment">// If ambientLight chosen, inc Ref count of it</font>
01231                 <font class="keywordflow">if</font>(inst.LocalAmbientLight)
01232                         inst.LocalAmbientLight-&gt;RefCount++;
01233 
01234                 <font class="comment">// Choose the Best ones.</font>
01235                 <font class="comment">//---------</font>
01236                 CPredPointLightToPoint  predPLTP;
01237                 predPLTP.Point= pos;
01238                 <font class="comment">// sort.</font>
01239                 sort(lightInfs.begin(), lightInfs.end(), predPLTP);
01240                 <font class="comment">// truncate.</font>
01241                 lightInfs.resize( <a class="code" href="bit__set_8cpp.html#a0">min</a>(lightInfs.size(), (uint)CInstanceGroup::NumStaticLightPerInstance) );
01242 
01243 
01244                 <font class="comment">// For each of them, fill instance</font>
01245                 <font class="comment">//---------</font>
01246                 uint                                    lightInfId;
01247                 <font class="keywordflow">for</font>(lightInfId=0; lightInfId&lt;lightInfs.size(); lightInfId++)
01248                 {
01249                         CPointLightRT   *pl= lightInfs[lightInfId];
01250 
01251                         <font class="comment">// copy light.</font>
01252                         inst.Light[lightInfId]= pl;
01253 
01254                         <font class="comment">// Inc RefCount of the light.</font>
01255                         pl-&gt;RefCount++;
01256                 }
01257                 <font class="comment">// Reset any empty slot to NULL.</font>
01258                 <font class="keywordflow">for</font>(; lightInfId&lt;CInstanceGroup::NumStaticLightPerInstance; lightInfId++)
01259                 {
01260                         inst.Light[lightInfId]= NULL;
01261                 }
01262 
01263         }
01264 
01265 
01266         <font class="comment">// Compute Lighting on SurfaceLightGrid</font>
01267         <font class="comment">//===========</font>
01268         <font class="comment">// Must do it before compression !!</font>
01269         <font class="comment">// NB: big copy/Past from above</font>
01270         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
01271         {
01272                 <font class="comment">// No instance currenlty computed, since we compute surface cells.</font>
01273                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>= -1;
01274 
01275                 <font class="comment">// Begin cell iteration</font>
01276                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
01277                 <font class="comment">// For all surface cell corners</font>
01278                 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
01279                 {
01280                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Compute PointLights on Surfaces"</font>);
01281 
01282                         <font class="comment">// get the current cellInfo iterated.</font>
01283                         CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
01284 
01285                         <font class="comment">// if the cell corner lies in the polygon surface.</font>
01286                         <font class="keywordflow">if</font>(cellInfo.InSurface)
01287                         {
01288                                 <font class="comment">// get the point of the cell.</font>
01289                                 CVector         pos= cellInfo.CenterPos;
01290                                 
01291                                 <font class="comment">// Default: takes no LocalAmbientLight;</font>
01292                                 cellInfo.LocalAmbientLight= NULL;
01293                                 <font class="keywordtype">float</font>   furtherAmbLight= 0;
01294 
01295                                 <font class="comment">// Compute Which light influences him.</font>
01296                                 <font class="comment">//---------</font>
01297                                 lightInfs.clear();
01298                                 <font class="comment">// Search possible lights around the position.</font>
01299                                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.select(pos, pos);
01300                                 <font class="comment">// For all of them, get the ones which touch this point.</font>
01301                                 CQuadGrid&lt;CPointLightRT*&gt;::CIterator    it= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.begin();
01302                                 <font class="keywordflow">while</font>(it != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o6">_StaticPointLightQuadGrid</a>.end())
01303                                 {
01304                                         CPointLightRT   *pl= *it;
01305 
01306                                         <font class="comment">// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup</font>
01307                                         <font class="keywordflow">if</font>( pl-&gt;testRaytrace(pos, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o2">_CurrentInstanceComputed</a>) )
01308                                         {
01309                                                 <font class="comment">// Ok, add the light to the lights which influence the cell</font>
01310                                                 lightInfs.push_back(pl);
01311                                         }
01312 
01313                                         <font class="comment">// Ambient Light ??</font>
01314                                         <font class="keywordflow">if</font>( pl-&gt;PointLight.getType() == CPointLight::AmbientLight )
01315                                         {
01316                                                 <font class="comment">// If the instance is in radius of the ambiant light.</font>
01317                                                 <font class="keywordtype">float</font>   dRadius= pl-&gt;BSphere.Radius - (pl-&gt;BSphere.Center - pos).norm();
01318                                                 <font class="keywordflow">if</font>(dRadius&gt;0)
01319                                                 {
01320                                                         <font class="comment">// Take the best ambient light: the one which is further from the circumference</font>
01321                                                         <font class="keywordflow">if</font>(dRadius &gt; furtherAmbLight)
01322                                                         {
01323                                                                 furtherAmbLight= dRadius;
01324                                                                 cellInfo.LocalAmbientLight= pl;
01325                                                         }
01326                                                 }
01327                                         }
01328 
01329                                         <font class="comment">// next</font>
01330                                         it++;
01331                                 }
01332 
01333                                 <font class="comment">// If ambientLight chosen, inc Ref count of it</font>
01334                                 <font class="keywordflow">if</font>(cellInfo.LocalAmbientLight)
01335                                         ((CPointLightRT*)cellInfo.LocalAmbientLight)-&gt;RefCount++;
01336 
01337 
01338                                 <font class="comment">// Choose the Best ones.</font>
01339                                 <font class="comment">//---------</font>
01340                                 CPredPointLightToPoint  predPLTP;
01341                                 predPLTP.Point= pos;
01342                                 <font class="comment">// sort.</font>
01343                                 sort(lightInfs.begin(), lightInfs.end(), predPLTP);
01344                                 <font class="comment">// truncate.</font>
01345                                 lightInfs.resize( <a class="code" href="bit__set_8cpp.html#a0">min</a>(lightInfs.size(), (uint)CSurfaceLightGrid::NumLightPerCorner) );
01346 
01347 
01348                                 <font class="comment">// For each of them, fill cellInfo</font>
01349                                 <font class="comment">//---------</font>
01350                                 uint                                    lightInfId;
01351                                 <font class="keywordflow">for</font>(lightInfId=0; lightInfId&lt;lightInfs.size(); lightInfId++)
01352                                 {
01353                                         CPointLightRT   *pl= lightInfs[lightInfId];
01354 
01355                                         <font class="comment">// copy light.</font>
01356                                         cellInfo.LightInfo[lightInfId]= pl;
01357 
01358                                         <font class="comment">// Inc RefCount of the light.</font>
01359                                         pl-&gt;RefCount++;
01360                                 }
01361                                 <font class="comment">// Reset any empty slot to NULL.</font>
01362                                 <font class="keywordflow">for</font>(; lightInfId&lt;CSurfaceLightGrid::NumLightPerCorner; lightInfId++)
01363                                 {
01364                                         cellInfo.LightInfo[lightInfId]= NULL;
01365                                 }
01366 
01367                         }
01368 
01369                         <font class="comment">// next cell</font>
01370                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
01371                 }
01372         }
01373 
01374 
01375 
01376         <font class="comment">// Compress and setup _Instances with compressed data.</font>
01377         <font class="comment">//===========</font>
01378         uint    plId= 0;
01379         <font class="comment">// Process each pointLights</font>
01380         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size(); i++)
01381         {
01382                 CPointLightRT   &amp;plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i];
01383                 <font class="comment">// If this light is used.</font>
01384                 <font class="keywordflow">if</font>(plRT.RefCount &gt; 0)
01385                 {
01386                         <font class="comment">// Must Copy it into Ig.</font>
01387                         listPointLight.push_back(plRT.PointLight);
01388                         plRT.DstId= plId++;
01389                         <font class="comment">// If index &gt;= 255, too many lights (NB: =&gt; because 255 is a NULL code).</font>
01390                         <font class="keywordflow">if</font>(plId&gt;=0xFF)
01391                         {
01392                                 <font class="keywordflow">throw</font> Exception(<font class="stringliteral">"Too many Static Point Lights influence the IG!!"</font>);
01393                         }
01394                 }
01395         }
01396 
01397         <font class="comment">// For each instance, compress Point light info</font>
01398         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>.size(); i++)
01399         {
01400                 <font class="comment">// If staticLight not enabled, skip.</font>
01401                 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i].StaticLightEnabled )
01402                         <font class="keywordflow">continue</font>;
01403 
01404                 CInstanceInfo                           &amp;instSrc= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i];
01405                 CInstanceGroup::CInstance       &amp;instDst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o0">_Instances</a>[i];
01406 
01407                 <font class="comment">// Do it for PointLights</font>
01408                 <font class="keywordflow">for</font>(uint lightId= 0; lightId&lt;CInstanceGroup::NumStaticLightPerInstance; lightId++)
01409                 {
01410                         <font class="keywordflow">if</font>(instSrc.Light[lightId] == NULL)
01411                         {
01412                                 <font class="comment">// Mark as unused.</font>
01413                                 instDst.Light[lightId]= 0xFF;
01414                         }
01415                         <font class="keywordflow">else</font>
01416                         {
01417                                 <font class="comment">// Get index.</font>
01418                                 instDst.Light[lightId]= instSrc.Light[lightId]-&gt;DstId;
01419                         }
01420                 }
01421 
01422                 <font class="comment">// Do it for Ambientlight</font>
01423                 <font class="keywordflow">if</font>(instSrc.LocalAmbientLight == NULL)
01424                         instDst.LocalAmbientId= 0xFF;
01425                 <font class="keywordflow">else</font>
01426                         instDst.LocalAmbientId= instSrc.LocalAmbientLight-&gt;DstId;
01427         }
01428 
01429         <font class="comment">// For each cell, compress Point light info</font>
01430         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
01431         {
01432                 <font class="comment">// Begin cell iteration</font>
01433                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
01434                 <font class="comment">// For all surface cell corners</font>
01435                 <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
01436                 {
01437                         <font class="comment">// get the current cell and cellInfo iterated.</font>
01438                         CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
01439                         CSurfaceLightGrid::CCellCorner          &amp;cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>();
01440 
01441                         <font class="keywordflow">if</font>(cellInfo.InSurface)
01442                         {
01443                                 <font class="comment">// Do it for PointLights</font>
01444                                 <font class="keywordflow">for</font>(uint lightId= 0; lightId&lt;CSurfaceLightGrid::NumLightPerCorner; lightId++)
01445                                 {
01446                                         <font class="keywordflow">if</font>(cellInfo.LightInfo[lightId] == NULL)
01447                                         {
01448                                                 <font class="comment">// Mark as unused.</font>
01449                                                 cell.Light[lightId]= 0xFF;
01450                                         }
01451                                         <font class="keywordflow">else</font>
01452                                         {
01453                                                 <font class="comment">// Get index.</font>
01454                                                 cell.Light[lightId]= reinterpret_cast&lt;CPointLightRT*&gt;(cellInfo.LightInfo[lightId])-&gt;DstId;
01455                                         }
01456                                 }
01457 
01458                                 <font class="comment">// Do it for Ambientlight</font>
01459                                 <font class="keywordflow">if</font>(cellInfo.LocalAmbientLight == NULL)
01460                                         cell.LocalAmbientId= 0xFF;
01461                                 <font class="keywordflow">else</font>
01462                                         cell.LocalAmbientId= ((CPointLightRT*)cellInfo.LocalAmbientLight)-&gt;DstId;
01463                         }
01464 
01465                         <font class="comment">// next cell</font>
01466                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
01467                 }
01468         }
01469 
01470 
01471 }
01472 
01473 
01474 <font class="comment">// ***************************************************************************</font>
01475 <font class="comment">// ***************************************************************************</font>
01476 <font class="comment">// lightIgSimple</font>
01477 <font class="comment">// ***************************************************************************</font>
01478 <font class="comment">// ***************************************************************************</font>
01479 
01480 
01481 <font class="comment">// ***************************************************************************</font>
<a name="l01482"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#d0">01482</a> <font class="keywordtype">void</font>    CInstanceLighter::lightIgSimple(CInstanceLighter &amp;instLighter, <font class="keyword">const</font> CInstanceGroup &amp;igIn, CInstanceGroup &amp;igOut, <font class="keyword">const</font> CLightDesc &amp;lightDesc)
01483 {
01484         sint                            i;
01485 
01486 
01487         <font class="comment">// Setup.</font>
01488         <font class="comment">//=======</font>
01489         <font class="comment">// Init</font>
01490         instLighter.init();
01491 
01492         <font class="comment">// Add obstacles.</font>
01493         std::vector&lt;CInstanceLighter::CTriangle&gt;        obstacles;
01494         <font class="comment">// only if Shadowing On.</font>
01495         <font class="keywordflow">if</font>(lightDesc.Shadow)
01496         {
01497                 <font class="comment">// Map of shape to load</font>
01498                 std::map&lt;string, IShape*&gt; shapeMap;
01499 
01500                 <font class="comment">// For all instances of igIn.</font>
01501                 <font class="keywordflow">for</font>(i=0; i&lt;(sint)igIn.getNumInstance();i++)
01502                 {
01503                         <font class="comment">// progress</font>
01504                         instLighter.progress(<font class="stringliteral">"Loading Shapes obstacles"</font>, <font class="keywordtype">float</font>(i)/igIn.getNumInstance());
01505 
01506                         <font class="comment">// Skip it??</font>
01507                         <font class="keywordflow">if</font>(igIn.getInstance(i).DontCastShadow)
01508                                 <font class="keywordflow">continue</font>;
01509 
01510                         <font class="comment">// Get the instance shape name</font>
01511                         string name= igIn.getShapeName(i);
01512                         <font class="keywordtype">bool</font>    shapeFound= <font class="keyword">true</font>;
01513 
01514                         <font class="comment">// Try to find the shape in the UseShapeMap.</font>
01515                         std::map&lt;string, IShape*&gt;::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
01516 
01517                         <font class="comment">// If not found in userShape map, try to load it from the temp loaded ShapeBank.</font>
01518                         <font class="keywordflow">if</font>( iteMap == lightDesc.UserShapeMap.end() )
01519                         {
01520                                 <font class="comment">// Add a .shape at the end ?</font>
01521                                 <font class="keywordflow">if</font> (name.find(<font class="charliteral">'.'</font>) == std::string::npos)
01522                                         name += <font class="stringliteral">".shape"</font>;
01523 
01524                                 <font class="comment">// Get the instance shape name</font>
01525                                 string nameLookup = CPath::lookup (name, <font class="keyword">false</font>, <font class="keyword">false</font>);
01526                                 <font class="keywordflow">if</font> (!nameLookup.empty())
01527                                         name = nameLookup;
01528 
01529                                 <font class="comment">// Find the shape in the bank</font>
01530                                 iteMap= shapeMap.find (name);
01531                                 <font class="keywordflow">if</font> (iteMap==shapeMap.end())
01532                                 {
01533                                         <font class="comment">// Input file</font>
01534                                         CIFile inputFile;
01535 
01536                                         <font class="keywordflow">if</font> (!name.empty() &amp;&amp; inputFile.open (name))
01537                                         {
01538                                                 <font class="comment">// Load it</font>
01539                                                 CShapeStream stream;
01540                                                 stream.serial (inputFile);
01541 
01542                                                 <font class="comment">// Get the pointer</font>
01543                                                 iteMap=shapeMap.insert (std::map&lt;string, IShape*&gt;::value_type (name, stream.getShapePointer ())).first;
01544                                         }
01545                                         <font class="keywordflow">else</font>
01546                                         {
01547                                                 <font class="comment">// Error</font>
01548                                                 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"WARNING can't load shape %s\n"</font>, name.c_str());
01549                                                 shapeFound= <font class="keyword">false</font>;
01550                                         }
01551                                 }
01552                         }
01553                         
01554                         <font class="keywordflow">if</font>(shapeFound)
01555                         {
01556                                 CMatrix         matInst;
01557                                 matInst.setPos(igIn.getInstancePos(i));
01558                                 matInst.setRot(igIn.getInstanceRot(i));
01559                                 matInst.scale(igIn.getInstanceScale(i));
01560                                 <font class="comment">// Add triangles of this shape</font>
01561                                 CInstanceLighter::addTriangles(*iteMap-&gt;second, matInst, obstacles, i);
01562                         }
01563 
01564                 }
01565 
01566                 <font class="comment">// Clean Up shapes.</font>
01567                 <font class="comment">//-----------</font>
01568                 std::map&lt;string, IShape*&gt;::iterator iteMap;
01569                 iteMap= shapeMap.begin();
01570                 <font class="keywordflow">while</font>(iteMap!= shapeMap.end())
01571                 {
01572                         <font class="comment">// delte shape</font>
01573                         <font class="keyword">delete</font>  iteMap-&gt;second;
01574                         <font class="comment">// delete entry in map</font>
01575                         shapeMap.erase(iteMap);
01576                         <font class="comment">// next</font>
01577                         iteMap= shapeMap.begin();
01578                 }
01579         }
01580 
01581         <font class="comment">// Add pointLights of the IG.</font>
01582         <font class="keywordflow">for</font>(i=0; i&lt;(sint)igIn.getPointLightList().size();i++)
01583         {
01584                 instLighter.addStaticPointLight( igIn.getPointLightList()[i] );
01585         }
01586 
01587 
01588         <font class="comment">// Run.</font>
01589         <font class="comment">//=======</font>
01590         instLighter.light(igIn, igOut, lightDesc, obstacles);
01591 
01592 }
01593 
01594 
01595 <font class="comment">// ***************************************************************************</font>
01596 <font class="comment">// ***************************************************************************</font>
01597 <font class="comment">// Cell Iteration</font>
01598 <font class="comment">// ***************************************************************************</font>
01599 <font class="comment">// ***************************************************************************</font>
01600 
01601 
01602 <font class="comment">// ***************************************************************************</font>
<a name="l01603"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">01603</a> <font class="keywordtype">void</font>                    CInstanceLighter::progressCell(<font class="keyword">const</font> <font class="keywordtype">char</font> *message)
01604 {
01605         <font class="keywordtype">float</font>   cp= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_8">getCurrentCellNumber</a>() / float(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_9">getTotalCellNumber</a>());
01606         <font class="keywordflow">if</font>( cp &gt; <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>+0.05f)
01607         {
01608                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#a4">progress</a>(message, cp);
01609                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>= cp;
01610         }
01611 }
01612 
01613 
01614 <font class="comment">// ***************************************************************************</font>
<a name="l01615"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">01615</a> <font class="keywordtype">void</font>                    CInstanceLighter::beginCell()
01616 {
01617         <font class="keywordflow">if</font>(_IGSurfaceLightBuild)
01618         {
01619                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.begin();
01620                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end() )
01621                 {
01622                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;first);
01623                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end() );
01624                         <font class="comment">// We are suze here that the retriever is not empty, and that the grid herself is not empty too</font>
01625                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>= 0;
01626                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>= 0;
01627                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_16">_ItCurrentCellNumber</a>= 0;
01628                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">false</font>;
01629                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_18">_LastCellProgress</a>= 0;
01630                 }
01631                 <font class="keywordflow">else</font>
01632                 {
01633                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>;
01634                 }
01635         }
01636         <font class="keywordflow">else</font>
01637         {
01638                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>;
01639         }
01640 }
01641 
01642 <font class="comment">// ***************************************************************************</font>
<a name="l01643"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">01643</a> <font class="keywordtype">void</font>                    CInstanceLighter::nextCell()
01644 {
01645         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>());
01646 
01647         <font class="comment">// Next Cell.</font>
01648         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>++;
01649         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_16">_ItCurrentCellNumber</a>++;
01650 
01651         <font class="comment">// If end of Cells, next surface.</font>
01652         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a> &gt;= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells.size() )
01653         {
01654                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>= 0;
01655                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a> ++;
01656         }
01657 
01658         <font class="comment">// If end of surface, next retriever.</font>
01659         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a> &gt;= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;second.Grids.size() )
01660         {
01661                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>= 0;
01662                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>++;
01663                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end())
01664                 {
01665                         <font class="comment">// Get info.</font>
01666                         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;first);
01667                         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a> != <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>-&gt;RetrieverGridMap.end() );
01668                 }
01669         }
01670 
01671         <font class="comment">// If end of retreiver, End.</font>
01672         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a> == <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>.end())
01673         {
01674                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>= <font class="keyword">true</font>;
01675         }
01676 }
01677 
01678 <font class="comment">// ***************************************************************************</font>
<a name="l01679"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">01679</a> <font class="keywordtype">bool</font>                    CInstanceLighter::isEndCell()
01680 {
01681         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_15">_IsEndCell</a>;
01682 }
01683 
01684 <font class="comment">// ***************************************************************************</font>
<a name="l01685"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">01685</a> CSurfaceLightGrid::CCellCorner          &amp;CInstanceLighter::getCurrentCell()
01686 {
01687         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>());
01688 
01689         <font class="comment">// return ref on Cell.</font>
01690         <font class="keywordflow">return</font>  <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>];
01691 }
01692 
01693 <font class="comment">// ***************************************************************************</font>
<a name="l01694"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">01694</a> CIGSurfaceLightBuild::CCellCorner       &amp;CInstanceLighter::getCurrentCellInfo()
01695 {
01696         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>());
01697 
01698         <font class="comment">// return ref on CellInfo.</font>
01699         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>];
01700 }
01701 
01702 
01703 <font class="comment">// ***************************************************************************</font>
<a name="l01704"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">01704</a> <font class="keywordtype">bool</font>                    CInstanceLighter::isCurrentNeighborCellInSurface(sint xnb, sint ynb)
01705 {
01706         <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>());
01707 
01708         <font class="comment">// get a ref on the current grid.</font>
01709         CSurfaceLightGrid       &amp;surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>];
01710         <font class="comment">// copute coordinate of the current cellCorner.</font>
01711         sint    xCell, yCell;
01712         xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width;
01713         yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width;
01714         <font class="comment">// compute coordinate of the neighbor cell corner</font>
01715         xCell+= xnb;
01716         yCell+= ynb;
01717 
01718         <font class="comment">// check if in the surfaceGrid</font>
01719         <font class="keywordflow">if</font>(xCell&lt;0 || xCell&gt;=(sint)surfGrid.Width)
01720                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01721         <font class="keywordflow">if</font>(yCell&lt;0 || yCell&gt;=(sint)surfGrid.Height)
01722                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01723 
01724         <font class="comment">// compute the neighbor id</font>
01725         uint    nbId= yCell*surfGrid.Width + xCell;
01726 
01727         <font class="comment">// Now check in the cellInfo if this cell is InSurface.</font>
01728         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>].Cells[nbId].InSurface )
01729                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01730 
01731         <font class="comment">// Ok, the neighbor cell is valid.</font>
01732 
01733         <font class="keywordflow">return</font> <font class="keyword">true</font>;
01734 }
01735 
01736 <font class="comment">// ***************************************************************************</font>
<a name="l01737"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_6">01737</a> CSurfaceLightGrid::CCellCorner          &amp;CInstanceLighter::getCurrentNeighborCell(sint xnb, sint ynb)
01738 {
01739         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb));
01740 
01741         <font class="comment">// get a ref on the current grid.</font>
01742         CSurfaceLightGrid       &amp;surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>];
01743         <font class="comment">// copute coordinate of the current cellCorner.</font>
01744         sint    xCell, yCell;
01745         xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width;
01746         yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width;
01747         <font class="comment">// compute coordinate of the neighbor cell corner</font>
01748         xCell+= xnb;
01749         yCell+= ynb;
01750         <font class="comment">// compute the neighbor id</font>
01751         uint    nbId= yCell*surfGrid.Width + xCell;
01752 
01753         <font class="comment">// then return a ref on it</font>
01754         <font class="keywordflow">return</font> surfGrid.Cells[nbId];
01755 }
01756 
01757 
01758 <font class="comment">// ***************************************************************************</font>
<a name="l01759"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_7">01759</a> CIGSurfaceLightBuild::CCellCorner       &amp;CInstanceLighter::getCurrentNeighborCellInfo(sint xnb, sint ynb)
01760 {
01761         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb));
01762 
01763         <font class="comment">// get a ref on the current grid.</font>
01764         CIGSurfaceLightBuild::CSurface  &amp;surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>-&gt;second.Grids[<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_13">_ItSurfId</a>];
01765         <font class="comment">// copute coordinate of the current cellCorner.</font>
01766         sint    xCell, yCell;
01767         xCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>%surfGrid.Width;
01768         yCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_14">_ItCellId</a>/surfGrid.Width;
01769         <font class="comment">// compute coordinate of the neighbor cell corner</font>
01770         xCell+= xnb;
01771         yCell+= ynb;
01772         <font class="comment">// compute the neighbor id</font>
01773         uint    nbId= yCell*surfGrid.Width + xCell;
01774 
01775         <font class="comment">// then return a ref on it</font>
01776         <font class="keywordflow">return</font> surfGrid.Cells[nbId];
01777 }
01778 
01779 
01780 <font class="comment">// ***************************************************************************</font>
<a name="l01781"></a><a class="code" href="classNL3D_1_1CInstanceLighter.html#c1">01781</a> <font class="keywordtype">void</font>                    CInstanceLighter::dilateLightingOnSurfaceCells()
01782 {
01783         <font class="comment">// Begin cell iteration</font>
01784         <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_0">beginCell</a>();
01785         <font class="comment">// For all surface cell corners</font>
01786         <font class="keywordflow">while</font>( !<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_2">isEndCell</a>() )
01787         {
01788                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_10">progressCell</a>(<font class="stringliteral">"Dilate Surfaces grids"</font>);
01789 
01790                 <font class="comment">// get the current cell and cellInfo iterated.</font>
01791                 CIGSurfaceLightBuild::CCellCorner       &amp;cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
01792                 CSurfaceLightGrid::CCellCorner          &amp;cell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_3">getCurrentCell</a>();
01793 
01794                 <font class="comment">// if the cell is not in the polygon surface, try to get from his neighbors.</font>
01795                 <font class="keywordflow">if</font>(!cellInfo.InSurface)
01796                 {
01797                         <font class="comment">// Add Weighted influence of SunContribution, and get one of the PointLightContribution (random).</font>
01798                         uint    wgtSunContribution= 0;
01799                         uint    wgtSunCount= 0;
01800                         <font class="comment">// search if one of 8 neighbors is InSurface.</font>
01801                         <font class="keywordflow">for</font>(sint ynb= -1; ynb&lt;= 1; ynb++)
01802                         {
01803                                 <font class="keywordflow">for</font>(sint xnb= -1; xnb&lt;= 1; xnb++)
01804                                 {
01805                                         <font class="comment">// center =&gt; skip.</font>
01806                                         <font class="keywordflow">if</font>( xnb==0 &amp;&amp; ynb==0 )
01807                                                 <font class="keywordflow">continue</font>;
01808                                         <font class="comment">// If the neighbor point is not out of the grid, and if in Surface.</font>
01809                                         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_5">isCurrentNeighborCellInSurface</a>(xnb, ynb) )
01810                                         {
01811                                                 <font class="comment">// get the neighbor cell</font>
01812                                                 CIGSurfaceLightBuild::CCellCorner       &amp;nbCellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_7">getCurrentNeighborCellInfo</a>(xnb, ynb);
01813                                                 CSurfaceLightGrid::CCellCorner          &amp;nbCell= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_6">getCurrentNeighborCell</a>(xnb, ynb);
01814                                                 <font class="comment">// Add SunContribution.</font>
01815                                                 wgtSunContribution+= nbCell.SunContribution;
01816                                                 wgtSunCount++;
01817                                                 <font class="comment">// Just Copy PointLight info.</font>
01818                                                 <font class="keywordflow">for</font>(uint lightId= 0; lightId&lt;CSurfaceLightGrid::NumLightPerCorner; lightId++)
01819                                                         cell.Light[lightId]= nbCell.Light[lightId];
01820                                                 <font class="comment">// Just Copy AmbientLight info.</font>
01821                                                 cell.LocalAmbientId= nbCell.LocalAmbientId;
01822 
01823 
01824                                                 <font class="comment">// For debug mesh only, copy z from nb cellInfo</font>
01825                                                 cellInfo.CenterPos.z= nbCellInfo.CenterPos.z;
01826                                         }
01827                                 }
01828                         }
01829                         <font class="comment">// average SunContribution.</font>
01830                         <font class="keywordflow">if</font>(wgtSunCount&gt;0)
01831                         {
01832                                 cell.SunContribution= wgtSunContribution / wgtSunCount;
01833 
01834                                 <font class="comment">// For debug mesh only, copy SunContribution into cellInfo</font>
01835                                 cellInfo.SunContribution= cell.SunContribution;
01836                                 cellInfo.Dilated= <font class="keyword">true</font>;
01837                         }
01838                 }
01839 
01840                 <font class="comment">// next cell</font>
01841                 <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_1">nextCell</a>();
01842         }
01843 }
01844 
01845 
01846 
01847 } <font class="comment">// NL3D</font>
</pre></div>

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