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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 &landscape, std::vector<uint> &listZone, uint order, std::vector<CTriangle>& 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<const CTessFace*> 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<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->VBase->EndPos, face->VLeft->EndPos, face->VRight->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 &shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a>& modelMT, std::vector<CTriangle>& 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<const CMesh*>(&shape);
00135
00136 <font class="comment">// Cast to CMeshMultiLod</font>
00137 <font class="keyword">const</font> CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape);
00138
00139 <font class="comment">// Cast to CMeshMultiLod</font>
00140 <font class="keyword">const</font> CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&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->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=&meshMulti->getMeshGeom (0);
00153
00154 <font class="comment">// Dynamic cast</font>
00155 <font class="keyword">const</font> CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(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<const CMeshMRMGeom*>(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->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 &meshGeom, <font class="keyword">const</font> CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId)
00180 {
00181 <font class="comment">// Get the vertex buffer</font>
00182 <font class="keyword">const</font> CVertexBuffer &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<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<numRenderPass; pass++)
00191 {
00192 <font class="comment">// Get the primitive block</font>
00193 <font class="keyword">const</font> CPrimitiveBlock &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<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<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 &meshGeom, <font class="keyword">const</font> CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId)
00232 {
00233 <font class="comment">// Get the vertex buffer</font>
00234 <font class="keyword">const</font> CVertexBuffer &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<numRenderPass; pass++)
00239 {
00240 <font class="comment">// Get the primitive block</font>
00241 <font class="keyword">const</font> CPrimitiveBlock &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<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<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 &landscape, vector<uint> &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<listZone.size(); zone++)
00282 {
00283 <font class="comment">// Get num patches</font>
00284 uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs();
00285
00286 <font class="comment">// For each patches</font>
00287 <font class="keywordflow">for</font> (uint patch=0; patch<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 &igIn, CInstanceGroup &igOut, <font class="keyword">const</font> CLightDesc &lightDesc,
00306 std::vector<CTriangle>& obstacles, CLandscape *landscape, CIGSurfaceLightBuild *igSurfaceLightBuild)
00307 {
00308 sint i;
00309 CVector outGlobalPos;
00310 std::vector<CCluster> outClusters;
00311 std::vector<CPortal> outPortals;
00312 std::vector<CPointLightNamed> 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>->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>->RetrieverGridMap.end())
00333 {
00334 uint numSurfaces= itSrc->second.Grids.size();
00335 <font class="comment">// If !empty retriever.</font>
00336 <font class="keywordflow">if</font>(numSurfaces>0)
00337 {
00338 <font class="comment">// Add it to the map, </font>
00339 CIGSurfaceLight::CRetrieverLightGrid &rlgDst= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>[itSrc->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<numSurfaces; i++)
00344 {
00345 CIGSurfaceLightBuild::CSurface &surfSrc= itSrc->second.Grids[i];
00346 CSurfaceLightGrid &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>= 2 );
00362 <a class="code" href="debug_8h.html#a6">nlassert</a>( surfDst.Height>= 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<string, IShape*> 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<(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<string, IShape*>::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() && 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<string, IShape*>::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<CMeshBase*>(iteMap->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->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->second->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 => 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 => 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<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<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<string, IShape*>::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->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<(sint)obstacles.size();i++)
00570 {
00571 CInstanceLighter::CTriangle& 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 &<a class="code" href="classNL3D_1_1CInstanceLighter.html#o4">_IGRetrieverGridMap</a>, <a class="code" href="classNL3D_1_1CInstanceLighter.html#o3">_IGSurfaceLightBuild</a>->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 &direction, CMatrix& <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))>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 &lightDesc, std::vector<CTriangle>& 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->setLandscape(landscape);
00644 VCE= VCM->createEntity();
00645 }
00646 std::vector<CPointLightInfluence> 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<(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 &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00676 CSurfaceLightGrid::CCellCorner &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<(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->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 &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00735 CSurfaceLightGrid::CCellCorner &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<const CTriangle*> 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<(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(), &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<(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->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<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<const CTriangle*>::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->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->Triangle.intersect(lightPos, pos, hit, tri->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 &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
00871 CSurfaceLightGrid::CCellCorner &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>=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<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<const CTriangle*>::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->Triangle.intersect(lightPos, pos, hit, tri->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->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 &<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<0 || tri->InstanceId != instanceComputed )
00983 {
00984 <font class="comment">// If intersect, the point is occluded.</font>
00985 <font class="keywordflow">if</font>( tri->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->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 &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 <=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<CTriangle>& 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<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size();i++)
01030 {
01031 CPointLightRT &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(), &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<CTriangle*> obstacleGrid;
01050 obstacleGrid.create(gridSize, gridCellSize);
01051 uint size= obstacles.size();
01052 <font class="keywordflow">for</font>(i=0; i<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(), &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<<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 &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<CTriangle*>::CIterator itObstacle;
01087 itObstacle= obstacleGrid.begin();
01088 <font class="keywordflow">while</font>( itObstacle!=obstacleGrid.end() )
01089 {
01090 CTriangle &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, &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<<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 &plRT= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>[i];
01124 <font class="comment">// Create a dummy empty cubeGrid => 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->BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
01142 <font class="keywordtype">float</font> rb= (plb->BSphere.Center - <a class="code" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#m0">Point</a>).norm();
01143 <font class="keywordtype">float</font> infA= (pla->PointLight.getAttenuationEnd() - ra) * pla->OODeltaAttenuation;
01144 <font class="keywordtype">float</font> infB= (plb->PointLight.getAttenuationEnd() - rb) * plb->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 < rb;
01153 <font class="keywordflow">else</font>
01154 <font class="comment">// return better impact</font>
01155 <font class="keywordflow">return</font> infA > 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<CPointLightNamed> &listPointLight)
01161 {
01162 uint i;
01163 vector<CPointLightRT*> 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<<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 &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<CPointLightRT*>::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->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->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->BSphere.Radius - (pl->BSphere.Center - pos).norm();
01215 <font class="keywordflow">if</font>(dRadius>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 > 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->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<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->RefCount++;
01256 }
01257 <font class="comment">// Reset any empty slot to NULL.</font>
01258 <font class="keywordflow">for</font>(; lightInfId<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 &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<CPointLightRT*>::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->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->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->BSphere.Radius - (pl->BSphere.Center - pos).norm();
01318 <font class="keywordflow">if</font>(dRadius>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 > 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)->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<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->RefCount++;
01360 }
01361 <font class="comment">// Reset any empty slot to NULL.</font>
01362 <font class="keywordflow">for</font>(; lightInfId<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<<a class="code" href="classNL3D_1_1CInstanceLighter.html#o5">_StaticPointLights</a>.size(); i++)
01381 {
01382 CPointLightRT &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 > 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 >= 255, too many lights (NB: => because 255 is a NULL code).</font>
01390 <font class="keywordflow">if</font>(plId>=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<<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 &instSrc= <a class="code" href="classNL3D_1_1CInstanceLighter.html#o1">_InstanceInfos</a>[i];
01405 CInstanceGroup::CInstance &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<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]->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->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 &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
01439 CSurfaceLightGrid::CCellCorner &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<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<CPointLightRT*>(cellInfo.LightInfo[lightId])->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)->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 &instLighter, <font class="keyword">const</font> CInstanceGroup &igIn, CInstanceGroup &igOut, <font class="keyword">const</font> CLightDesc &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<CInstanceLighter::CTriangle> 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<string, IShape*> shapeMap;
01499
01500 <font class="comment">// For all instances of igIn.</font>
01501 <font class="keywordflow">for</font>(i=0; i<(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<string, IShape*>::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() && 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<string, IShape*>::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->second, matInst, obstacles, i);
01562 }
01563
01564 }
01565
01566 <font class="comment">// Clean Up shapes.</font>
01567 <font class="comment">//-----------</font>
01568 std::map<string, IShape*>::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->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<(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 > <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>->RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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>->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> >= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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> >= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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>->RetrieverGridMap.find(<a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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>->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 &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>->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 &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>->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 &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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<0 || xCell>=(sint)surfGrid.Width)
01720 <font class="keywordflow">return</font> <font class="keyword">false</font>;
01721 <font class="keywordflow">if</font>(yCell<0 || yCell>=(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>->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 &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 &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_11">_ItRetriever</a>->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 &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 &surfGrid= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_12">_ItRetrieverInfo</a>->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 &cellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_4">getCurrentCellInfo</a>();
01792 CSurfaceLightGrid::CCellCorner &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<= 1; ynb++)
01802 {
01803 <font class="keywordflow">for</font>(sint xnb= -1; xnb<= 1; xnb++)
01804 {
01805 <font class="comment">// center => skip.</font>
01806 <font class="keywordflow">if</font>( xnb==0 && 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 &nbCellInfo= <a class="code" href="classNL3D_1_1CInstanceLighter.html#z464_7">getCurrentNeighborCellInfo</a>(xnb, ynb);
01813 CSurfaceLightGrid::CCellCorner &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<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>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>
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