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<hr><h1>landscape.cpp</h1><a href="landscape_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001 
00007 <font class="comment">/* Copyright, 2000 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 
00029 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="bsphere_8h.html">nel/misc/bsphere.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="texture__file_8h.html">3d/texture_file.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="texture__far_8h.html">3d/texture_far.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="height__map_8h.html">nel/3d/height_map.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="tile__noise__map_8h.html">3d/tile_noise_map.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="vegetable_8h.html">3d/vegetable.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="landscape__vegetable__block_8h.html">3d/landscape_vegetable_block.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00040 <font class="preprocessor">#include "<a class="code" href="tile__vegetable__desc_8h.html">3d/tile_vegetable_desc.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="texture__dlm_8h.html">3d/texture_dlm.h</a>"</font>
00042 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
00043 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00044 
00045 
00046 <font class="preprocessor">#include "<a class="code" href="vertex__program_8h.html">3d/vertex_program.h</a>"</font>
00047 
00048 
00049 
00050 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00051 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00052 
00053 
00054 <font class="keyword">namespace </font>NL3D 
00055 {
00056 
00057 
00058 <font class="comment">// ***************************************************************************</font>
00059 <font class="comment">/* </font>
00060 <font class="comment">        Target is 20K faces  in frustum.</font>
00061 <font class="comment">        So 80K faces at same time</font>
00062 <font class="comment">        So 160K elements (bin tree).</font>
00063 <font class="comment">        A good BlockSize (in my opinion) is EstimatedMaxSize / 10, to have less memory leak as possible,</font>
00064 <font class="comment">        and to make not so many system allocation.</font>
00065 <font class="comment"></font>
00066 <font class="comment">        NL3D_TESSRDR_ALLOC_BLOCKSIZE is 2 times less, because elements are in Far zone or in Near zone only</font>
00067 <font class="comment">        (approx same size...)</font>
00068 <font class="comment">*/</font>
<a name="l00069"></a><a class="code" href="landscape_8cpp.html#a0">00069</a> <font class="preprocessor">#define NL3D_TESS_ALLOC_BLOCKSIZE               16000</font>
<a name="l00070"></a><a class="code" href="landscape_8cpp.html#a1">00070</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_TESSRDR_ALLOC_BLOCKSIZE    8000</font>
00071 <font class="preprocessor"></font>
00072 
00073 <font class="comment">// ***************************************************************************</font>
00074 <font class="comment">// This value is important for the precision of the priority list</font>
<a name="l00075"></a><a class="code" href="landscape_8cpp.html#a2">00075</a> <font class="preprocessor">#define NL3D_REFINE_PLIST_DIST_STEP             0.0625</font>
00076 <font class="preprocessor"></font><font class="comment">/* This value is important, because faces will be inserted at maximum at this entry in the priority list.</font>
00077 <font class="comment">        If not so big (eg 50 meters), a big bunch of faces may be inserted in this entry, which may cause slow down</font>
00078 <font class="comment">        sometimes, when all this bunch comes to 0 in the priority list.</font>
00079 <font class="comment">        To avoid such a thing, see CTessFacePriorityList::init(), and use of NL3D_REFINE_PLIST_DIST_MAX_MOD.</font>
00080 <font class="comment">        Here, distMax= 2048*0.0625= 128</font>
00081 <font class="comment">*/</font>
<a name="l00082"></a><a class="code" href="landscape_8cpp.html#a3">00082</a> <font class="preprocessor">#define NL3D_REFINE_PLIST_NUM_ENTRIES                   2048</font>
<a name="l00083"></a><a class="code" href="landscape_8cpp.html#a4">00083</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_REFINE_PLIST_DIST_MAX_MOD                  0.7f</font>
00084 <font class="preprocessor"></font><font class="comment">// For the Split priority list only, numbers of quadrants. MergeList has 0 quadrants.</font>
<a name="l00085"></a><a class="code" href="landscape_8cpp.html#a5">00085</a> <font class="preprocessor">#define NL3D_REFINE_PLIST_SPLIT_NUMQUADRANT             16</font>
00086 <font class="preprocessor"></font>
00087 
00088 <font class="comment">/*</font>
00089 <font class="comment">        OverHead size of one RollingTable of priority list is 8 * (NL3D_REFINE_PLIST_NUM_ENTRIES)</font>
00090 <font class="comment">        So here, it is "only" 16K.</font>
00091 <font class="comment"></font>
00092 <font class="comment">        Since we have 2 Priority list and 16 quadrants for the split one, the total overhead is 18*12.8= 288K</font>
00093 <font class="comment">*/</font>
00094 
00095 
00096 <font class="comment">// ***************************************************************************</font>
00097 <font class="comment">// Size (in cases) of the quadgrid. must be e power of 2.</font>
<a name="l00098"></a><a class="code" href="classNL3D_1_1CLandscape.html#z493_3">00098</a> <font class="keyword">const</font> uint                      CLandscape::_PatchQuadGridSize= 128;
00099 <font class="comment">// Size of a case of the quadgrid.</font>
<a name="l00100"></a><a class="code" href="classNL3D_1_1CLandscape.html#z493_4">00100</a> <font class="keyword">const</font> <font class="keywordtype">float</font>                     CLandscape::_PatchQuadGridEltSize= 16;
00101 
00102 
00103 <font class="comment">// ***************************************************************************</font>
00104 
00105 <font class="comment">// Bitmap Cross</font>
00106 
<a name="l00107"></a><a class="code" href="classNL3D_1_1CTextureCross.html">00107</a> <font class="keyword">class </font>CTextureCross : <font class="keyword">public</font> ITexture
00108 {
00109 <font class="keyword">public</font>:
<a name="l00115"></a><a class="code" href="classNL3D_1_1CTextureCross.html#a0">00115</a>         <font class="keyword">virtual</font> <font class="keywordtype">void</font> <a class="code" href="classNL3D_1_1CTextureCross.html#a0">doGenerate</a>()
00116         {
00117                 <font class="comment">// Resize</font>
00118                 <a class="code" href="classNLMISC_1_1CBitmap.html#a15">resize</a> (16, 16);
00119 
00120                 <font class="comment">// Cross</font>
00121                 <font class="keyword">static</font> <font class="keyword">const</font> uint32 cross[16*16]=
00122                 {
00123                         <font class="comment">//  0                   1                       2                       3                       4                       5                       6                       7                       8                       9                       10                      11                      12                      13                      14                      15</font>
00124                         0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 
00125                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00126                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00127                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00128                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00129                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00130                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00131                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00132                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00133                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00134                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00135                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00136                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00137                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00138                         0xffffffff, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 
00139                         0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 0xffffffff, 
00140                 };
00141 
00142                 <font class="comment">// Null</font>
00143                 memcpy (&amp;<a class="code" href="classNLMISC_1_1CBitmap.html#n0">_Data</a>[0][0], cross, 16*16*4);
00144         }
00145 
00146         <font class="comment">// Dummy serial...</font>
<a name="l00147"></a><a class="code" href="classNL3D_1_1CTextureCross.html#a1">00147</a>         <font class="keyword">virtual</font> <font class="keywordtype">void</font>    <a class="code" href="classNL3D_1_1CTextureCross.html#a1">serial</a>(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)  <font class="keywordflow">throw</font>(NLMISC::EStream) {<a class="code" href="debug_8h.html#a12">nlstop</a>;}
00148         <a class="code" href="classNL3D_1_1CTextureCross.html#a2">NLMISC_DECLARE_CLASS</a>(CTextureCross);
00149 };
00150 
00151 
00152 <font class="comment">// ***************************************************************************</font>
<a name="l00153"></a><a class="code" href="structNL3D_1_1EBadBind.html#a2">00153</a> <font class="keyword">const</font> <font class="keywordtype">char</font>      *EBadBind::what() <font class="keyword">const</font> <font class="keywordflow">throw</font>()
00154 {
00155         sint                    numErr= 0;
00156         <font class="keyword">const</font>   sint    NErrByLines= 4;
00157 
00158         _Output= <font class="stringliteral">"Landscape Bind Error in (3DSMax indices!! (+1) ): "</font>;
00159 
00160         <a class="code" href="classstd_1_1list.html">std::list&lt;CBindError&gt;</a>::const_iterator           it;
00161         <font class="keywordflow">for</font>(it= BindErrors.begin();it!=BindErrors.end(); it++, numErr++)
00162         {
00163                 <font class="keywordtype">char</font>    tmp[256];
00164                 sint    <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= it-&gt;ZoneId &amp; 255;
00165                 sint    <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= it-&gt;ZoneId &gt;&gt; 8;
00166                 sprintf(tmp, <font class="stringliteral">"zone%3d_%c%c.patch%3d;   "</font>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1, (<font class="keywordtype">char</font>)(<font class="charliteral">'A'</font>+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>/26)), (<font class="keywordtype">char</font>)(<font class="charliteral">'A'</font>+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>%26)), it-&gt;PatchId+1);
00167                 <font class="keywordflow">if</font>( (numErr%NErrByLines) == 0)
00168                         _Output+= <font class="stringliteral">"\n"</font>;
00169                 _Output+= tmp;
00170         }
00171         <font class="keywordflow">return</font> _Output.c_str(); 
00172 }
00173 
00174 
00175 <font class="comment">// ***************************************************************************</font>
00176 <font class="comment">// Init BlockAllcoator with standard BlockMemory.</font>
<a name="l00177"></a><a class="code" href="classNL3D_1_1CLandscape.html#a0">00177</a> CLandscape::CLandscape() : 
00178         TessFaceAllocator(<a class="code" href="landscape_8cpp.html#a0">NL3D_TESS_ALLOC_BLOCKSIZE</a>), 
00179         TessVertexAllocator(<a class="code" href="landscape_8cpp.html#a0">NL3D_TESS_ALLOC_BLOCKSIZE</a>), 
00180         TessNearVertexAllocator(<a class="code" href="landscape_8cpp.html#a1">NL3D_TESSRDR_ALLOC_BLOCKSIZE</a>), 
00181         TessFarVertexAllocator(<a class="code" href="landscape_8cpp.html#a1">NL3D_TESSRDR_ALLOC_BLOCKSIZE</a>), 
00182         TileMaterialAllocator(<a class="code" href="landscape_8cpp.html#a1">NL3D_TESSRDR_ALLOC_BLOCKSIZE</a>), 
00183         TileFaceAllocator(<a class="code" href="landscape_8cpp.html#a1">NL3D_TESSRDR_ALLOC_BLOCKSIZE</a>),
00184         _Far0VB(CLandscapeVBAllocator::Far0),
00185         _Far1VB(CLandscapeVBAllocator::Far1),
00186         _TileVB(CLandscapeVBAllocator::Tile)
00187 {
00188         <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>.resize(NL3D::NbTilesMax);
00189 
00190         <font class="comment">// Resize the vectors of sert of render pass for the far texture</font>
00191         <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>.resize (<a class="code" href="classNL3D_1_1CLandscape.html#f0">getRdrPassIndexWithSize</a> (<a class="code" href="landscape_8h.html#a1">NL_MAX_SIZE_OF_TEXTURE_EDGE</a>, <a class="code" href="landscape_8h.html#a1">NL_MAX_SIZE_OF_TEXTURE_EDGE</a>)+1);
00192 
00193         <font class="comment">// Far texture not initialized till initTileBanks is not called</font>
00194         <a class="code" href="classNL3D_1_1CLandscape.html#o16">_FarInitialized</a>=<font class="keyword">false</font>;
00195         
00196         <font class="comment">// Init far lighting with White/black</font>
00197         <a class="code" href="classNL3D_1_1CLandscape.html#z483_0">setupStaticLight</a> (CRGBA(255,255,255), CRGBA(0,0,0), 1.f);
00198         <font class="comment">// Default material for pointLights</font>
00199         <a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>= CRGBA::White;
00200 
00201 
00202         fill(<a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>.begin(), <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>.end(), (CTileInfo*)NULL);
00203 
00204         <a class="code" href="classNL3D_1_1CLandscape.html#o4">_FarTransition</a>= 10;             <font class="comment">// 10 meters.</font>
00205         <a class="code" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a>=100.f;
00206         <a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a>= 0.001f;
00207         <a class="code" href="classNL3D_1_1CLandscape.html#o3">_RefineMode</a>=<font class="keyword">true</font>;
00208 
00209         <a class="code" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a>= 0;
00210 
00211         <a class="code" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a>= 0;
00212 
00213         <font class="comment">// By default Automatic light comes from up.</font>
00214         <a class="code" href="classNL3D_1_1CLandscape.html#o18">_AutomaticLighting</a> = <font class="keyword">false</font>;
00215         <a class="code" href="classNL3D_1_1CLandscape.html#o19">_AutomaticLightDir</a>= -CVector::K;
00216 
00217         <font class="comment">// By default, noise is enabled.</font>
00218         <a class="code" href="classNL3D_1_1CLandscape.html#z494_0">_NoiseEnabled</a>= <font class="keyword">true</font>;
00219 
00220         <font class="comment">// By default, we compute Geomorph and Alpha in software.</font>
00221         <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>= <font class="keyword">false</font>;
00222         <a class="code" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a>= <font class="keyword">false</font>;
00223 
00224         <a class="code" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a>= <font class="keyword">false</font>;
00225 
00226         <font class="comment">// priority list.</font>
00227         <a class="code" href="classNL3D_1_1CLandscape.html#z495_3">_OldRefineCenterSetuped</a>= <font class="keyword">false</font>;
00228         <a class="code" href="classNL3D_1_1CLandscape.html#z495_0">_SplitPriorityList</a>.init(<a class="code" href="landscape_8cpp.html#a2">NL3D_REFINE_PLIST_DIST_STEP</a>, <a class="code" href="landscape_8cpp.html#a3">NL3D_REFINE_PLIST_NUM_ENTRIES</a>, <a class="code" href="landscape_8cpp.html#a4">NL3D_REFINE_PLIST_DIST_MAX_MOD</a>, <a class="code" href="landscape_8cpp.html#a5">NL3D_REFINE_PLIST_SPLIT_NUMQUADRANT</a>);
00229         <font class="comment">// See updateRefine* Doc in tesselation.cpp for why the merge list do not need quadrants.</font>
00230         <a class="code" href="classNL3D_1_1CLandscape.html#z495_1">_MergePriorityList</a>.init(<a class="code" href="landscape_8cpp.html#a2">NL3D_REFINE_PLIST_DIST_STEP</a>, <a class="code" href="landscape_8cpp.html#a3">NL3D_REFINE_PLIST_NUM_ENTRIES</a>, <a class="code" href="landscape_8cpp.html#a4">NL3D_REFINE_PLIST_DIST_MAX_MOD</a>, 0);
00231         <font class="comment">// just for getTesselatedPos to work properly.</font>
00232         <a class="code" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a>= CVector::Null;
00233 
00234         <font class="comment">// create / Init the vegetable manager.</font>
00235         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>= <font class="keyword">new</font> CVegetableManager(<a class="code" href="landscape__def_8h.html#a8">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_UNLIT</a>, <a class="code" href="landscape__def_8h.html#a9">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_LIGHTED</a>);
00236 
00237         <font class="comment">// Init vegetable  setup.</font>
00238         <a class="code" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a>= <font class="keyword">false</font>;
00239         <a class="code" href="classNL3D_1_1CLandscape.html#z496_3">_DriverOkForVegetable</a>= <font class="keyword">false</font>;
00240         <font class="comment">// default global vegetable color, used for dynamic lighting only (arbitrary).</font>
00241         <a class="code" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a>.set(180, 180, 180);
00242 
00243         <a class="code" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a>= CVector::Null;
00244 
00245 
00246         <font class="comment">// Default: no updateLighting.</font>
00247         <a class="code" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a>= 0;
00248         <a class="code" href="classNL3D_1_1CLandscape.html#z498_5">_ULPrecTimeInit</a>= <font class="keyword">false</font>;
00249         <font class="comment">// Default: no textureFar created.</font>
00250         <a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>= 0;
00251         <a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a>= 0;
00252         <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>= NULL;
00253         <a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>= 0;
00254         <font class="comment">// Default: no patch created</font>
00255         <a class="code" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a>= 0;
00256         <a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a>= 0;
00257         <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>= NULL;
00258         <a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>= 0;
00259 
00260 
00261         <font class="comment">// Dynamic Lighting.</font>
00262         <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>= <font class="keyword">new</font> CTextureDLM(<a class="code" href="landscape__def_8h.html#a13">NL3D_LANDSCAPE_DLM_WIDTH</a>, <a class="code" href="landscape__def_8h.html#a14">NL3D_LANDSCAPE_DLM_HEIGHT</a>);
00263         <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>= <font class="keyword">new</font> CPatchDLMContextList;
00264         <a class="code" href="classNL3D_1_1CLandscape.html#z499_4">_DLMMaxAttEnd</a>= 30.f;
00265 
00266 
00267         <font class="comment">// Alloc some global space for tri rendering.</font>
00268         <font class="keywordflow">if</font>( CLandscapeGlobals::PassTriArray.size() &lt; 1000 )
00269                 CLandscapeGlobals::PassTriArray.resize( 1000 );
00270 
00271 }
00272 <font class="comment">// ***************************************************************************</font>
<a name="l00273"></a><a class="code" href="classNL3D_1_1CLandscape.html#a1">00273</a> CLandscape::~CLandscape()
00274 {
00275         <a class="code" href="classNL3D_1_1CLandscape.html#z477_3">clear</a>();
00276 
00277         <font class="comment">// release the VegetableManager.</font>
00278         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>;
00279         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>= NULL;
00280 
00281         <font class="comment">// Dynamic Lighting.</font>
00282         <font class="comment">// smartPtr delete</font>
00283         <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>= NULL;
00284         <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>;
00285         <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>= NULL;
00286 }
00287 
00288 
00289 <font class="comment">// ***************************************************************************</font>
<a name="l00290"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_0">00290</a> <font class="keywordtype">void</font>                    CLandscape::init()
00291 {
00292         <font class="comment">// Fill Far mat.</font>
00293         <font class="comment">// Must init his BlendFunction here!!! becaus it switch between blend on/off during rendering.</font>
00294         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.initUnlit();
00295         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setSrcBlend(CMaterial::srcalpha);
00296         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setDstBlend(CMaterial::invsrcalpha);
00297 
00298         <font class="comment">// FarMaterial: pass trhough Alpha from diffuse.</font>
00299         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvOpAlpha(0, CMaterial::Replace);
00300         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha);
00301         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvOpAlpha(1, CMaterial::Replace);
00302         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvArg0Alpha(1, CMaterial::Diffuse, CMaterial::SrcAlpha);
00303         <font class="comment">// FarMaterial: Add RGB from static lightmap and dynamic lightmap</font>
00304         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvOpRGB(0, CMaterial::Replace);
00305         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
00306         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvOpRGB(1, CMaterial::Add);
00307         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
00308         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
00309 
00310 
00311         <font class="comment">// Init material for tile.</font>
00312         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.initUnlit();
00313 
00314         <font class="comment">// init quadGrid.</font>
00315         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.create(<a class="code" href="classNL3D_1_1CLandscape.html#z493_3">_PatchQuadGridSize</a>, <a class="code" href="classNL3D_1_1CLandscape.html#z493_4">_PatchQuadGridEltSize</a>);
00316 }
00317 
00318 
00319 <font class="comment">// ***************************************************************************</font>
<a name="l00320"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_2">00320</a> <font class="keywordtype">void</font>                    CLandscape::setThreshold (<font class="keywordtype">float</font> thre)
00321 {
00322         thre= max(thre, 0.f);
00323         <font class="keywordflow">if</font>(thre != <a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a>)
00324         {
00325                 <a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a>= thre;
00326                 <a class="code" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a>= <font class="keyword">true</font>;
00327         }
00328 }
00329 
00330 
00331 <font class="comment">// ***************************************************************************</font>
<a name="l00332"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_0">00332</a> <font class="keywordtype">void</font>                    CLandscape::setTileNear (<font class="keywordtype">float</font> tileNear)
00333 {
00334         tileNear= max(tileNear, <a class="code" href="classNL3D_1_1CLandscape.html#o4">_FarTransition</a>);
00335 
00336         <font class="keywordflow">if</font>(tileNear!=<a class="code" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a>)
00337         {
00338                 <a class="code" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a>= tileNear;
00339                 <a class="code" href="classNL3D_1_1CLandscape.html#c4">resetRenderFarAndDeleteVBFV</a>();
00340         }
00341 
00342 }
00343 
00344 
00345 <font class="comment">// ***************************************************************************</font>
<a name="l00346"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_6">00346</a> <font class="keywordtype">void</font>                    CLandscape::setTileMaxSubdivision (uint tileDiv)
00347 {
00348         <a class="code" href="debug_8h.html#a6">nlassert</a>(tileDiv&gt;=0 &amp;&amp; tileDiv&lt;=4);
00349 
00350         <font class="keywordflow">if</font>(tileDiv!=<a class="code" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a>)
00351         {
00352                 <a class="code" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a>= tileDiv;
00353                 <font class="comment">// Force at Tile==0. Nex refine will split correctly.</font>
00354                 <a class="code" href="classNL3D_1_1CLandscape.html#c5">forceMergeAtTileLevel</a>();
00355         }
00356 }
00357 <font class="comment">// ***************************************************************************</font>
<a name="l00358"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_7">00358</a> uint                    CLandscape::getTileMaxSubdivision ()
00359 {
00360         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a>;
00361 }
00362 
00363 
00364 <font class="comment">// ***************************************************************************</font>
<a name="l00365"></a><a class="code" href="classNL3D_1_1CLandscape.html#c4">00365</a> <font class="keywordtype">void</font>                    CLandscape::resetRenderFarAndDeleteVBFV()
00366 {
00367         <font class="comment">// For all patch of all zones.</font>
00368         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00369         {
00370                 ((*it).second)-&gt;resetRenderFarAndDeleteVBFV();
00371         }
00372 }
00373 
00374 
00375 <font class="comment">// ***************************************************************************</font>
<a name="l00376"></a><a class="code" href="classNL3D_1_1CLandscape.html#c5">00376</a> <font class="keywordtype">void</font>                    CLandscape::forceMergeAtTileLevel()
00377 {
00378         <font class="comment">// For all patch of all zones.</font>
00379         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00380         {
00381                 ((*it).second)-&gt;forceMergeAtTileLevel();
00382         }
00383 }
00384 
00385 
00386 <font class="comment">// ***************************************************************************</font>
<a name="l00387"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_1">00387</a> <font class="keywordtype">bool</font>                    CLandscape::addZone(<font class="keyword">const</font> CZone &amp;newZone)
00388 {
00389         <font class="comment">// -1. Update globals</font>
00390         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (CVector::Null);
00391         <font class="comment">// NB: adding a zone may add vertices in VB in visible patchs (because of binds)=&gt; buffers are locked.</font>
00392 
00393         uint16  zoneId= newZone.getZoneId();
00394 
00395         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId)!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
00396         {
00397                 <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00398                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00399         }
00400         <a class="code" href="classNL3D_1_1CLandscape.html#l2">CZone</a>   *zone= <font class="keyword">new</font> <a class="code" href="classNL3D_1_1CLandscape.html#l2">CZone</a>;
00401 
00402         <font class="comment">// copy zone.</font>
00403         zone-&gt;build(newZone);
00404 
00405         <font class="comment">// Affect the current lighting of pointLight to the zone.</font>
00406         <a class="code" href="classNL3D_1_1CLandscape.html#u10">ItLightGroupColorMap</a>    itLGC= <a class="code" href="classNL3D_1_1CLandscape.html#o20">_LightGroupColorMap</a>.begin();
00407         <font class="keywordflow">while</font>( itLGC != <a class="code" href="classNL3D_1_1CLandscape.html#o20">_LightGroupColorMap</a>.end() )
00408         {
00409                 zone-&gt;_PointLightArray.setPointLightFactor(itLGC-&gt;first, itLGC-&gt;second);
00410                 itLGC++;
00411         }
00412 
00413 
00414         <font class="comment">// apply the landscape heightField, modifying BBoxes.</font>
00415         zone-&gt;applyHeightField(*<font class="keyword">this</font>);
00416 
00417         <font class="comment">// compile the zone for this landscape.</font>
00418         zone-&gt;compile(<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>);
00419 
00420         <font class="comment">// For test of _PatchQuadGrid erase.</font>
00421         CAABBox zoneBBForErase= zone-&gt;getZoneBB().getAABBox();
00422         <font class="comment">// Avoid precision problems by enlarging a little bbox size of zone for erase</font>
00423         zoneBBForErase.setHalfSize( zoneBBForErase.getHalfSize() * 1.1f);
00424 
00425         <font class="comment">// add patchs of this zone to the quadgrid.</font>
00426         <font class="keywordflow">for</font>(sint i= 0; i&lt;zone-&gt;getNumPatchs(); i++)
00427         {
00428                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= ((<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l2">CZone</a>*)zone)-&gt;getPatch(i);
00429                 CPatchIdentEx   paId;
00430                 paId.ZoneId= zoneId;
00431                 paId.PatchId= i;
00432                 paId.Patch= pa;
00433                 CAABBox         bb= pa-&gt;buildBBox();
00434                 <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.insert(bb.getMin(), bb.getMax(), paId);
00435                 <font class="comment">// NB: the bbox of zone is used to remove patch. Hence it is VERY important that zoneBBox includes</font>
00436                 <font class="comment">// all patchs bbox (else some patchs entries may not be deleted in removeZone()).</font>
00437                 <a class="code" href="debug_8h.html#a6">nlassert</a>(zoneBBForErase.include(bb));
00438         }
00439 
00440         <font class="comment">// Must realase VB Buffers</font>
00441         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00442 
00443         <font class="comment">// Because bind may add faces in other (visible) zones because of enforced split, we must check</font>
00444         <font class="comment">// and update any FaceVector.</font>
00445         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00446 
00447         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00448 }
00449 <font class="comment">// ***************************************************************************</font>
<a name="l00450"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_2">00450</a> <font class="keywordtype">bool</font>                    CLandscape::removeZone(uint16 zoneId)
00451 {
00452         <font class="comment">// -1. Update globals</font>
00453         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (CVector::Null);
00454         <font class="comment">// NB: remove a zone may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
00455 
00456         <font class="comment">// find the zone.</font>
00457         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId)==<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
00458         {
00459                 <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00460                 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00461         }
00462         <a class="code" href="classNL3D_1_1CLandscape.html#l2">CZone</a>   *zone= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>[zoneId];
00463 
00464 
00465         <font class="comment">// delete patchs from this zone to the quadgrid.</font>
00466         <font class="comment">// use the quadgrid itself to find where patch are. do this using bbox of zone.</font>
00467         CAABBox zoneBBForErase= zone-&gt;getZoneBB().getAABBox();
00468         <font class="comment">// Avoid precision problems by enlarging a little bbox size of zone for erase</font>
00469         zoneBBForErase.setHalfSize( zoneBBForErase.getHalfSize() * 1.1f);
00470         <font class="comment">// select iterators in the area of this zone.</font>
00471         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.clearSelection();
00472         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.select(zoneBBForErase.getMin(), zoneBBForErase.getMax());
00473         <font class="comment">// for each patch, remove it if from deleted zone.</font>
00474         CQuadGrid&lt;CPatchIdentEx&gt;::CIterator     it;
00475         sint    nPatchRemoved= 0;
00476         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.begin(); it!= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.end();)
00477         {
00478                 <font class="comment">// if the patch belong to the zone to remove</font>
00479                 <font class="keywordflow">if</font>( (*it).ZoneId== zone-&gt;getZoneId() )
00480                 {
00481                         <font class="comment">// remove from the quadgrid.</font>
00482                         it= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.erase(it);
00483                         nPatchRemoved++;
00484                 }
00485                 <font class="keywordflow">else</font>
00486                         it++;
00487         }
00488         <font class="comment">// verify we have removed all patch in the quadGrid for this zone</font>
00489         <a class="code" href="debug_8h.html#a6">nlassert</a>(nPatchRemoved==zone-&gt;getNumPatchs());
00490 
00491 
00492         <font class="comment">// remove the zone.</font>
00493         zone-&gt;release(<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>);
00494         <font class="keyword">delete</font> zone;
00495 
00496         <font class="comment">// Must realase VB Buffers</font>
00497         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00498 
00499         <font class="comment">// because of forceMerge() at unbind, removeZone() can cause change in faces in other (visible) zones.</font>
00500         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00501 
00502         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00503 }
00504 <font class="comment">// ***************************************************************************</font>
<a name="l00505"></a><a class="code" href="classNL3D_1_1CLandscape.html#z481_2">00505</a> <font class="keywordtype">void</font>                    CLandscape::getZoneList(std::vector&lt;uint16&gt;     &amp;zoneIds)<font class="keyword"> const</font>
00506 <font class="keyword"></font>{
00507         zoneIds.clear();
00508         zoneIds.reserve(<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.size());
00509         std::map&lt;uint16, CZone*&gt;::const_iterator        it;
00510         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00511         {
00512                 zoneIds.push_back((*it).first);
00513         }
00514 }
00515 <font class="comment">// ***************************************************************************</font>
<a name="l00516"></a><a class="code" href="classNL3D_1_1CLandscape.html#z481_3">00516</a> <font class="keywordtype">void</font>                    CLandscape::buildZoneName(sint zoneId, std::string &amp;zoneName)
00517 {
00518         <font class="keywordtype">char</font>    tmp[256];
00519         sint    <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= zoneId &amp; 255;
00520         sint    <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= zoneId &gt;&gt; 8;
00521         sprintf(tmp, <font class="stringliteral">"%d_%c%c"</font>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1, (<font class="keywordtype">char</font>)(<font class="charliteral">'A'</font>+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>/26)), (<font class="keywordtype">char</font>)(<font class="charliteral">'A'</font>+(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>%26)));
00522         zoneName= tmp;
00523 }
00524 <font class="comment">// ***************************************************************************</font>
<a name="l00525"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_3">00525</a> <font class="keywordtype">void</font>                    CLandscape::clear()
00526 {
00527         <font class="comment">// Build the list of zoneId.</font>
00528         vector&lt;uint16&gt;  zoneIds;
00529         <a class="code" href="classNL3D_1_1CLandscape.html#z481_2">getZoneList</a>(zoneIds);
00530 
00531         <font class="comment">// Remove each zone one by one.</font>
00532         sint i;
00533         <font class="keywordflow">for</font>(i=0;i&lt;(sint)zoneIds.size();i++)
00534         {
00535                 <a class="code" href="debug_8h.html#a9">nlverify</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z477_2">removeZone</a>(zoneIds[i]));
00536         }
00537 
00538         <font class="comment">// ensure the quadgrid is empty.</font>
00539         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.clear();
00540 
00541 
00542         <font class="comment">// If not done, delete all VBhards allocated.</font>
00543         <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.clear();
00544         <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.clear();
00545         <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.clear();
00546 
00547 
00548         <font class="comment">// Reset All Far Texture and unlink _ULRootTextureFar ciruclarList.</font>
00549         <font class="comment">// First "free" the Free list. </font>
00550         <font class="keywordflow">for</font>(i=0;i&lt;(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>.size();i++)
00551         {
00552                 <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[i].clear();
00553         }
00554         <font class="comment">// Then free all Far RdrPass.</font>
00555         <a class="code" href="classNL3D_1_1CLandscape.html#u7">ItSPRenderPassSet</a>       itFar;
00556         <font class="comment">// unitl set is empty</font>
00557         <font class="keywordflow">while</font>( (itFar= <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.begin()) != <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.end())
00558         {
00559                 <font class="comment">// erase with link update.</font>
00560                 <a class="code" href="classNL3D_1_1CLandscape.html#c11">eraseFarRenderPassFromSet</a>(*itFar);
00561         }
00562 
00563 
00564         <font class="comment">// reset driver.</font>
00565         <a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>= NULL;
00566 }
00567 
00568 <font class="comment">// ***************************************************************************</font>
<a name="l00569"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_0">00569</a> <font class="keywordtype">void</font>                    CLandscape::setDriver(IDriver *drv)
00570 {
00571         <a class="code" href="debug_8h.html#a6">nlassert</a>(drv);
00572         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a> != drv)
00573         {
00574                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>= drv;
00575 
00576                 <font class="comment">// Does the driver support VertexShader???</font>
00577                 <font class="comment">// only if VP supported by GPU.</font>
00578                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>= (<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>-&gt;isVertexProgramSupported() &amp;&amp; !<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>-&gt;isVertexProgramEmulated());
00579 
00580 
00581                 <font class="comment">// Does the driver has sufficient requirements for Vegetable???</font>
00582                 <font class="comment">// only if VP supported by GPU, and Only if max vertices allowed.</font>
00583                 <a class="code" href="classNL3D_1_1CLandscape.html#z496_3">_DriverOkForVegetable</a>= <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a> &amp;&amp; (<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>-&gt;getMaxVerticesByVertexBufferHard()&gt;=(uint)<a class="code" href="landscape__def_8h.html#a10">NL3D_LANDSCAPE_VEGETABLE_MAX_AGP_VERTEX_MAX</a>);
00584 
00585         }
00586 }
00587 
00588 <font class="comment">// ***************************************************************************</font>
<a name="l00589"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_1">00589</a> <font class="keywordtype">void</font>                    CLandscape::clip(<font class="keyword">const</font> CVector &amp;refineCenter, <font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;pyramid)
00590 {
00591         <font class="comment">// -1. Update globals</font>
00592         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (refineCenter);
00593         <font class="comment">// NB: clip may add/remove vertices in VB in visible patchs =&gt; buffers are locked.</font>
00594 
00595 
00596         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00597         {
00598                 (*it).second-&gt;clip(pyramid);
00599         }
00600 
00601         <font class="comment">// Must realase VB Buffers</font>
00602         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00603 
00604         <font class="comment">// clip() should not cause change in faces in visible patchs.</font>
00605         <font class="comment">// It should not happens, but check for security.</font>
00606         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z490_19">_TessBlockModificationRoot</a>.getNextToModify()==NULL);
00607         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00608 
00609 }
00610 <font class="comment">// ***************************************************************************</font>
<a name="l00611"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_2">00611</a> <font class="keywordtype">void</font>                    CLandscape::refine(<font class="keyword">const</font> CVector &amp;refineCenter)
00612 {
00613         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a77">ProfNRefineFaces</a>, 0);
00614         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a78">ProfNRefineComputeFaces</a>, 0);
00615         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a79">ProfNRefineLeaves</a>, 0);
00616         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a80">ProfNSplits</a>, 0);
00617         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a81">ProfNMerges</a>, 0);
00618         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a82">ProfNRefineInTileTransition</a>, 0);
00619         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a83">ProfNRefineWithLowDistance</a>, 0);
00620         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a84">ProfNSplitsPass</a>, 0);
00621 
00622         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#o3">_RefineMode</a>)
00623                 <font class="keywordflow">return</font>;
00624 
00625         <font class="comment">// Update the priority list.</font>
00626         <font class="comment">// ==========================</font>
00627         CTessFacePListNode              rootSplitTessFaceToUpdate;
00628         CTessFacePListNode              rootMergeTessFaceToUpdate;
00629         <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CLandscape.html#z495_3">_OldRefineCenterSetuped</a> )
00630         {
00631                 <font class="comment">// If never refine, and setup OldRefineCetner</font>
00632                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_3">_OldRefineCenterSetuped</a>= <font class="keyword">true</font>;
00633                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a>= refineCenter;
00634 
00635                 <font class="comment">// then shift all faces</font>
00636                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_0">_SplitPriorityList</a>.shiftAll(rootSplitTessFaceToUpdate);
00637                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_1">_MergePriorityList</a>.shiftAll(rootMergeTessFaceToUpdate);
00638         }
00639         <font class="keywordflow">else</font>
00640         {
00641                 <font class="comment">// else, compute delta between positions</font>
00642                 CVector         diff= refineCenter - <a class="code" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a>;
00643                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a>= refineCenter;
00644 
00645                 <font class="comment">// and shift according to distance of deplacement.</font>
00646                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_0">_SplitPriorityList</a>.shift(diff, rootSplitTessFaceToUpdate);
00647                 <a class="code" href="classNL3D_1_1CLandscape.html#z495_1">_MergePriorityList</a>.shift(diff, rootMergeTessFaceToUpdate);
00648         }
00649 
00650 
00651         <font class="comment">// Refine Faces which may need it.</font>
00652         <font class="comment">// ==========================</font>
00653         <font class="comment">// Update globals</font>
00654         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (refineCenter);
00655         <font class="comment">// NB: refine may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
00656 
00657         <font class="comment">// Increment the update date.</font>
00658         CLandscapeGlobals::CurrentDate++;
00659 
00660         <font class="comment">// Because CTessFacePriorityList::insert use it.</font>
00661         <a class="code" href="namespaceNL3D.html#a360">OptFastFloorBegin</a>();
00662 
00663         <font class="comment">/* While there is still face in list, update them</font>
00664 <font class="comment">                NB: updateRefine() always insert the face in _***PriorityList, so face is removed from </font>
00665 <font class="comment">                root***TessFaceToUpdate list.</font>
00666 <font class="comment">                NB: it is possible ( with enforced merge() ) that faces dissapears from root***TessFaceToUpdate list </font>
00667 <font class="comment">                before they are traversed here. It is why we must use a Circular list system, and not an array of elements.</font>
00668 <font class="comment">                Basically. TessFaces are ALWAYS in a list, either in one of the entry list in _***PriorityList, or in</font>
00669 <font class="comment">                root***TessFaceToUpdate list.</font>
00670 <font class="comment"></font>
00671 <font class="comment">                It is newTessFace() and deleteTessFace() which insert/remove the nodes in the list.</font>
00672 <font class="comment">        */</font>
00673         <font class="comment">// Update the Merge priority list.</font>
00674         <font class="keywordflow">while</font>( rootMergeTessFaceToUpdate.nextInPList() != &amp;rootMergeTessFaceToUpdate )
00675         {
00676                 <font class="comment">// Get the face.</font>
00677                 <a class="code" href="classNL3D_1_1CLandscape.html#l0">CTessFace</a>       *face= static_cast&lt;CTessFace*&gt;(rootMergeTessFaceToUpdate.nextInPList());
00678 
00679                 <font class="comment">// update the refine of this face. This may lead in deletion (merge) of other faces which are still in </font>
00680                 <font class="comment">// root***TessFaceToUpdate, but it's work.</font>
00681                 face-&gt;updateRefineMerge();
00682         }
00683 
00684 
00685         <font class="comment">// Update the Split priority list.</font>
00686         <font class="keywordflow">do</font>
00687         {
00688                 <a class="code" href="landscape__profile_8h.html#a2">NL3D_PROFILE_LAND_ADD</a>(<a class="code" href="namespaceNL3D.html#a84">ProfNSplitsPass</a>, 1);
00689 
00690                 <font class="comment">// Append the new leaves, to the list of triangles to update</font>
00691                 rootSplitTessFaceToUpdate.appendPList(<a class="code" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a>);
00692 
00693                 <font class="comment">// While triangle to test for split exists</font>
00694                 <font class="keywordflow">while</font>( rootSplitTessFaceToUpdate.nextInPList() != &amp;rootSplitTessFaceToUpdate )
00695                 {
00696                         <font class="comment">// Get the face.</font>
00697                         <a class="code" href="classNL3D_1_1CLandscape.html#l0">CTessFace</a>       *face= static_cast&lt;CTessFace*&gt;(rootSplitTessFaceToUpdate.nextInPList());
00698 
00699                         <font class="comment">// update the refine of this face.</font>
00700                         face-&gt;updateRefineSplit();
00701                 }
00702 
00703         }
00704         <font class="comment">// do it until we are sure no more split is needed, ie no more faces are created</font>
00705         <font class="keywordflow">while</font>( <a class="code" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a>.nextInPList() != &amp;<a class="code" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a> );
00706 
00707         <font class="comment">// Because CTessFacePriorityList::insert use it.</font>
00708         <a class="code" href="namespaceNL3D.html#a361">OptFastFloorEnd</a>();
00709 
00710 
00711         <font class="comment">// Before unlockBuffers, test for vegetable IG creation.</font>
00712         {
00713                 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Vegetable_Update );
00714 
00715                 <font class="comment">// Because CLandscapeVegetableBlock::update() use OptFastFloor..</font>
00716                 <a class="code" href="namespaceNL3D.html#a360">OptFastFloorBegin</a>();
00717 
00718                 <font class="comment">// For each vegetableBlock, test IG creation</font>
00719                 CLandscapeVegetableBlock        *vegetBlock= <a class="code" href="classNL3D_1_1CLandscape.html#z496_4">_VegetableBlockList</a>.begin();
00720                 <font class="keywordflow">for</font>(;vegetBlock!=NULL; vegetBlock= (CLandscapeVegetableBlock*)vegetBlock-&gt;Next)
00721                 {
00722                         vegetBlock-&gt;update(refineCenter, <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>);
00723                 }
00724 
00725                 <font class="comment">// update lighting for vegetables</font>
00726                 <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;updateLighting();
00727 
00728                 <font class="comment">// Stop fastFloor optim.</font>
00729                 <a class="code" href="namespaceNL3D.html#a361">OptFastFloorEnd</a>();
00730         }
00731 
00732 
00733         <font class="comment">// Must realase VB Buffers</font>
00734         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00735 
00736         <font class="comment">// refine() may cause change in faces in visible patchs.</font>
00737         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00738 
00739 }
00740 
00741 
00742 <font class="comment">// ***************************************************************************</font>
<a name="l00743"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_4">00743</a> <font class="keywordtype">void</font>                    CLandscape::refineAll(<font class="keyword">const</font> CVector &amp;refineCenter)
00744 {
00745         <font class="comment">// -1. Update globals</font>
00746         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (refineCenter);
00747         <font class="comment">// NB: refineAll may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
00748 
00749         <font class="comment">// Increment the update date.</font>
00750         CLandscapeGlobals::CurrentDate++;
00751 
00752         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00753         {
00754                 (*it).second-&gt;refineAll();
00755         }
00756 
00757         <font class="comment">// Must realase VB Buffers</font>
00758         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00759 
00760         <font class="comment">// refineAll() may cause change in faces in visible patchs.</font>
00761         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00762 }
00763 
00764 
00765 <font class="comment">// ***************************************************************************</font>
<a name="l00766"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_5">00766</a> <font class="keywordtype">void</font>                    CLandscape::excludePatchFromRefineAll(sint zoneId, uint patch, <font class="keywordtype">bool</font> exclude)
00767 {
00768         <a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId);
00769         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
00770         {
00771                 it-&gt;second-&gt;excludePatchFromRefineAll(patch, exclude);
00772         }
00773 
00774 }
00775 
00776 
00777 <font class="comment">// ***************************************************************************</font>
<a name="l00778"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_6">00778</a> <font class="keywordtype">void</font>                    CLandscape::averageTesselationVertices()
00779 {
00780         <font class="comment">// -1. Update globals</font>
00781         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (CVector::Null);
00782         <font class="comment">// NB: averageTesselationVertices may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
00783 
00784         <font class="comment">// Increment the update date.</font>
00785         CLandscapeGlobals::CurrentDate++;
00786 
00787         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
00788         {
00789                 (*it).second-&gt;averageTesselationVertices();
00790         }
00791 
00792         <font class="comment">// Must realase VB Buffers</font>
00793         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
00794 
00795         <font class="comment">// averageTesselationVertices() should not cause change in faces in any patchs.</font>
00796         <font class="comment">// It should not happens, but check for security.</font>
00797         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z490_19">_TessBlockModificationRoot</a>.getNextToModify()==NULL);
00798         <a class="code" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>();
00799 
00800 }
00801 
00802 
00803 
00804 <font class="comment">// ***************************************************************************</font>
<a name="l00805"></a><a class="code" href="classNL3D_1_1CLandscape.html#c6">00805</a> <font class="keywordtype">void</font>                    CLandscape::updateGlobalsAndLockBuffers (<font class="keyword">const</font> CVector &amp;refineCenter)
00806 {
00807         <font class="comment">// Setup CLandscapeGlobals static members...</font>
00808 
00809         <font class="comment">// Far limits.</font>
00810         CLandscapeGlobals::FarTransition= <a class="code" href="classNL3D_1_1CLandscape.html#o4">_FarTransition</a>;
00811 
00812         <font class="comment">// Tile subdivsion part.</font>
00813         CLandscapeGlobals::TileMaxSubdivision= <a class="code" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a>;
00814         CLandscapeGlobals::TileDistNear = <a class="code" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a>;
00815         CLandscapeGlobals::TileDistFar = CLandscapeGlobals::TileDistNear+20;
00816         CLandscapeGlobals::TileDistNearSqr = <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(CLandscapeGlobals::TileDistNear);
00817         CLandscapeGlobals::TileDistFarSqr = <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(CLandscapeGlobals::TileDistFar);
00818         CLandscapeGlobals::OOTileDistDeltaSqr = 1.0f / (CLandscapeGlobals::TileDistFarSqr - CLandscapeGlobals::TileDistNearSqr);
00819 
00820         <font class="comment">// Tile Pixel size part.</font>
00821         <font class="comment">// \todo yoyo: choose according to wanted tile pixel size.</font>
00822         CLandscapeGlobals::TilePixelSize= 128.0f;
00823         CLandscapeGlobals::TilePixelBias128= 0.5f/CLandscapeGlobals::TilePixelSize;
00824         CLandscapeGlobals::TilePixelScale128= 1-1/CLandscapeGlobals::TilePixelSize;
00825         CLandscapeGlobals::TilePixelBias256= 0.5f/(CLandscapeGlobals::TilePixelSize*2);
00826         CLandscapeGlobals::TilePixelScale256= 1-1/(CLandscapeGlobals::TilePixelSize*2);
00827 
00828         <font class="comment">// RefineThreshold.</font>
00829         CLandscapeGlobals::RefineThreshold= <a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a>;
00830 
00831         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a> == 0.0f)
00832                 CLandscapeGlobals::OORefineThreshold = FLT_MAX;
00833         <font class="keywordflow">else</font>
00834                 CLandscapeGlobals::OORefineThreshold = 1.0f / CLandscapeGlobals::RefineThreshold;
00835 
00836         <font class="comment">// Refine Center*.</font>
00837         CLandscapeGlobals::RefineCenter= refineCenter;
00838         CLandscapeGlobals::TileFarSphere.Center= CLandscapeGlobals::RefineCenter;
00839         CLandscapeGlobals::TileFarSphere.Radius= CLandscapeGlobals::TileDistFar;
00840         CLandscapeGlobals::TileNearSphere.Center= CLandscapeGlobals::RefineCenter;
00841         CLandscapeGlobals::TileNearSphere.Radius= CLandscapeGlobals::TileDistNear;
00842 
00843         <font class="comment">// PZBModelPosition</font>
00844         CLandscapeGlobals::PZBModelPosition= <a class="code" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a>;
00845 
00846         <font class="comment">// VB Allocators.</font>
00847         CLandscapeGlobals::CurrentFar0VBAllocator= &amp;<a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>;
00848         CLandscapeGlobals::CurrentFar1VBAllocator= &amp;<a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>;
00849         CLandscapeGlobals::CurrentTileVBAllocator= &amp;<a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>;
00850 
00851         <font class="comment">// Must check driver, and create VB infos,locking buffers.</font>
00852         <font class="keywordflow">if</font>(_Driver)
00853         {
00854                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.updateDriver(<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>);
00855                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.updateDriver(<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>);
00856                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.updateDriver(<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>);
00857 
00858                 <font class="comment">// must do the same for _VegetableManager.</font>
00859                 <font class="keywordflow">if</font>(_DriverOkForVegetable)
00860                         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;updateDriver(<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>);
00861 
00862                 <a class="code" href="classNL3D_1_1CLandscape.html#c7">lockBuffers</a> ();
00863         }
00864 }
00865 
00866 
00867 <font class="comment">// ***************************************************************************</font>
<a name="l00868"></a><a class="code" href="classNL3D_1_1CLandscape.html#c7">00868</a> <font class="keywordtype">void</font>                    CLandscape::lockBuffers ()
00869 {
00870         <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.lockBuffer(CLandscapeGlobals::CurrentFar0VBInfo);
00871         <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.lockBuffer(CLandscapeGlobals::CurrentFar1VBInfo);
00872         <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.lockBuffer(CLandscapeGlobals::CurrentTileVBInfo);
00873 
00874         <font class="comment">// lock buffer of the vegetable manager.</font>
00875         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;lockBuffers();
00876 
00877         <font class="comment">// VertexProgrma mode???</font>
00878         CLandscapeGlobals::VertexProgramEnabled= <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>;
00879 }
00880 
00881 
00882 <font class="comment">// ***************************************************************************</font>
<a name="l00883"></a><a class="code" href="classNL3D_1_1CLandscape.html#c8">00883</a> <font class="keywordtype">void</font>                    CLandscape::unlockBuffers()
00884 {
00885         <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.unlockBuffer();
00886         <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.unlockBuffer();
00887         <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.unlockBuffer();
00888 
00889         <font class="comment">// unlock buffer of the vegetable manager.</font>
00890         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;unlockBuffers();
00891 }
00892 
00893 <font class="comment">// ***************************************************************************</font>
<a name="l00894"></a><a class="code" href="classNL3D_1_1CLandscape.html#c9">00894</a> <font class="keywordtype">void</font>                    CLandscape::synchronizeATIVBHards()
00895 {
00896         <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.synchronizeATIVBHard();
00897         <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.synchronizeATIVBHard();
00898         <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.synchronizeATIVBHard();
00899 }
00900 
00901 <font class="comment">// ***************************************************************************</font>
<a name="l00902"></a><a class="code" href="classNL3D_1_1CLandscape.html#c10">00902</a> <font class="keywordtype">void</font>                    CLandscape::updateTessBlocksFaceVector()
00903 {
00904         <font class="comment">// while some tessBlock to update remains.</font>
00905         CTessBlock      *tb;
00906         <font class="keywordflow">while</font>( (tb=<a class="code" href="classNL3D_1_1CLandscape.html#z490_19">_TessBlockModificationRoot</a>.getNextToModify()) !=NULL )
00907         {
00908                 <font class="comment">// Get the patch which owns this TessBlock.</font>
00909                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *patch= tb-&gt;getPatch();
00910 
00911                 <font class="comment">// If this patch is visible, recreate faceVector for his tessBlock.</font>
00912                 patch-&gt;recreateTessBlockFaceVector(*tb);
00913 
00914                 <font class="comment">// remove from list.</font>
00915                 tb-&gt;removeFromModifyList();
00916         }
00917 }
00918 
00919 
00920 <font class="comment">// ***************************************************************************</font>
00921 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font>      <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(CPatchRdrPass &amp;pass)
00922 {
00923         uint    numIndices= pass.getMaxRenderedFaces()*3;
00924         <font class="comment">// realloc if necessary</font>
00925         <font class="keywordflow">if</font>( CLandscapeGlobals::PassTriArray.size() &lt; numIndices )
00926                 CLandscapeGlobals::PassTriArray.resize( numIndices );
00927         <font class="comment">// reset ptr.</font>
00928         <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>= &amp;CLandscapeGlobals::PassTriArray[0];
00929 }
00930 
00931 
00932 <font class="comment">// ***************************************************************************</font>
00933 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font>      <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(CMaterial &amp;mat)
00934 {
00935         <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>&gt;0)
00936         {
00937                 CLandscapeGlobals::PatchCurrentDriver-&gt;setupMaterial(mat);
00938                 CLandscapeGlobals::PatchCurrentDriver-&gt;renderSimpleTriangles(&amp;CLandscapeGlobals::PassTriArray[0], <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>);
00939                 <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>= 0;
00940         }
00941 }
00942 
00943 
00944 <font class="comment">// ***************************************************************************</font>
<a name="l00945"></a><a class="code" href="classNL3D_1_1CLandscape.html#z479_3">00945</a> <font class="keywordtype">void</font>                    CLandscape::render(<font class="keyword">const</font> CVector &amp;refineCenter, <font class="keyword">const</font> CVector &amp;frontVector, <font class="keyword">const</font> CPlane        pyramid[<a class="code" href="tess__block_8h.html#a0">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>], <font class="keywordtype">bool</font> doTileAddPass)
00946 {
00947         IDriver *driver= <a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>;
00948         <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00949 
00950         <font class="comment">// Increment the update date for preRender.</font>
00951         CLandscapeGlobals::CurrentRenderDate++;
00952 
00953 
00954         <a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a>       it;
00955         sint            i;
00956         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        itTile;
00957         <a class="code" href="classNL3D_1_1CLandscape.html#u7">ItSPRenderPassSet</a>       itFar;
00958 
00959         <font class="comment">// Yoyo: profile.</font>
00960         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, 0);
00961         <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, 0);
00962         <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>;i++)
00963         {
00964                 <a class="code" href="landscape__profile_8h.html#a1">NL3D_PROFILE_LAND_SET</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[i], 0);
00965         }
00966 
00967 
00968         <font class="comment">// -2. Update globals</font>
00969         <font class="comment">//====================</font>
00970         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (refineCenter);
00971         <font class="comment">// NB: render may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
00972 
00973 
00974         <font class="comment">// -1. clear all PatchRenderPass renderList</font>
00975         <font class="comment">//===================</font>
00976 
00977         <font class="comment">// Fars.</font>
00978         <font class="keywordflow">for</font>(itFar= <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.begin(); itFar!= <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.end(); itFar++)
00979         {
00980                 CPatchRdrPass   &amp;pass= **itFar;
00981                 <font class="comment">// clear list.</font>
00982                 pass.clearAllRenderList();
00983         }
00984 
00985         <font class="comment">// Tiles.</font>
00986         <font class="keywordflow">for</font>(itTile= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.begin(); itTile!= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.end(); itTile++)
00987         {
00988                 CPatchRdrPass   &amp;pass= const_cast&lt;CPatchRdrPass&amp;&gt;(*itTile);
00989                 <font class="comment">// clear list.</font>
00990                 pass.clearAllRenderList();
00991         }
00992 
00993         <font class="comment">// Lightmaps.</font>
00994         <font class="keywordflow">for</font>(sint lightRdrPass=0; lightRdrPass&lt;(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size(); lightRdrPass++)
00995         {
00996                 CPatchRdrPass   &amp;pass= *<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>[lightRdrPass];
00997                 <font class="comment">// clear list.</font>
00998                 pass.clearAllRenderList();
00999         }
01000 
01001         <font class="comment">// 0. preRender pass.</font>
01002         <font class="comment">//===================</font>
01003 
01004         <font class="comment">// change Far0 / Far1.</font>
01005         <font class="comment">// Clip TessBlocks against pyramid and Far Limit.</font>
01006         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="tess__block_8h.html#a0">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>; i++)
01007         {
01008                 CTessBlock::CurrentPyramid[i]= pyramid[i];
01009         }
01010         <font class="comment">// Update VB with change of Far0 / Far1.</font>
01011         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
01012         {
01013                 (*it).second-&gt;preRender();
01014         }
01015 
01016 
01017         <font class="comment">// Reallocation Mgt. If any of the VB is reallocated, we must refill it entirely.</font>
01018         <font class="comment">// NB: all VBs are refilled entirely. It is not optimal (maybe 3* too slow), but reallocation are supposed</font>
01019         <font class="comment">// to be very rare.</font>
01020         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.reallocationOccurs() || <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.reallocationOccurs() || <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.reallocationOccurs() )
01021                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a>= <font class="keyword">true</font>;
01022 
01023         <font class="comment">// VertexProgram dependency on RefineThreshold Management. If VertexShader, and if the refineThreshold has</font>
01024         <font class="comment">// changed since the last time, we must refill All the VB, because data are out of date.</font>
01025         <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a> )
01026         {
01027                 <a class="code" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a>= <font class="keyword">false</font>;
01028                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a>= <font class="keyword">true</font>;
01029         }
01030 
01031         <font class="comment">// If we must refill the VB (for any reason).</font>
01032         <font class="keywordflow">if</font>(_RenderMustRefillVB )
01033         {
01034                 <font class="comment">// Ok, ok, we refill All the VB with good data.</font>
01035                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a>= <font class="keyword">false</font>;
01036 
01037                 <font class="comment">// First reset the flag, so fillVB() will effectively fill the VB.</font>
01038                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.resetReallocation();
01039                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.resetReallocation();
01040                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.resetReallocation();
01041 
01042                 <font class="comment">// Then recompute good VBInfo (those in CurrentVBInfo are false!!).</font>
01043                 <font class="comment">// Do it by unlocking then re-locking Buffers.</font>
01044                 <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
01045                 <a class="code" href="classNL3D_1_1CLandscape.html#c7">lockBuffers</a>();
01046 
01047                 <font class="comment">// Finally, fill the VB for all patchs visible.</font>
01048                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
01049                 {
01050                         <font class="keywordflow">if</font>((*it).second-&gt;ClipResult==CZone::ClipOut)
01051                                 <font class="keywordflow">continue</font>;
01052                         <font class="keywordflow">for</font>(sint i=0;i&lt;(*it).second-&gt;getNumPatchs(); i++)
01053                         {
01054                                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *patch= (*it).second-&gt;getPatch(i);
01055                                 patch-&gt;fillVBIfVisible();
01056                         }
01057                 }
01058         }
01059 
01060 
01061         <font class="comment">// If software GeoMorph / Alpha Transition (no VertexShader), do it now.</font>
01062         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>)
01063         {
01064                 <font class="comment">// For all patch visible, compute geomoprh and alpha in software.</font>
01065                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
01066                 {
01067                         <font class="keywordflow">if</font>((*it).second-&gt;ClipResult==CZone::ClipOut)
01068                                 <font class="keywordflow">continue</font>;
01069                         <font class="keywordflow">for</font>(sint i=0;i&lt;(*it).second-&gt;getNumPatchs(); i++)
01070                         {
01071                                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *patch= (*it).second-&gt;getPatch(i);
01072                                 <font class="comment">// If visible, compute Geomorph And Alpha</font>
01073                                 patch-&gt;computeSoftwareGeomorphAndAlpha();
01074                         }
01075                 }
01076 
01077                 <font class="comment">/*</font>
01078 <font class="comment">                        Optim note: here, lot of vertices are </font>
01079 <font class="comment">                                1/ geomorphed twice (vertices on edges of patchs)</font>
01080 <font class="comment">                                2/ vertices are geomorphed, but not used (because o the Tessblock clip), </font>
01081 <font class="comment">                                        because lot of vertices used by faces in small TessBlocks are still in MasterBlock.</font>
01082 <font class="comment"></font>
01083 <font class="comment">                        Some tries have been made to solve this, but result are even worse (2 times or more), because:</font>
01084 <font class="comment">                                1/</font>
01085 <font class="comment">                                        - does not really matter edges of patchs (and corner) because the majority is in interior of patch.</font>
01086 <font class="comment">                                        - in this case, we need to reset all the flags which is very costly (reparse all zones...) .</font>
01087 <font class="comment">                                2/ Except for the old CTessBlockEdge management which not solve all the thing, the other solution is</font>
01088 <font class="comment">                                        to test all faces not clipped (on a per TessBlock basis), to compute only vertices needed.</font>
01089 <font class="comment">                                        But in this cases, result are worse, maybe because there is 6 times more tests, and with bad BTB cache.</font>
01090 <font class="comment">                */</font>
01091         }
01092 
01093 
01094         <font class="comment">// Must realase VB Buffers Now!! The VBuffers are now OK!</font>
01095         <font class="comment">// NB: no parallelism is made between 3dCard and Fill of vertices.</font>
01096         <font class="comment">// We Suppose Fill of vertices is rare, and so do not need to be parallelized.</font>
01097         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
01098 
01099 
01100         <font class="comment">// Special for ATI: only copy all VBs to VBHard one time per frame</font>
01101         <a class="code" href="classNL3D_1_1CLandscape.html#c9">synchronizeATIVBHards</a>();
01102 
01103 
01104         <font class="comment">// If VertexShader enabled, setup VertexProgram Constants.</font>
01105         <font class="keywordflow">if</font>(_VertexShaderOk)
01106         {
01107                 <font class="comment">// c[0..3] take the ModelViewProjection Matrix.</font>
01108                 driver-&gt;setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
01109                 <font class="comment">// c[4] take usefull constants.</font>
01110                 driver-&gt;setConstant(4, 0, 1, 0.5f, 0);
01111                 <font class="comment">// c[5] take RefineCenter</font>
01112                 driver-&gt;setConstant(5, refineCenter);
01113                 <font class="comment">// c[6] take info for Geomorph trnasition to TileNear.</font>
01114                 driver-&gt;setConstant(6, CLandscapeGlobals::TileDistFarSqr, CLandscapeGlobals::OOTileDistDeltaSqr, 0, 0);
01115                 <font class="comment">// c[8..11] take the ModelView Matrix.</font>
01116                 driver-&gt;setConstantMatrix(8, IDriver::ModelView, IDriver::Identity);
01117                 <font class="comment">// c[12] take the current landscape Center / delta Pos to apply</font>
01118                 driver-&gt;setConstant(12, <a class="code" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a>);
01119         }
01120 
01121 
01122         <font class="comment">// 1. TileRender pass.</font>
01123         <font class="comment">//====================</font>
01124 
01125 
01126         <font class="comment">// First, update Dynamic Lighting for Near, ie multiply Dynamic Lightmap with UserColor, and upload to texture.</font>
01127         <font class="comment">// ==================</font>
01128         CPatchDLMContext        *dlmCtxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
01129         <font class="keywordflow">while</font>(dlmCtxPtr!=NULL)
01130         {
01131                 <font class="comment">// do it only if the patch has some Near stuff to render, and if it is visible</font>
01132                 <font class="keywordflow">if</font>(dlmCtxPtr-&gt;getPatch()-&gt;getFar0() == 0
01133                          &amp;&amp; !dlmCtxPtr-&gt;getPatch()-&gt;isRenderClipped() )
01134                 {
01135                         <font class="comment">// upload lightmap into textureDLM, modulating before with patch TileColor.</font>
01136                         <font class="comment">// NB: no-op if both src and dst are already full black.</font>
01137                         dlmCtxPtr-&gt;compileLighting(CPatchDLMContext::ModulateTileColor);
01138                 }
01139 
01140                 <font class="comment">// next</font>
01141                 dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr-&gt;Next;
01142         }
01143 
01144 
01145         <font class="comment">// Active VB.</font>
01146         <font class="comment">// ==================</font>
01147 
01148         <font class="comment">// Active the good VB, and maybe activate the VertexProgram N�0.</font>
01149         <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.activate(0);
01150 
01151 
01152         <font class="comment">// Render.</font>
01153         <font class="comment">// ==================</font>
01154         <font class="comment">// Before any render call. Set the global driver used to render.</font>
01155         CLandscapeGlobals::PatchCurrentDriver= driver;
01156 
01157 
01158         <font class="comment">// Render Order. Must "invert", since initial order is NOT the render order. This is done because the lightmap pass</font>
01159         <font class="comment">// DO NOT have to do any renderTile(), since it is computed in RGB0 pass.</font>
01160         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>==5);
01161         <font class="keyword">static</font>  sint    RenderOrder[<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>]= {<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>, <a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a>, <a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a>,
01162                 <a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>, <a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>};
01163         <font class="comment">// For ALL pass..</font>
01164         <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="landscape__def_8h.html#a0">NL3D_MAX_TILE_PASS</a>; i++)
01165         {
01166                 sint    passOrder= RenderOrder[i];
01167 
01168 
01169                 <font class="comment">// If VertexShader enabled, and if lightmap or post Add pass, must setup good VertexProgram</font>
01170                 <font class="keywordflow">if</font>(_VertexShaderOk)
01171                 {
01172                         <font class="keywordflow">if</font>(passOrder == <a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>)
01173                         {
01174                                 <font class="comment">// Must activate the vertexProgram to take TexCoord2 to stage0</font>
01175                                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.activate(1);
01176                         }
01177                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(passOrder == <a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>)
01178                         {
01179                                 <font class="comment">// Must re-activate the standard VertexProgram</font>
01180                                 <a class="code" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a>.activate(0);
01181                         }
01182                 }
01183 
01184 
01185                 <font class="comment">// Do add pass???</font>
01186                 <font class="keywordflow">if</font>((passOrder==<a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>) &amp;&amp; !doTileAddPass)
01187                         <font class="keywordflow">continue</font>;
01188 
01189 
01190                 <font class="comment">// Setup common material for this pass.</font>
01191                 <font class="comment">//=============================</font>
01192                 <font class="comment">// Default: Replace envmode.</font>
01193                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpRGB(0, CMaterial::Replace);
01194                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
01195                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpAlpha(0, CMaterial::Replace);
01196                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha);
01197                 <font class="comment">// NB: important to set Replace and not modulate, because in case of VerexProgram enabled, </font>
01198                 <font class="comment">// Diffuse o[COL0] is undefined.</font>
01199 
01200                 <font class="comment">// Copy from stage 0 to stage 1.</font>
01201                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexEnvMode(1, <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.getTexEnvMode(0));
01202 
01203                 <font class="comment">// setup multitex / blending.</font>
01204                 <font class="keywordflow">if</font>(passOrder==<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>)
01205                 {
01206                         <font class="comment">// first pass, no blend.</font>
01207                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setBlend(<font class="keyword">false</font>);
01208                 }
01209                 <font class="keywordflow">else</font>
01210                 {
01211                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setBlend(<font class="keyword">true</font>);
01212                         <font class="keywordflow">switch</font>(passOrder)
01213                         {
01214                                 <font class="keywordflow">case</font> <a class="code" href="landscape__def_8h.html#a3">NL3D_TILE_PASS_RGB1</a>: 
01215                                 <font class="keywordflow">case</font> <a class="code" href="landscape__def_8h.html#a4">NL3D_TILE_PASS_RGB2</a>: 
01216                                         <font class="comment">// alpha blending.</font>
01217                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
01218 
01219                                         <font class="comment">// Must use a special envmode for stage1: "separateAlpha"!!.</font>
01220                                         <font class="comment">// keep the color from previous stage.</font>
01221                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpRGB(1, CMaterial::Replace);
01222                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0RGB(1, CMaterial::Previous, CMaterial::SrcColor);
01223                                         <font class="comment">// take the alpha from current stage.</font>
01224                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpAlpha(1, CMaterial::Replace);
01225                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0Alpha(1, CMaterial::Texture, CMaterial::SrcAlpha);
01226                                         <font class="keywordflow">break</font>;
01227                                 <font class="keywordflow">case</font> <a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>: 
01228                                         <font class="comment">// modulate alpha blending.</font>
01229                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setBlendFunc(CMaterial::zero, CMaterial::srccolor);
01230 
01231                                         <font class="comment">// Setup the material envCombine so DynamicLightmap (stage 0) is added to static lightmap.</font>
01232                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpRGB(1, CMaterial::Add);
01233                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
01234                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
01235 
01236                                         <font class="keywordflow">break</font>;
01237                                 <font class="keywordflow">case</font> <a class="code" href="landscape__def_8h.html#a5">NL3D_TILE_PASS_ADD</a>: 
01238                                         <font class="comment">// Use srcalpha for src (and not ONE), since additive are blended with alpha Cte/AlphaTexture</font>
01239                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setBlendFunc(CMaterial::srcalpha, CMaterial::one);
01240 
01241                                         <font class="comment">// for MAYBE LATER smooth night transition, setup Alpha cte of stage0, and setup alpha stage.</font>
01242                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpAlpha(0, CMaterial::Replace);
01243                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0Alpha(0, CMaterial::Constant, CMaterial::SrcAlpha);
01244                                         <font class="comment">// Temp, just setup alpha to 1.</font>
01245                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texConstantColor(0, CRGBA(255, 255, 255, 255));
01246 
01247                                         <font class="comment">// Must use a special envmode for stage1: "separateAlpha"!!.</font>
01248                                         <font class="comment">// NB: it still works if The RdrPass has no texture.</font>
01249                                         <font class="comment">// keep the color from previous stage.</font>
01250                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpRGB(1, CMaterial::Replace);
01251                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0RGB(1, CMaterial::Previous, CMaterial::SrcColor);
01252                                         <font class="comment">// modulate the alpha of current stage with previous</font>
01253                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvOpAlpha(1, CMaterial::Modulate);
01254                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg0Alpha(1, CMaterial::Texture, CMaterial::SrcAlpha);
01255                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.texEnvArg1Alpha(1, CMaterial::Previous, CMaterial::SrcAlpha);
01256 
01257                                         <font class="keywordflow">break</font>;
01258                                 <font class="keywordflow">default</font>: 
01259                                         <a class="code" href="debug_8h.html#a12">nlstop</a>;
01260                         };
01261                 }
01262                 <font class="comment">// Reset the textures (so there is none in Addtive pass or in Lightmap).</font>
01263                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(0, NULL);
01264                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(1, NULL);
01265                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(2, NULL);
01266 
01267 
01268                 <font class="comment">// Render All material RdrPass.</font>
01269                 <font class="comment">//=============================</font>
01270                 <font class="comment">// Special code for Lightmap and RGB0, for faster render.</font>
01271                 <font class="keywordflow">if</font>(passOrder==<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>)
01272                 {
01273                         <font class="comment">// RGB0 pass.</font>
01274                         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        itTile;
01275                         <font class="keywordflow">for</font>(itTile= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.begin(); itTile!= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.end(); itTile++)
01276                         {
01277                                 <font class="comment">// Get a ref on the render pass. Const cast work because we only modify attribut from CPatchRdrPass </font>
01278                                 <font class="comment">// that don't affect the operator&lt; of this class</font>
01279                                 CPatchRdrPass   &amp;pass= const_cast&lt;CPatchRdrPass&amp;&gt;(*itTile);
01280 
01281                                 <font class="comment">// Enlarge PassTriArray as needed</font>
01282                                 <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(pass);
01283 
01284                                 <font class="comment">// Setup Diffuse texture of the tile.</font>
01285                                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(0, pass.TextureDiffuse);
01286 
01287                                 <font class="comment">// Add triangles to array</font>
01288                                 CRdrTileId              *tileToRdr= pass.getRdrTileRoot(passOrder);
01289                                 <font class="keywordflow">while</font>(tileToRdr)
01290                                 {
01291                                         <font class="comment">// renderSimpleTriangles() with the material setuped.</font>
01292                                         tileToRdr-&gt;TileMaterial-&gt;renderTilePassRGB0();
01293                                         tileToRdr= (CRdrTileId*)tileToRdr-&gt;getNext();
01294                                 }
01295                                 <font class="comment">// Render triangles.</font>
01296                                 <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>);
01297                         }
01298                 }
01299                 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(passOrder==<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>)
01300                 {
01301                         <font class="comment">// Lightmap Pass.</font>
01302                         <font class="comment">/* \todo yoyo: TODO_CLOUD: setup stage2, and setup texcoord generation. COMPLEX because of interaction</font>
01303 <font class="comment">                         with Dynamic LightMap</font>
01304 <font class="comment">                        */</font>
01305 
01306                         <font class="comment">// Setup the Dynamic Lightmap into stage 0.</font>
01307                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(0, <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>);
01308 
01309                         <font class="comment">// if vertex shader not used.</font>
01310                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>)
01311                         {
01312                                 <font class="comment">// special setup  such that stage0 takes Uv2.</font>
01313                                 driver-&gt;mapTextureStageToUV(0, 2);
01314                         }
01315                         <font class="comment">// else VertexProgram map itself the good vertex Attribute to UV0.</font>
01316 
01317 
01318                         <font class="comment">// Render All the lightmaps.</font>
01319                         <font class="keywordflow">for</font>(sint lightRdrPass=0; lightRdrPass&lt;(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size(); lightRdrPass++)
01320                         {
01321                                 CPatchRdrPass   &amp;pass= *<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>[lightRdrPass];
01322 
01323                                 <font class="comment">// Enlarge PassTriArray as needed</font>
01324                                 <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(pass);
01325 
01326                                 <font class="comment">// Setup Lightmap into stage1. Because we share UV with pass RGB0. So we use UV1.</font>
01327                                 <font class="comment">// Also, now stage0 is used for DynamicLightmap</font>
01328                                 <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(1, pass.TextureDiffuse);
01329 
01330                                 <font class="comment">// Add triangles to array</font>
01331                                 CRdrTileId              *tileToRdr= pass.getRdrTileRoot(passOrder);
01332                                 <font class="keywordflow">while</font>(tileToRdr)
01333                                 {
01334                                         <font class="comment">// renderSimpleTriangles() with the material setuped.</font>
01335                                         tileToRdr-&gt;TileMaterial-&gt;renderTilePassLightmap();
01336                                         tileToRdr= (CRdrTileId*)tileToRdr-&gt;getNext();
01337                                 }
01338                                 <font class="comment">// Render triangles.</font>
01339                                 <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>);
01340                         }
01341 
01342                         <font class="comment">// if vertex shader not used.</font>
01343                         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>)
01344                         {
01345                                 <font class="comment">// Reset special stage/UV setup to normal behavior</font>
01346                                 driver-&gt;mapTextureStageToUV(0, 0);
01347                         }
01348                 }
01349                 <font class="keywordflow">else</font>
01350                 {
01351                         <font class="comment">// RGB1, RGB2, and ADD pass.</font>
01352 
01353                         <font class="comment">// Render Base, Transitions or Additives.</font>
01354 
01355                         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        itTile;
01356                         <font class="keywordflow">for</font>(itTile= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.begin(); itTile!= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.end(); itTile++)
01357                         {
01358                                 <font class="comment">// Get a ref on the render pass. Const cast work because we only modify attribut from CPatchRdrPass </font>
01359                                 <font class="comment">// that don't affect the operator&lt; of this class</font>
01360                                 CPatchRdrPass   &amp;pass= const_cast&lt;CPatchRdrPass&amp;&gt;(*itTile);
01361 
01362                                 <font class="comment">// Enlarge PassTriArray as needed</font>
01363                                 <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(pass);
01364 
01365                                 <font class="comment">// Add triangles to array</font>
01366                                 CRdrTileId              *tileToRdr= pass.getRdrTileRoot(passOrder);
01367                                 <font class="keywordflow">while</font>(tileToRdr)
01368                                 {
01369                                         <font class="comment">// renderSimpleTriangles() with the material setuped.</font>
01370                                         tileToRdr-&gt;TileMaterial-&gt;renderTile(passOrder);
01371                                         tileToRdr= (CRdrTileId*)tileToRdr-&gt;getNext();
01372                                 }
01373 
01374                                 <font class="comment">// Pass not empty ?</font>
01375                                 <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>&gt;0)
01376                                 {
01377                                         <font class="comment">// Setup material.</font>
01378                                         <font class="comment">// Setup Diffuse texture of the tile.</font>
01379                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(0, pass.TextureDiffuse);
01380                                         
01381                                         <font class="comment">// If transition tile, must enable the alpha for this pass.</font>
01382                                         <font class="comment">// NB: Additive pass may have pass.TextureAlpha==NULL</font>
01383                                         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(1, pass.TextureAlpha);
01384                                 }
01385 
01386                                 <font class="comment">// Render triangles.</font>
01387                                 <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>);
01388                         }
01389                 }
01390         }
01391 
01392 
01393         <font class="comment">// 2. Far0Render pass.</font>
01394         <font class="comment">//====================</font>
01395 
01396 
01397         <font class="comment">// First, update Dynamic Lighting for Far, ie multiply Dynamic Lightmap with TextureFar, and upload to texture.</font>
01398         <font class="comment">// ==================</font>
01399         dlmCtxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
01400         <font class="keywordflow">while</font>(dlmCtxPtr!=NULL)
01401         {
01402                 <font class="comment">// do it only if the patch has some Far stuff to render, and if it is visible</font>
01403                 <font class="keywordflow">if</font>( (dlmCtxPtr-&gt;getPatch()-&gt;getFar0()&gt;0 || dlmCtxPtr-&gt;getPatch()-&gt;getFar1()&gt;0)
01404                          &amp;&amp; !dlmCtxPtr-&gt;getPatch()-&gt;isRenderClipped() )
01405                 {
01406                         <font class="comment">// upload lightmap into textureDLM, modulating before with patch TextureFar.</font>
01407                         <font class="comment">// NB: no-op if both src and dst are already full black.</font>
01408                         dlmCtxPtr-&gt;compileLighting(CPatchDLMContext::ModulateTextureFar);
01409                 }
01410 
01411                 <font class="comment">// next</font>
01412                 dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr-&gt;Next;
01413         }
01414 
01415 
01416         <font class="comment">// Active VB.</font>
01417         <font class="comment">// ==================</font>
01418 
01419         <font class="comment">// Active the good VB, and maybe activate the std VertexProgram.</font>
01420         <a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>.activate(0);
01421 
01422 
01423         <font class="comment">// Render.</font>
01424         <font class="comment">// ==================</font>
01425 
01426         <font class="comment">// Setup common material.</font>
01427         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setBlend(<font class="keyword">false</font>);
01428         <font class="comment">// set the DLM texture.</font>
01429         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(1, <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>);
01430 
01431         <font class="comment">// Render All material RdrPass0.</font>
01432         itFar=<a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.begin();
01433         <font class="keywordflow">while</font> (itFar!=<a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.end())
01434         {
01435                 CPatchRdrPass   &amp;pass= **itFar;
01436 
01437                 <font class="comment">// Enlarge PassTriArray as needed</font>
01438                 <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(pass);
01439 
01440                 <font class="comment">// Setup the material.</font>
01441                 <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(0, pass.TextureDiffuse);
01442                 <font class="comment">// If the texture need to be updated, do it now.</font>
01443                 <font class="keywordflow">if</font>(pass.TextureDiffuse &amp;&amp; pass.TextureDiffuse-&gt;touched())
01444                         driver-&gt;setupTexture(*pass.TextureDiffuse);
01445 
01446                 <font class="comment">// Add triangles to array</font>
01447                 CRdrPatchId             *patchToRdr= pass.getRdrPatchFar0();
01448                 <font class="keywordflow">while</font>(patchToRdr)
01449                 {
01450                         <font class="comment">// renderSimpleTriangles() with the material setuped.</font>
01451                         patchToRdr-&gt;Patch-&gt;renderFar0();
01452                         patchToRdr= (CRdrPatchId*)patchToRdr-&gt;getNext();
01453                 }
01454                 <font class="comment">// Render triangles.</font>
01455                 <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>);
01456 
01457                 <font class="comment">// Next render pass</font>
01458                 itFar++;
01459         }
01460 
01461 
01462 
01463         <font class="comment">// 3. Far1Render pass.</font>
01464         <font class="comment">//====================</font>
01465 
01466         <font class="comment">// Active VB.</font>
01467         <font class="comment">// ==================</font>
01468 
01469         <font class="comment">// Active the good VB, and maybe activate the std VertexProgram.</font>
01470         <a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>.activate(0);
01471 
01472 
01473         <font class="comment">// Render</font>
01474         <font class="comment">// ==================</font>
01475 
01476         <font class="comment">// Setup common material.</font>
01477         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setBlend(<font class="keyword">true</font>);
01478         <font class="comment">// set the DLM texture.</font>
01479         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(1, <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>);
01480 
01481 
01482         <font class="comment">// Render All material RdrPass1.</font>
01483         itFar=<a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.begin();
01484         <font class="keywordflow">while</font> (itFar!=<a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.end())
01485         {
01486                 CPatchRdrPass   &amp;pass= **itFar;
01487 
01488                 <font class="comment">// Enlarge PassTriArray as needed</font>
01489                 <a class="code" href="namespaceNL3D.html#a370">initPassTriArray</a>(pass);
01490 
01491                 <font class="comment">// Setup the material.</font>
01492                 <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(0, pass.TextureDiffuse);
01493                 <font class="comment">// If the texture need to be updated, do it now.</font>
01494                 <font class="keywordflow">if</font>(pass.TextureDiffuse &amp;&amp; pass.TextureDiffuse-&gt;touched())
01495                         driver-&gt;setupTexture(*pass.TextureDiffuse);
01496 
01497                 <font class="comment">// Add triangles to array</font>
01498                 CRdrPatchId             *patchToRdr= pass.getRdrPatchFar1();
01499                 <font class="keywordflow">while</font>(patchToRdr)
01500                 {
01501                         <font class="comment">// renderSimpleTriangles() with the material setuped.</font>
01502                         patchToRdr-&gt;Patch-&gt;renderFar1();
01503                         patchToRdr= (CRdrPatchId*)patchToRdr-&gt;getNext();
01504                 }
01505                 <font class="comment">// Render triangles.</font>
01506                 <a class="code" href="namespaceNL3D.html#a371">drawPassTriArray</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>);
01507 
01508                 <font class="comment">// Next render pass</font>
01509                 itFar++;
01510         }
01511 
01512 
01513         <font class="comment">// 4. "Release" texture materials.</font>
01514         <font class="comment">//================================</font>
01515         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(0, NULL);
01516         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(1, NULL);
01517         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(2, NULL);
01518         <a class="code" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a>.setTexture(3, NULL);
01519         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(0, NULL);
01520         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(1, NULL);
01521         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(2, NULL);
01522         <a class="code" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a>.setTexture(3, NULL);
01523 
01524         <font class="comment">// To ensure no use but in render()..</font>
01525         CLandscapeGlobals::PatchCurrentDriver= NULL;
01526 
01527         <font class="comment">// Desactive the vertex program (if anyone)</font>
01528         <font class="keywordflow">if</font>(_VertexShaderOk)
01529                 driver-&gt;activeVertexProgram (NULL);
01530 
01531 
01532         <font class="comment">// 5. Vegetable Management.</font>
01533         <font class="comment">//================================</font>
01534 
01535         <font class="comment">// First, update Dynamic Lighting for Vegetable, ie just copy.</font>
01536         <font class="comment">// ==================</font>
01537         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z485_4">isVegetableActive</a>())
01538         {
01539                 <font class="comment">/* Actually we modulate the DLM with an arbitrary constant for this reason:</font>
01540 <font class="comment">                        Color of vegetable (ie their material) are NOT modulated with DLM.</font>
01541 <font class="comment">                        Doing this without using PixelShader / additional UVs seems to be impossible.</font>
01542 <font class="comment">                        And add new UVs (+700K in AGP) just for this is not worth the effort.</font>
01543 <font class="comment"></font>
01544 <font class="comment">                        We prefer using a constant to simulate the "global vegetable color", which is a big trick.</font>
01545 <font class="comment"></font>
01546 <font class="comment">                        Additionally, the vegetable take the diffuse lighting of landscape, which is</font>
01547 <font class="comment">                        false because it replaces the diffuse lighting it should have (ie with his own Normal and </font>
01548 <font class="comment">                        his own "global vegetable color")</font>
01549 <font class="comment"></font>
01550 <font class="comment">                        We can't do anything for "correct normal vegetable", but it is possible to replace landscape</font>
01551 <font class="comment">                        material with vegetable material, by dividing _DLMGlobalVegetableColor by LandscapeDiffuseMaterial.</font>
01552 <font class="comment">                        This is a very approximate result because of CRGBA clamp, but it is acceptable.</font>
01553 <font class="comment">                */</font>
01554                 CRGBA   vegetDLMCte;
01555                 <font class="comment">// the constant is _DLMGlobalVegetableColor / PointLightDiffuseMaterial</font>
01556                 uint    <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
01557                 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (<a class="code" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a>.R*256) / (<a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>.R+1);
01558                 vegetDLMCte.R= (uint8)<a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, 255U);
01559                 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (<a class="code" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a>.G*256) / (<a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>.G+1);
01560                 vegetDLMCte.G= (uint8)<a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, 255U);
01561                 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= (<a class="code" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a>.B*256) / (<a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>.B+1);
01562                 vegetDLMCte.B= (uint8)<a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>, 255U);
01563 
01564                 <font class="comment">// Parse all patch which have some vegetables</font>
01565                 dlmCtxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
01566                 <font class="keywordflow">while</font>(dlmCtxPtr!=NULL)
01567                 {
01568                         <font class="comment">// do it only if the patch has some vegetable stuff to render, and if it is visible</font>
01569                         <font class="comment">// NB: we may have some vegetable stuff to render if the patch has some TileMaterial created.</font>
01570                         <font class="keywordflow">if</font>(dlmCtxPtr-&gt;getPatch()-&gt;getTileMaterialRefCount()&gt;0
01571                                  &amp;&amp; !dlmCtxPtr-&gt;getPatch()-&gt;isRenderClipped() )
01572                         {
01573                                 <font class="comment">// NB: no-op if both src and dst are already full black.</font>
01574                                 dlmCtxPtr-&gt;compileLighting(CPatchDLMContext::ModulateConstant, vegetDLMCte);
01575                         }
01576 
01577                         <font class="comment">// next</font>
01578                         dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr-&gt;Next;
01579                 }
01580         }
01581 
01582 
01583         <font class="comment">// profile.</font>
01584         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;resetNumVegetableFaceRendered();
01585 
01586         <font class="comment">// render all vegetables, only if driver support VertexProgram.</font>
01587         <font class="comment">// ==================</font>
01588         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z485_4">isVegetableActive</a>())
01589         {
01590                 <font class="comment">// Use same plane as TessBlock for faster clipping.</font>
01591                 vector&lt;CPlane&gt;          vegetablePyramid;
01592                 vegetablePyramid.resize(<a class="code" href="tess__block_8h.html#a0">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>);
01593                 <font class="keywordflow">for</font>(i=0;i&lt;<a class="code" href="tess__block_8h.html#a0">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>;i++)
01594                 {
01595                         vegetablePyramid[i]= pyramid[i];
01596                 }
01597                 <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;render(refineCenter, frontVector, vegetablePyramid, <a class="code" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a>, driver);
01598         }
01599 
01600 }
01601 
01602 
01603 <font class="comment">// ***************************************************************************</font>
01604 <font class="comment">// ***************************************************************************</font>
01605 <font class="comment">// Tile mgt.</font>
01606 <font class="comment">// ***************************************************************************</font>
01607 <font class="comment">// ***************************************************************************</font>
01608 
01609 
01610 <font class="comment">// ***************************************************************************</font>
<a name="l01611"></a><a class="code" href="classNL3D_1_1CLandscape.html#c17">01611</a> ITexture                *CLandscape::findTileTexture(<font class="keyword">const</font> std::string &amp;textName)
01612 {
01613         ITexture        *text;
01614         text= <a class="code" href="classNL3D_1_1CLandscape.html#o7">TileTextureMap</a>[textName];
01615         <font class="comment">// If just inserted, RefPtr is NULL!!  :)</font>
01616         <font class="comment">// This test too if the RefPtr is NULL... (tile released)</font>
01617         <font class="comment">// The object is not owned by this map. It will be own by the multiple RdrPass via CSmartPtr.</font>
01618         <font class="comment">// They will destroy it when no more points to them.</font>
01619         <font class="keywordflow">if</font>(!text)
01620         {
01621                 <a class="code" href="classNL3D_1_1CLandscape.html#o7">TileTextureMap</a>[textName]= text= <font class="keyword">new</font> CTextureFile(textName);
01622                 text-&gt;setWrapS(ITexture::Clamp);
01623                 text-&gt;setWrapT(ITexture::Clamp);
01624                 text-&gt;setUploadFormat(ITexture::DXTC5);
01625         }
01626         <font class="keywordflow">return</font> text;
01627 }
01628 
01629 
01630 <font class="comment">// ***************************************************************************</font>
<a name="l01631"></a><a class="code" href="classNL3D_1_1CLandscape.html#c18">01631</a> CPatchRdrPass   *CLandscape::findTileRdrPass(<font class="keyword">const</font> CPatchRdrPass &amp;pass)
01632 {
01633         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        it;
01634         <font class="comment">// If already here, find it, else insert.</font>
01635         it= (<a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.insert(pass)).first;
01636 
01637         <font class="keywordflow">return</font> const_cast&lt;CPatchRdrPass*&gt;(&amp;(*it));
01638 }
01639 
01640 
01641 <font class="comment">// ***************************************************************************</font>
<a name="l01642"></a><a class="code" href="classNL3D_1_1CLandscape.html#c15">01642</a> <font class="keywordtype">void</font>                    CLandscape::loadTile(uint16 tileId)
01643 {
01644         CTile           *tile;
01645         CTileInfo       *tileInfo;
01646         string          textName;
01647 
01648         <font class="comment">// Retrieve or create texture.</font>
01649         <font class="comment">// ===========================</font>
01650         <font class="comment">// Tile Must exist.</font>
01651         <font class="comment">// nlassert(tileId==0xFFFF || tileId&lt;TileBank.getTileCount());</font>
01652         <font class="keywordflow">if</font>(tileId&lt;<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileCount())
01653                 tile= <a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTile(tileId);
01654         <font class="keywordflow">else</font>
01655                 tile= NULL;
01656         <font class="comment">// TileInfo must not exist.</font>
01657         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId]==NULL);
01658         <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId]= tileInfo= <font class="keyword">new</font> CTileInfo;
01659 
01660         <font class="comment">// Fill additive part.</font>
01661         <font class="comment">// ===================</font>
01662         <font class="keywordflow">if</font>(tile)
01663                 textName= tile-&gt;getRelativeFileName(CTile::additive);
01664         <font class="keywordflow">else</font>
01665                 textName= <font class="stringliteral">""</font>;
01666         <font class="comment">// If no additive for this tile, rdrpass is NULL.</font>
01667         <font class="keywordflow">if</font>(textName==<font class="stringliteral">""</font>)
01668                 tileInfo-&gt;AdditiveRdrPass= NULL;
01669         <font class="keywordflow">else</font>
01670         {
01671                 <font class="comment">// Fill rdrpass.</font>
01672                 CPatchRdrPass   pass;
01673                 pass.TextureDiffuse= <a class="code" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a>(<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getAbsPath()+textName);
01674 
01675                 <font class="comment">// We may have an alpha part for additive.</font>
01676                 textName= tile-&gt;getRelativeFileName (CTile::alpha);
01677                 <font class="keywordflow">if</font>(textName!=<font class="stringliteral">""</font>)
01678                         pass.TextureAlpha= <a class="code" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a>(<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getAbsPath()+textName);
01679 
01680                 <font class="comment">// Fill tileInfo.</font>
01681                 tileInfo-&gt;AdditiveRdrPass= <a class="code" href="classNL3D_1_1CLandscape.html#c18">findTileRdrPass</a>(pass);
01682                 <font class="comment">// Fill UV Info.</font>
01683                 <font class="comment">// NB: for now, One Tile== One Texture, so UVScaleBias is simple.</font>
01684                 tileInfo-&gt;AdditiveUvScaleBias.x= 0;
01685                 tileInfo-&gt;AdditiveUvScaleBias.y= 0;
01686                 tileInfo-&gt;AdditiveUvScaleBias.z= 1;
01687         }
01688 
01689 
01690         <font class="comment">// Fill diffuse part.</font>
01691         <font class="comment">// =======================</font>
01692         <font class="comment">// Fill rdrpass.</font>
01693         CPatchRdrPass   pass;
01694         <font class="comment">// The diffuse part for a tile is inevitable.</font>
01695         <font class="keywordflow">if</font>(tile)
01696         {
01697                 textName= tile-&gt;getRelativeFileName(CTile::diffuse);
01698                 <font class="keywordflow">if</font>(textName!=<font class="stringliteral">""</font>)
01699                         pass.TextureDiffuse= <a class="code" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a>(<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getAbsPath()+textName);
01700                 <font class="keywordflow">else</font>
01701                 {
01702                         pass.TextureDiffuse= <font class="keyword">new</font> CTextureCross;
01703                         <a class="code" href="debug_8h.html#a0">nldebug</a>(<font class="stringliteral">"Missing Tile diffuse texname: %d"</font>, tileId);
01704                 }
01705         }
01706         <font class="keywordflow">else</font>
01707                 pass.TextureDiffuse= <font class="keyword">new</font> CTextureCross;
01708         <font class="keywordflow">if</font>(tile)
01709         {
01710                 textName= tile-&gt;getRelativeFileName (CTile::alpha);
01711                 <font class="keywordflow">if</font>(textName!=<font class="stringliteral">""</font>)
01712                         pass.TextureAlpha= <a class="code" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a>(<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getAbsPath()+textName);
01713         }
01714 
01715 
01716         <font class="comment">// Fill tileInfo.</font>
01717         tileInfo-&gt;DiffuseRdrPass= <a class="code" href="classNL3D_1_1CLandscape.html#c18">findTileRdrPass</a>(pass);
01718         <font class="comment">// Fill UV Info.</font>
01719         <font class="comment">// NB: for now, One Tile== One Texture, so UVScaleBias is simple.</font>
01720         tileInfo-&gt;DiffuseUvScaleBias.x= 0;
01721         tileInfo-&gt;DiffuseUvScaleBias.y= 0;
01722         tileInfo-&gt;DiffuseUvScaleBias.z= 1;
01723         tileInfo-&gt;AlphaUvScaleBias.x= 0;
01724         tileInfo-&gt;AlphaUvScaleBias.y= 0;
01725         tileInfo-&gt;AlphaUvScaleBias.z= 1;
01726         <font class="comment">// Retrieve the good rot alpha decal.</font>
01727         <font class="keywordflow">if</font>(tile)
01728                 tileInfo-&gt;RotAlpha= tile-&gt;getRotAlpha();
01729         <font class="keywordflow">else</font>
01730                 tileInfo-&gt;RotAlpha= 0;
01731 
01732 
01733         <font class="comment">// Increment RefCount of RenderPart.</font>
01734         <font class="comment">// =================================</font>
01735         <font class="keywordflow">if</font>(tileInfo-&gt;AdditiveRdrPass)
01736                 tileInfo-&gt;AdditiveRdrPass-&gt;RefCount++;
01737         <font class="keywordflow">if</font>(tileInfo-&gt;DiffuseRdrPass)
01738                 tileInfo-&gt;DiffuseRdrPass-&gt;RefCount++;
01739 
01740 }
01741 
01742 
01743 <font class="comment">// ***************************************************************************</font>
<a name="l01744"></a><a class="code" href="classNL3D_1_1CLandscape.html#c16">01744</a> <font class="keywordtype">void</font>                    CLandscape::releaseTile(uint16 tileId)
01745 {
01746         CTileInfo       *tileInfo;
01747         tileInfo= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01748         <a class="code" href="debug_8h.html#a6">nlassert</a>(tileInfo!=NULL);
01749 
01750         <font class="comment">// "Release" the rdr pass.</font>
01751         <font class="keywordflow">if</font>(tileInfo-&gt;AdditiveRdrPass)
01752                 tileInfo-&gt;AdditiveRdrPass-&gt;RefCount--;
01753         <font class="keywordflow">if</font>(tileInfo-&gt;DiffuseRdrPass)
01754                 tileInfo-&gt;DiffuseRdrPass-&gt;RefCount--;
01755 
01756         <font class="keyword">delete</font> tileInfo;
01757         <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId]= NULL;
01758 }
01759 
01760 
01761 <font class="comment">// ***************************************************************************</font>
<a name="l01762"></a><a class="code" href="classNL3D_1_1CLandscape.html#c2">01762</a> CPatchRdrPass   *CLandscape::getTileRenderPass(uint16 tileId, <font class="keywordtype">bool</font> additiveRdrPass)
01763 {
01764         CTileInfo       *tile= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01765 
01766         <font class="comment">// If not here, create it.</font>
01767         <font class="comment">//========================</font>
01768         <font class="keywordflow">if</font>(tile==NULL)
01769         {
01770                 <font class="comment">// Force loading of tile.</font>
01771                 <a class="code" href="classNL3D_1_1CLandscape.html#c15">loadTile</a>(tileId);
01772 
01773                 tile= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01774                 <a class="code" href="debug_8h.html#a6">nlassert</a>(tile!=NULL);
01775         }
01776 
01777         <font class="comment">// Retrieve.</font>
01778         <font class="comment">//========================</font>
01779         <font class="keywordflow">if</font>(additiveRdrPass)
01780         {
01781                 <font class="comment">// NB: additive pass is not lighted by the lightmap, so there is no lighted version of this rednerpass.</font>
01782                 <font class="keywordflow">return</font> tile-&gt;AdditiveRdrPass;
01783         }
01784         <font class="keywordflow">else</font>
01785         {
01786                 <font class="keywordflow">return</font> tile-&gt;DiffuseRdrPass;
01787         }
01788 }
01789 
01790 
01791 <font class="comment">// ***************************************************************************</font>
<a name="l01792"></a><a class="code" href="classNL3D_1_1CLandscape.html#c3">01792</a> <font class="keywordtype">void</font>                    CLandscape::getTileUvScaleBiasRot(uint16 tileId, CTile::TBitmap bitmapType, CVector &amp;uvScaleBias, uint8 &amp;rotAlpha)
01793 {
01794         CTileInfo       *tile= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01795         <font class="comment">// tile should not be NULL.</font>
01796         <font class="comment">// Because load of tiles are always done in getTileRenderPass(), and this insertion always succeed.</font>
01797         <a class="code" href="debug_8h.html#a6">nlassert</a>(tile);
01798 
01799         rotAlpha= 0;
01800         <font class="keywordflow">switch</font>(bitmapType)
01801         {
01802                 <font class="keywordflow">case</font> CTile::diffuse:
01803                         uvScaleBias= tile-&gt;DiffuseUvScaleBias; <font class="keywordflow">break</font>;
01804                 <font class="keywordflow">case</font> CTile::additive:
01805                         uvScaleBias= tile-&gt;AdditiveUvScaleBias; <font class="keywordflow">break</font>;
01806                 <font class="keywordflow">case</font> CTile::alpha:
01807                         uvScaleBias= tile-&gt;AlphaUvScaleBias; 
01808                         rotAlpha= tile-&gt;RotAlpha;
01809                         <font class="keywordflow">break</font>;
01810                 <font class="keywordflow">default</font>: <font class="keywordflow">break</font>;
01811         }
01812 }
01813 
01814 
01815 <font class="comment">// ***************************************************************************</font>
<a name="l01816"></a><a class="code" href="classNL3D_1_1CLandscape.html#z482_2">01816</a> <a class="code" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr&lt;ITexture&gt;</a>             CLandscape::getTileTexture(uint16 tileId, CTile::TBitmap bitmapType, CVector &amp;uvScaleBias)
01817 {
01818         CPatchRdrPass   *pass;
01819         <font class="keywordflow">if</font>(bitmapType== CTile::additive)
01820                 pass= <a class="code" href="classNL3D_1_1CLandscape.html#c2">getTileRenderPass</a>(tileId, <font class="keyword">true</font>);
01821         <font class="keywordflow">else</font>
01822                 pass= <a class="code" href="classNL3D_1_1CLandscape.html#c2">getTileRenderPass</a>(tileId, <font class="keyword">false</font>);
01823         <font class="keywordflow">if</font>(!pass)
01824                 <font class="keywordflow">return</font> NULL;
01825         uint8   dummy;
01826         <a class="code" href="classNL3D_1_1CLandscape.html#c3">getTileUvScaleBiasRot</a>(tileId, bitmapType, uvScaleBias, dummy);
01827 
01828         <font class="comment">// return the wanted texture.</font>
01829         <font class="keywordflow">if</font>(bitmapType==CTile::diffuse || bitmapType==CTile::additive)
01830                 <font class="keywordflow">return</font> pass-&gt;TextureDiffuse;
01831         <font class="keywordflow">else</font>
01832                 <font class="keywordflow">return</font> pass-&gt;TextureAlpha;
01833 }
01834 
01835 
01836 <font class="comment">// ***************************************************************************</font>
<a name="l01837"></a><a class="code" href="classNL3D_1_1CLandscape.html#z482_3">01837</a> CTileElement *CLandscape::getTileElement(<font class="keyword">const</font> CPatchIdent &amp;patchId, <font class="keyword">const</font> CUV &amp;uv)
01838 {
01839         <font class="comment">// \todo yoyo: TODO_ZONEID: change ZoneId in 32 bits...</font>
01840         std::map&lt;uint16, CZone*&gt;::const_iterator        it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find((uint16)patchId.ZoneId);
01841         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
01842         {
01843                 sint    N= (*it).second-&gt;getNumPatchs();
01844                 <font class="comment">// patch must exist in the zone.</font>
01845                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId.PatchId&lt;N);
01846                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *pa= const_cast&lt;CZone*&gt;((*it).second)-&gt;getPatch(patchId.PatchId);
01847                 <font class="keywordflow">return</font> pa-&gt;getTileElement (uv);
01848         }
01849         <font class="keywordflow">else</font>
01850                 <font class="comment">// Return not found</font>
01851                 <font class="keywordflow">return</font> NULL;
01852 }
01853 
01854 
01855 <font class="comment">// ***************************************************************************</font>
<a name="l01856"></a><a class="code" href="classNL3D_1_1CLandscape.html#z482_0">01856</a> <font class="keywordtype">void</font>                    CLandscape::flushTiles(IDriver *drv, uint16 tileStart, uint16 nbTiles)
01857 {
01858         <font class="comment">// Load tile rdrpass, force setup the texture.</font>
01859         <font class="keywordflow">for</font>(sint tileId= tileStart; tileId&lt;tileStart+nbTiles; tileId++)
01860         {
01861                 CTileInfo       *tile= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01862                 <font class="keywordflow">if</font>(tile==NULL)
01863                 {
01864                         <a class="code" href="classNL3D_1_1CLandscape.html#c15">loadTile</a>(tileId);
01865                 }
01866         }
01867 
01868         <font class="comment">// For all rdrpass, force setup the texture.</font>
01869         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        it;
01870         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.begin(); it!=<a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.end(); it++)
01871         {
01872                 <font class="keyword">const</font> CPatchRdrPass     &amp;pass= *it;
01873                 <font class="comment">// If present and not already setuped...</font>
01874                 <font class="keywordflow">if</font>(pass.TextureDiffuse &amp;&amp; !pass.TextureDiffuse-&gt;setupedIntoDriver())
01875                         drv-&gt;setupTexture(*pass.TextureDiffuse);
01876                 <font class="comment">// If present and not already setuped...</font>
01877                 <font class="keywordflow">if</font>(pass.TextureAlpha &amp;&amp; !pass.TextureAlpha-&gt;setupedIntoDriver())
01878                         drv-&gt;setupTexture(*pass.TextureAlpha);
01879         }
01880 }
01881 
01882 
01883 <font class="comment">// ***************************************************************************</font>
<a name="l01884"></a><a class="code" href="classNL3D_1_1CLandscape.html#z482_1">01884</a> <font class="keywordtype">void</font>                    CLandscape::releaseTiles(uint16 tileStart, uint16 nbTiles)
01885 {
01886         <font class="comment">// release tiles.</font>
01887         <font class="keywordflow">for</font>(sint tileId= tileStart; tileId&lt;tileStart+nbTiles; tileId++)
01888         {
01889                 CTileInfo       *tile= <a class="code" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a>[tileId];
01890                 <font class="keywordflow">if</font>(tile!=NULL)
01891                 {
01892                         <a class="code" href="classNL3D_1_1CLandscape.html#c16">releaseTile</a>(tileId);
01893                 }
01894         }
01895 
01896         <font class="comment">// For all rdrpass, release one that are no more referenced.</font>
01897         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a>        it;
01898         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.begin(); it!=<a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.end();)
01899         {
01900                 <font class="comment">// If no more tile access the rdrpass, delete it.</font>
01901                 <font class="keywordflow">if</font>((*it).RefCount==0)
01902                 {
01903                         <a class="code" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a> itDel=it++;
01904                         <a class="code" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a>.erase(itDel);
01905                 }
01906                 <font class="keywordflow">else</font>
01907                         it++;
01908         }
01909 
01910         <font class="comment">// Textures are automaticly deleted by smartptr, but not their entry int the map (TileTextureMap). </font>
01911         <font class="comment">// =&gt; doesn't matter since findTileTexture() manages this case.</font>
01912         <font class="comment">// And the memory overhead is not a problem (we talk about pointers).</font>
01913 }
01914 
01915 
01916 <font class="comment">// ***************************************************************************</font>
<a name="l01917"></a><a class="code" href="classNL3D_1_1CLandscape.html#z492_0">01917</a> uint            CLandscape::getTileLightMap(CRGBA  map[<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>], CPatchRdrPass *&amp;lightmapRdrPass)
01918 {
01919         sint    textNum;
01920         uint    lightMapId;
01921         <font class="comment">/* </font>
01922 <font class="comment">                NB: TextureNear are a grow only Array... TextureNear are never deleted. Why? :</font>
01923 <font class="comment">                2/ Unused near texture may be uncahced by opengl (and maybe by windows, to disk).</font>
01924 <font class="comment"></font>
01925 <font class="comment">          (old reason, no longer valid, since lightmaps are unlinked from tiles.</font>
01926 <font class="comment">                1/ There is an important issue with releasing texture nears: tiles may acces them (see getTileRenderPass())</font>
01927 <font class="comment">          )</font>
01928 <font class="comment">        */</font>
01929         <font class="comment">// 0. Alloc Near Texture if necessary.</font>
01930         <font class="comment">//====================================</font>
01931         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a>==0)
01932         {
01933                 CTextureNear    *text= <font class="keyword">new</font> CTextureNear(<a class="code" href="namespaceNL3D.html#a67">TextureNearSize</a>);
01934                 <a class="code" href="classNLMISC_1_1CSmartPtr.html">TSPRenderPass</a>   newPass= <font class="keyword">new</font> CPatchRdrPass;
01935 
01936                 newPass-&gt;TextureDiffuse= text;
01937 
01938                 <a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.push_back(newPass);
01939                 <a class="code" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a>+= text-&gt;getNbAvailableTiles();
01940         }
01941 
01942         <font class="comment">// 1. Search the first texture which has a free tile.</font>
01943         <font class="comment">//==================================================</font>
01944         CTextureNear    *nearText= NULL;
01945         CPatchRdrPass   *nearRdrPass= NULL;
01946         <font class="keywordflow">for</font>(textNum=0;textNum&lt;(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size();textNum++)
01947         {
01948                 nearRdrPass= <a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>[textNum];
01949                 nearText= (CTextureNear*)(ITexture*)nearRdrPass-&gt;TextureDiffuse;
01950                 <font class="keywordflow">if</font>(nearText-&gt;getNbAvailableTiles()!=0)
01951                         <font class="keywordflow">break</font>;
01952         }
01953         <a class="code" href="debug_8h.html#a6">nlassert</a>(textNum&lt;(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size());
01954         <font class="comment">// A empty space has been found.</font>
01955         <a class="code" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a>--;
01956 
01957         <font class="comment">// 2. Fill the texture with the data, and updaterect.</font>
01958         <font class="comment">//===================================================</font>
01959         lightMapId= nearText-&gt;getTileAndFillRect(map);
01960         <font class="comment">// Compute the Id.</font>
01961         lightMapId= textNum*<a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a> + lightMapId;
01962 
01963 
01964         <font class="comment">// 3. updateLighting</font>
01965         <font class="comment">//===================================================</font>
01966         <font class="comment">// Increment number of pixels to update for near.</font>
01967         <a class="code" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a>+= <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>;
01968 
01969 
01970         <font class="comment">// Result:</font>
01971         lightmapRdrPass= nearRdrPass;
01972         <font class="keywordflow">return</font> lightMapId;
01973 }
01974 <font class="comment">// ***************************************************************************</font>
<a name="l01975"></a><a class="code" href="classNL3D_1_1CLandscape.html#z492_1">01975</a> <font class="keywordtype">void</font>            CLandscape::getTileLightMapUvInfo(uint tileLightMapId, CVector &amp;uvScaleBias)
01976 {
01977         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
01978 
01979         <font class="comment">// Scale.</font>
01980         <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font>      scale10= (float)<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>/<a class="code" href="namespaceNL3D.html#a67">TextureNearSize</a>;
01981         <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font>      scale4= 4.f/<a class="code" href="namespaceNL3D.html#a67">TextureNearSize</a>;
01982         <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">float</font>      scale1= 1.f/<a class="code" href="namespaceNL3D.html#a67">TextureNearSize</a>;
01983         <font class="comment">// The size of a minilightmap, mapped onto the polygon, is still 4 pixels.</font>
01984         uvScaleBias.z= scale4;
01985 
01986         <font class="comment">// Get the id local in the texture.</font>
01987         <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>= tileLightMapId%<a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a>;
01988 
01989         <font class="comment">// Commpute UVBias.</font>
01990         <font class="comment">// Get the coordinate of the tile, in tile number.</font>
01991         <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>%<a class="code" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a>;
01992         <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>/<a class="code" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a>;
01993         <font class="comment">// But the real size of a minilightmap is 10 pixels, and we must reach the pixel 1,1.</font>
01994         uvScaleBias.x= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>*scale10 + scale1;
01995         uvScaleBias.y= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*scale10 + scale1;
01996 }
01997 <font class="comment">// ***************************************************************************</font>
<a name="l01998"></a><a class="code" href="classNL3D_1_1CLandscape.html#z492_2">01998</a> <font class="keywordtype">void</font>            CLandscape::releaseTileLightMap(uint tileLightMapId)
01999 {
02000         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>, textNum;
02001 
02002         <font class="comment">// Get the id local in the texture.</font>
02003         textNum= tileLightMapId / <a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a>;
02004         <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>= tileLightMapId % <a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a>;
02005         <a class="code" href="debug_8h.html#a6">nlassert</a>(textNum&gt;=0 &amp;&amp; textNum&lt;<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size());
02006 
02007         <font class="comment">// Release the tile in this texture.</font>
02008         CPatchRdrPass   *nearRdrPass= <a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>[textNum];
02009         CTextureNear    *nearText= (CTextureNear*)(ITexture*)nearRdrPass-&gt;TextureDiffuse;
02010         nearText-&gt;releaseTile(<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>);
02011         <a class="code" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a>++;
02012 
02013         <font class="comment">// updateLighting</font>
02014         <font class="comment">// Decrement number of pixels to update for near.</font>
02015         <a class="code" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a>-= <a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>;
02016 }
02017 
02018 
02019 <font class="comment">// ***************************************************************************</font>
<a name="l02020"></a><a class="code" href="classNL3D_1_1CLandscape.html#z492_3">02020</a> <font class="keywordtype">void</font>            CLandscape::refillTileLightMap(uint tileLightMapId, CRGBA  map[<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>*<a class="code" href="texture__near_8h.html#a0">NL_TILE_LIGHTMAP_SIZE</a>])
02021 {
02022         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>, textNum;
02023 
02024         <font class="comment">// Get the id local in the texture.</font>
02025         textNum= tileLightMapId / <a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a>;
02026         <a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>= tileLightMapId % <a class="code" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a>;
02027         <a class="code" href="debug_8h.html#a6">nlassert</a>(textNum&gt;=0 &amp;&amp; textNum&lt;<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size());
02028 
02029         <font class="comment">// get a ptr on the texture.</font>
02030         CPatchRdrPass   *nearRdrPass= <a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>[textNum];
02031         CTextureNear    *nearText= (CTextureNear*)(ITexture*)nearRdrPass-&gt;TextureDiffuse;
02032 
02033         <font class="comment">// refill this tile</font>
02034         nearText-&gt;refillRect(<a class="code" href="driver__opengl__extension__def_8h.html#a356">id</a>, map);
02035 }
02036 
02037 
02038 
02039 <font class="comment">// ***************************************************************************</font>
02040 <font class="comment">// ***************************************************************************</font>
02041 <font class="comment">// Far.</font>
02042 <font class="comment">// ***************************************************************************</font>
02043 <font class="comment">// ***************************************************************************</font>
02044 
02045 
02046 <font class="comment">// ***************************************************************************</font>
<a name="l02047"></a><a class="code" href="classNL3D_1_1CLandscape.html#c0">02047</a> CPatchRdrPass*  CLandscape::getFarRenderPass(CPatch* pPatch, uint farIndex, <font class="keywordtype">float</font>&amp; farUScale, <font class="keywordtype">float</font>&amp; farVScale, <font class="keywordtype">float</font>&amp; farUBias, <font class="keywordtype">float</font>&amp; farVBias, <font class="keywordtype">bool</font>&amp; bRot)
02048 {
02049         <font class="comment">// Check args</font>
02050         <a class="code" href="debug_8h.html#a6">nlassert</a> (farIndex&gt;0);
02051 
02052         <font class="comment">// Get size of the far texture</font>
02053         uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=(pPatch-&gt;getOrderS ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)&gt;&gt;(farIndex-1);
02054         uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=(pPatch-&gt;getOrderT ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)&gt;&gt;(farIndex-1);
02055 
02056         <font class="comment">// For updateLighting: increment total of pixels to update.</font>
02057         <a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>+= <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;
02058 
02059         <font class="comment">// Render pass index</font>
02060         uint passIndex=<a class="code" href="classNL3D_1_1CLandscape.html#f0">getRdrPassIndexWithSize</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
02061 
02062         <font class="comment">// Look for a free render pass</font>
02063         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].begin()==<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].end())
02064         {
02065                 <font class="comment">// Empty, add a new render pass</font>
02066                 CPatchRdrPass   *pass=<font class="keyword">new</font> CPatchRdrPass;
02067 
02068                 <font class="comment">// Fill the render pass</font>
02069                 CTextureFar *pTextureFar=<font class="keyword">new</font> CTextureFar;
02070 
02071                 <font class="comment">// Append this textureFar to the list of TextureFar to updateLighting.</font>
02072                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>==NULL)
02073                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>= pTextureFar;
02074                 <font class="keywordflow">else</font>
02075                         pTextureFar-&gt;linkBeforeUL(<a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>);
02076 
02077                 <font class="comment">// Set the bank</font>
02078                 pTextureFar-&gt;_Bank=&amp;<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>;
02079 
02080                 <font class="comment">// Set as diffuse texture for this renderpass</font>
02081                 pass-&gt;TextureDiffuse=pTextureFar;
02082 
02083                 <font class="comment">// Set the size for this texture</font>
02084                 pTextureFar-&gt;setSizeOfFarPatch (std::max (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>), std::min (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>));
02085 
02086                 <font class="comment">// Add the render pass</font>
02087                 <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].insert (pass);
02088                 <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.insert (pass);
02089         }
02090 
02091         <font class="comment">// Ok, add the patch to the first render pass in the free list</font>
02092         <a class="code" href="classNLMISC_1_1CSmartPtr.html">TSPRenderPass</a> pass=*<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].begin();
02093 
02094         <font class="comment">// Get a pointer on the diffuse far texture</font>
02095         CTextureFar *pTextureFar=(CTextureFar*)(&amp;*(pass-&gt;TextureDiffuse));
02096 
02097         <font class="comment">// Add the patch to the far texture</font>
02098         <font class="keywordflow">if</font> (pTextureFar-&gt;addPatch (pPatch, farUScale, farVScale, farUBias, farVBias, bRot))
02099         {
02100                 <font class="comment">// The render state is full, remove from the free list..</font>
02101                 _FarRdrPassSetVectorFree[passIndex].erase (pass);
02102         }
02103 
02104         <font class="comment">// Return the renderpass</font>
02105         <font class="keywordflow">return</font> pass;
02106 }
02107 
02108 
02109 <font class="comment">// ***************************************************************************</font>
<a name="l02110"></a><a class="code" href="classNL3D_1_1CLandscape.html#c1">02110</a> <font class="keywordtype">void</font>            CLandscape::freeFarRenderPass (CPatch* pPatch, CPatchRdrPass* pass, uint farIndex)
02111 {
02112         <font class="comment">// Get size of the far texture</font>
02113         uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>=(pPatch-&gt;getOrderS ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)&gt;&gt;(farIndex-1);
02114         uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=(pPatch-&gt;getOrderT ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)&gt;&gt;(farIndex-1);
02115 
02116         <font class="comment">// For updateLighting: decrement total of pixels to update.</font>
02117         <a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>-= <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;
02118         <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>&gt;=0);
02119 
02120         <font class="comment">// Render pass index</font>
02121         uint passIndex=<a class="code" href="classNL3D_1_1CLandscape.html#f0">getRdrPassIndexWithSize</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
02122 
02123         <font class="comment">// Get a pointer on the diffuse far texture</font>
02124         CTextureFar *pTextureFar=(CTextureFar*)(&amp;*(pass-&gt;TextureDiffuse));
02125 
02126         <font class="comment">// Remove from the patch from the texture if empty</font>
02127         <font class="keywordflow">if</font> (pTextureFar-&gt;removePatch (pPatch))
02128         {
02129                 <font class="comment">// Free list empty ?</font>
02130                 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].begin()==<a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].end())
02131                 {
02132                         <font class="comment">// Let this render pass in the free list</font>
02133                         <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].insert (pass);
02134                 }
02135                 <font class="keywordflow">else</font>
02136                 {
02137                         <font class="comment">// Release for good</font>
02138                         <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].erase (pass);
02139 
02140                         <font class="comment">// update UL links, and Remove from draw list</font>
02141                         <a class="code" href="classNL3D_1_1CLandscape.html#c11">eraseFarRenderPassFromSet</a> (pass);
02142                 }
02143         }
02144         <font class="keywordflow">else</font>
02145         {
02146                 <font class="comment">// Insert in the free list</font>
02147                 <a class="code" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a>[passIndex].insert (pass);
02148         }
02149 }
02150 
02151 
02152 <font class="comment">// ***************************************************************************</font>
<a name="l02153"></a><a class="code" href="classNL3D_1_1CLandscape.html#c11">02153</a> <font class="keywordtype">void</font>            CLandscape::eraseFarRenderPassFromSet (CPatchRdrPass* pass)
02154 {
02155         <font class="comment">// Before deleting, must remove TextureFar from UpdateLighting list.</font>
02156 
02157         <font class="comment">// Get a pointer on the diffuse far texture</font>
02158         CTextureFar *pTextureFar=(CTextureFar*)(&amp;*(pass-&gt;TextureDiffuse));
02159 
02160         <font class="comment">// If I delete the textureFar which is the current root</font>
02161         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>==pTextureFar)
02162         {
02163                 <font class="comment">// switch to next</font>
02164                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>= pTextureFar-&gt;getNextUL();
02165                 <font class="comment">// if still the same, it means that the circular list is now empty</font>
02166                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>==pTextureFar)
02167                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>= NULL;
02168                 <font class="comment">// reset patch counter.</font>
02169                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>= 0;
02170         }
02171 
02172         <font class="comment">// unlink the texture from list</font>
02173         pTextureFar-&gt;unlinkUL();
02174 
02175 
02176         <font class="comment">// Remove from draw list</font>
02177         <a class="code" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a>.erase (pass);
02178 }
02179 
02180 
02181 <font class="comment">// ***************************************************************************</font>
02182 <font class="comment">// ***************************************************************************</font>
02183 <font class="comment">// Misc.</font>
02184 <font class="comment">// ***************************************************************************</font>
02185 <font class="comment">// ***************************************************************************</font>
02186 
02187 
02188 <font class="comment">// ***************************************************************************</font>
<a name="l02189"></a><a class="code" href="classNL3D_1_1CLandscape.html#z481_0">02189</a> CZone*                  CLandscape::getZone (sint zoneId)
02190 {
02191         TZoneMap::iterator      it;
02192         it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId);
02193         <font class="keywordflow">if</font> (it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
02194                 <font class="keywordflow">return</font> (*it).second;
02195         <font class="keywordflow">else</font>
02196                 <font class="keywordflow">return</font> NULL;
02197 }
02198 
02199 
02200 <font class="comment">// ***************************************************************************</font>
<a name="l02201"></a><a class="code" href="classNL3D_1_1CLandscape.html#z481_1">02201</a> <font class="keyword">const</font> CZone*    CLandscape::getZone (sint zoneId)<font class="keyword"> const</font>
02202 <font class="keyword"></font>{
02203         TZoneMap::const_iterator        it;
02204 
02205         it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId);
02206         <font class="keywordflow">if</font> (it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
02207                 <font class="keywordflow">return</font> (*it).second;
02208         <font class="keywordflow">else</font>
02209                 <font class="keywordflow">return</font> NULL;
02210 }
02211 
02212 
02213 
02214 <font class="comment">// ***************************************************************************</font>
<a name="l02215"></a><a class="code" href="classNL3D_1_1CLandscape.html#c19">02215</a> <font class="keywordtype">void</font>                    CLandscape::checkZoneBinds(CZone &amp;curZone, EBadBind &amp;bindError)
02216 {
02217         <font class="keywordflow">for</font>(sint i=0;i&lt;curZone.getNumPatchs();i++)
02218         {
02219                 <font class="keyword">const</font> CZone::CPatchConnect      &amp;pa= *curZone.getPatchConnect(i);
02220 
02221                 <font class="comment">// Check the bindInfos.</font>
02222                 <font class="keywordflow">for</font>(sint j=0;j&lt;4;j++)
02223                 {
02224                         <font class="keyword">const</font> CPatchInfo::CBindInfo     &amp;bd=pa.BindEdges[j];
02225                         <font class="comment">// Just 1/1 for now.</font>
02226                         <font class="keywordflow">if</font>(bd.NPatchs==1)
02227                         {
02228                                 <a class="code" href="classNL3D_1_1CLandscape.html#l2">CZone</a>   *oZone= <a class="code" href="classNL3D_1_1CLandscape.html#z481_0">getZone</a>(bd.ZoneId);
02229                                 <font class="comment">// If loaded zone.</font>
02230                                 <font class="keywordflow">if</font>(oZone)
02231                                 {
02232                                         <font class="keyword">const</font> CZone::CPatchConnect      &amp;po= *(oZone-&gt;getPatchConnect(bd.Next[0]));
02233                                         <font class="keyword">const</font> CPatchInfo::CBindInfo     &amp;bo= po.BindEdges[bd.Edge[0]];
02234                                         <font class="keywordflow">if</font>(bo.NPatchs!=1 || bo.Next[0]!=i || bo.Edge[0]!=j)
02235                                                 bindError.BindErrors.push_back( EBadBind::CBindError(curZone.getZoneId(), i));
02236                                 }
02237                         }
02238                 }
02239         }
02240 }
02241 
02242 
02243 <font class="comment">// ***************************************************************************</font>
<a name="l02244"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_4">02244</a> <font class="keywordtype">void</font>                    CLandscape::checkBinds() <font class="keywordflow">throw</font>(EBadBind)
02245 {
02246         EBadBind        bindError;
02247 
02248         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= Zones.begin();it!=Zones.end();it++)
02249         {
02250                 CZone   &amp;curZone= *(*it).second;
02251                 checkZoneBinds(curZone, bindError);
02252         }
02253 
02254         <font class="keywordflow">if</font>(!bindError.BindErrors.empty())
02255                 <font class="keywordflow">throw</font> bindError;
02256 }
02257 
02258 
02259 <font class="comment">// ***************************************************************************</font>
<a name="l02260"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_5">02260</a> <font class="keywordtype">void</font>                    CLandscape::checkBinds(uint16 zoneId) <font class="keywordflow">throw</font>(EBadBind)
02261 {
02262         EBadBind        bindError;
02263 
02264         <a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= Zones.find(zoneId);
02265         <font class="keywordflow">if</font>(it!= Zones.end())
02266         {
02267                 CZone   &amp;curZone= *(*it).second;
02268                 checkZoneBinds(curZone, bindError);
02269                 <font class="keywordflow">if</font>(!bindError.BindErrors.empty())
02270                         <font class="keywordflow">throw</font> bindError;
02271         }
02272 }
02273 
02274 
02275 
02276 <font class="comment">// ***************************************************************************</font>
<a name="l02277"></a><a class="code" href="classNL3D_1_1CLandscape.html#z493_0">02277</a> <font class="keywordtype">void</font>                    CLandscape::addTrianglesInBBox(<font class="keyword">const</font> CPatchIdentEx &amp;paIdEx, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CTrianglePatch&gt; &amp;triangles, uint8 tileTessLevel)<font class="keyword"> const</font>
02278 <font class="keyword"></font>{
02279         <font class="comment">// No clear here, just add triangles to the array.</font>
02280         <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= paIdEx.Patch;
02281 
02282         CPatchIdent             paId;
02283         paId.ZoneId= paIdEx.ZoneId;
02284         paId.PatchId= paIdEx.PatchId;
02285         pa-&gt;addTrianglesInBBox(paId, bbox, triangles, tileTessLevel);
02286 }
02287 
02288 
02289 <font class="comment">// ***************************************************************************</font>
<a name="l02290"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_2">02290</a> <font class="keywordtype">void</font>                    CLandscape::buildTrianglesInBBox(<font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CTrianglePatch&gt; &amp;triangles, uint8 tileTessLevel)
02291 {
02292         <font class="comment">// clear selection.</font>
02293         triangles.clear();
02294 
02295         <font class="comment">// search path of interest.</font>
02296         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.clearSelection();
02297         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.select(bbox.getMin(), bbox.getMax());
02298         CQuadGrid&lt;CPatchIdentEx&gt;::CIterator     it;
02299 
02300         <font class="comment">// for each patch, add triangles to the array.</font>
02301         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.begin(); it!= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.end(); it++)
02302         {
02303                 <a class="code" href="classNL3D_1_1CLandscape.html#z493_0">addTrianglesInBBox</a>((*it), bbox, triangles, tileTessLevel);
02304         }
02305 }
02306 
02307 
02308 
02309 <font class="comment">// ***************************************************************************</font>
<a name="l02310"></a><a class="code" href="classNL3D_1_1CLandscape.html#z493_1">02310</a> <font class="keywordtype">void</font>                    CLandscape::addPatchBlocksInBBox(<font class="keyword">const</font> CPatchIdentEx &amp;paIdEx, <font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CPatchBlockIdent&gt; &amp;paBlockIds)
02311 {
02312         <font class="comment">// No clear here, just add blocks to the array.</font>
02313         <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= paIdEx.Patch;
02314 
02315         CPatchIdent             paId;
02316         paId.ZoneId= paIdEx.ZoneId;
02317         paId.PatchId= paIdEx.PatchId;
02318         pa-&gt;addPatchBlocksInBBox(paId, bbox, paBlockIds);
02319 }
02320 
02321 
02322 <font class="comment">// ***************************************************************************</font>
<a name="l02323"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_3">02323</a> <font class="keywordtype">void</font>                    CLandscape::buildPatchBlocksInBBox(<font class="keyword">const</font> CAABBox &amp;bbox, std::vector&lt;CPatchBlockIdent&gt; &amp;paBlockIds)
02324 {
02325         <font class="comment">// clear selection.</font>
02326         paBlockIds.clear();
02327 
02328         <font class="comment">// search path of interest.</font>
02329         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.clearSelection();
02330         <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.select(bbox.getMin(), bbox.getMax());
02331         CQuadGrid&lt;CPatchIdentEx&gt;::CIterator     it;
02332 
02333         <font class="comment">// for each patch, add blocks to the array.</font>
02334         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.begin(); it!= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.end(); it++)
02335         {
02336                 <a class="code" href="classNL3D_1_1CLandscape.html#z493_1">addPatchBlocksInBBox</a>((*it), bbox, paBlockIds);
02337         }
02338 }
02339 
02340 
02341 <font class="comment">// ***************************************************************************</font>
<a name="l02342"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_4">02342</a> <font class="keywordtype">void</font>                    CLandscape::fillPatchQuadBlock(CPatchQuadBlock &amp;quadBlock)<font class="keyword"> const</font>
02343 <font class="keyword"></font>{
02344         sint zoneId=  quadBlock.PatchBlockId.PatchId.ZoneId;
02345         sint patchId= quadBlock.PatchBlockId.PatchId.PatchId;
02346         std::map&lt;uint16, CZone*&gt;::const_iterator        it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId);
02347         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
02348         {
02349                 sint    N= (*it).second-&gt;getNumPatchs();
02350                 <font class="comment">// patch must exist in the zone.</font>
02351                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId&gt;=0);
02352                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId&lt;N);
02353 
02354                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(patchId);
02355                 pa-&gt;fillPatchQuadBlock(quadBlock);
02356         }
02357 }
02358 
02359 
02360 
02361 
02362 <font class="comment">// ***************************************************************************</font>
<a name="l02363"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_0">02363</a> <font class="keywordtype">void</font>                    CLandscape::buildCollideFaces(<font class="keyword">const</font> CAABBoxExt &amp;bbox, vector&lt;CTriangle&gt; &amp;faces, <font class="keywordtype">bool</font> faceClip)
02364 {
02365         CBSphere        bsWanted(bbox.getCenter(), bbox.getRadius());
02366 
02367         faces.clear();
02368         <font class="comment">// For all zones.</font>
02369         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
02370         {
02371                 <font class="keyword">const</font> CAABBoxExt        &amp;bb= (*it).second-&gt;getZoneBB();
02372                 CBSphere        bs(bb.getCenter(), bb.getRadius());
02373                 <font class="comment">// If zone intersect the wanted area.</font>
02374                 <font class="comment">//===================================</font>
02375                 <font class="keywordflow">if</font>(bs.intersect(bsWanted))
02376                 {
02377                         <font class="comment">// Then trace all patch.</font>
02378                         sint    N= (*it).second-&gt;getNumPatchs();
02379                         <font class="keywordflow">for</font>(sint i=0;i&lt;N;i++)
02380                         {
02381                                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(i);
02382 
02383                                 <font class="comment">// If patch in wanted area....</font>
02384                                 <font class="comment">//============================</font>
02385                                 <font class="keywordflow">if</font>(bsWanted.intersect(pa-&gt;getBSphere()))
02386                                 {
02387                                         <font class="comment">// 0. Build the faces.</font>
02388                                         <font class="comment">//====================</font>
02389                                         sint    ordS= pa-&gt;getOrderS();
02390                                         sint    ordT= pa-&gt;getOrderT();
02391                                         sint    <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>,j;
02392                                         vector&lt;CTriangle&gt;       tmpFaces;
02393                                         tmpFaces.reserve(ordS*ordT);
02394                                         <font class="keywordtype">float</font>   OOS= 1.0f/ordS;
02395                                         <font class="keywordtype">float</font>   OOT= 1.0f/ordT;
02396                                         <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;ordT;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
02397                                         {
02398                                                 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;ordS;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02399                                                 {
02400                                                         CTriangle       f;
02401                                                         f.V0= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02402                                                         f.V1= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02403                                                         f.V2= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02404                                                         tmpFaces.push_back(f);
02405                                                         f.V0= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02406                                                         f.V1= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02407                                                         f.V2= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02408                                                         tmpFaces.push_back(f);
02409                                                 }
02410                                         }
02411 
02412                                         <font class="comment">// 1. Clip the faces.</font>
02413                                         <font class="comment">//===================</font>
02414                                         <font class="keywordflow">if</font>(faceClip)
02415                                         {
02416                                                 <font class="comment">// Insert only faces which are In the area.</font>
02417                                                 <font class="keywordflow">for</font>(j=0;j&lt;(sint)tmpFaces.size();j++)
02418                                                 {
02419                                                         CTriangle       &amp;f= tmpFaces[j];
02420                                                         <font class="keywordflow">if</font>(bbox.intersect(f.V0, f.V1, f.V2))
02421                                                         {
02422                                                                 faces.push_back(f);
02423                                                         }
02424                                                 }
02425                                         }
02426                                         <font class="keywordflow">else</font>
02427                                         {
02428                                                 <font class="comment">// Else insert ALL.</font>
02429                                                 faces.insert(faces.end(), tmpFaces.begin(), tmpFaces.end());
02430                                         }
02431                                 }
02432                         }
02433                 }
02434         }
02435 }
02436 
02437 
02438 <font class="comment">// ***************************************************************************</font>
<a name="l02439"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_1">02439</a> <font class="keywordtype">void</font>                    CLandscape::buildCollideFaces(sint zoneId, sint patch, std::vector&lt;CTriangle&gt; &amp;faces)
02440 {
02441         faces.clear();
02442 
02443         <a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find(zoneId);
02444         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
02445         {
02446                 <font class="comment">// Then trace all patch.</font>
02447                 sint    N= (*it).second-&gt;getNumPatchs();
02448                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch&gt;=0);
02449                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch&lt;N);
02450                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(patch);
02451 
02452                 <font class="comment">// Build the faces.</font>
02453                 <font class="comment">//=================</font>
02454                 sint    ordS= pa-&gt;getOrderS();
02455                 sint    ordT= pa-&gt;getOrderT();
02456                 sint    <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
02457                 <font class="keywordtype">float</font>   OOS= 1.0f/ordS;
02458                 <font class="keywordtype">float</font>   OOT= 1.0f/ordT;
02459                 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;ordT;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
02460                 {
02461                         <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;ordS;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02462                         {
02463                                 CTriangle       f;
02464                                 f.V0= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02465                                 f.V1= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02466                                 f.V2= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02467                                 faces.push_back(f);
02468                                 f.V0= pa-&gt;computeVertex(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02469                                 f.V1= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*OOT);
02470                                 f.V2= pa-&gt;computeVertex((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*OOS, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*OOT);
02471                                 faces.push_back(f);
02472                         }
02473                 }
02474         }
02475 }
02476 
02477 
02478 <font class="comment">// ***************************************************************************</font>
<a name="l02479"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_5">02479</a> CVector                 CLandscape::getTesselatedPos(<font class="keyword">const</font> CPatchIdent &amp;patchId, <font class="keyword">const</font> CUV &amp;uv)<font class="keyword"> const</font>
02480 <font class="keyword"></font>{
02481         <font class="comment">// First, must update globals, for CTessFace::computeTesselatedPos() to work properly.</font>
02482 
02483         <font class="comment">// VertexProgrma mode???</font>
02484         CLandscapeGlobals::VertexProgramEnabled= <a class="code" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a>;
02485 
02486         <font class="comment">// If VertexProgram enabled</font>
02487         <font class="keywordflow">if</font>( CLandscapeGlobals::VertexProgramEnabled )
02488         {
02489                 <font class="comment">/* because VertexProgram enabled, CTessVertex::Pos (geomorphed Pos) are not computed each frame</font>
02490 <font class="comment">                   Hence, CTessFace::computeTesselatedPos() will call CTessVertex::computeGeomPos() to have correct </font>
02491 <font class="comment">                   CTessVertex::Pos. ThereFore we must setup globals so CTessVertex::computeGeomPos() works properly.</font>
02492 <font class="comment">                */</font>
02493                 
02494                 <font class="comment">// see copy in updateGlobalsAndLockBuffers(). NB: Just copy what needed here!!!!</font>
02495 
02496                 <font class="comment">// Tile subdivsion part.</font>
02497                 CLandscapeGlobals::TileDistNear = <a class="code" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a>;
02498                 CLandscapeGlobals::TileDistFar = CLandscapeGlobals::TileDistNear+20;
02499                 CLandscapeGlobals::TileDistNearSqr = <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(CLandscapeGlobals::TileDistNear);
02500                 CLandscapeGlobals::TileDistFarSqr = <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(CLandscapeGlobals::TileDistFar);
02501                 CLandscapeGlobals::OOTileDistDeltaSqr = 1.0f / (CLandscapeGlobals::TileDistFarSqr - CLandscapeGlobals::TileDistNearSqr);
02502 
02503                 <font class="comment">// RefineThreshold.</font>
02504                 CLandscapeGlobals::RefineThreshold= <a class="code" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a>;
02505                 CLandscapeGlobals::OORefineThreshold= 1.0f / CLandscapeGlobals::RefineThreshold;
02506 
02507                 <font class="comment">// Refine Center*.</font>
02508                 <font class="comment">// NB: setup the last setuped refineCenter.</font>
02509                 CLandscapeGlobals::RefineCenter= <a class="code" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a>;
02510         }
02511 
02512 
02513         <font class="comment">// \todo yoyo: TODO_ZONEID: change ZoneId in 32 bits...</font>
02514         std::map&lt;uint16, CZone*&gt;::const_iterator        it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find((uint16)patchId.ZoneId);
02515         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
02516         {
02517                 sint    N= (*it).second-&gt;getNumPatchs();
02518                 <font class="comment">// patch must exist in the zone.</font>
02519                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId.PatchId&lt;N);
02520                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(patchId.PatchId);
02521 
02522                 <font class="keywordflow">return</font> pa-&gt;getTesselatedPos(uv);
02523         }
02524         <font class="keywordflow">else</font>
02525                 <font class="keywordflow">return</font> CVector::Null;
02526 }
02527 
02528 
02529 <font class="comment">// ***************************************************************************</font>
<a name="l02530"></a><a class="code" href="classNL3D_1_1CLandscape.html#f0">02530</a> uint                    CLandscape::getRdrPassIndexWithSize (uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>, uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>)
02531 {
02532         <font class="comment">// Check no NULL size</font>
02533         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
02534         <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
02535 
02536         <font class="comment">// Find width order</font>
02537         <font class="keywordtype">int</font> orderWidth=0;
02538         <font class="keywordflow">while</font> (!(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>&amp;(1&lt;&lt;orderWidth)))
02539                 orderWidth++;
02540 
02541         <font class="comment">// Find heightorder</font>
02542         <font class="keywordtype">int</font> orderHeight=0;
02543         <font class="keywordflow">while</font> (!(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>&amp;(1&lt;&lt;orderHeight)))
02544                 orderHeight++;
02545 
02546         <font class="keywordflow">if</font> (orderWidth&gt;orderHeight)
02547         {
02548                 <font class="keywordflow">return</font> <a class="code" href="landscape_8h.html#a0">NL_MAX_SIZE_OF_TEXTURE_EDGE_SHIFT</a>*orderHeight+orderWidth;
02549         }
02550         <font class="keywordflow">else</font>
02551         {
02552                 <font class="keywordflow">return</font> <a class="code" href="landscape_8h.html#a0">NL_MAX_SIZE_OF_TEXTURE_EDGE_SHIFT</a>*orderWidth+orderHeight;
02553         }
02554 }
02555 
<a name="l02556"></a><a class="code" href="landscape_8cpp.html#a6">02556</a> <font class="preprocessor">#define NL_TILE_FAR_SIZE_ORDER0 (NL_NUM_PIXELS_ON_FAR_TILE_EDGE*NL_NUM_PIXELS_ON_FAR_TILE_EDGE)</font>
<a name="l02557"></a><a class="code" href="landscape_8cpp.html#a7">02557</a> <font class="preprocessor"></font><font class="preprocessor">#define NL_TILE_FAR_SIZE_ORDER1 ((NL_NUM_PIXELS_ON_FAR_TILE_EDGE&gt;&gt;1)*(NL_NUM_PIXELS_ON_FAR_TILE_EDGE&gt;&gt;1))</font>
<a name="l02558"></a><a class="code" href="landscape_8cpp.html#a8">02558</a> <font class="preprocessor"></font><font class="preprocessor">#define NL_TILE_FAR_SIZE_ORDER2 ((NL_NUM_PIXELS_ON_FAR_TILE_EDGE&gt;&gt;2)*(NL_NUM_PIXELS_ON_FAR_TILE_EDGE&gt;&gt;2))</font>
02559 <font class="preprocessor"></font>
02560 <font class="comment">// ***************************************************************************</font>
02561 <font class="comment">// internal use</font>
<a name="l02562"></a><a class="code" href="classNL3D_1_1CLandscape.html#c12">02562</a> <font class="keywordtype">bool</font>                    CLandscape::eraseTileFarIfNotGood (uint tileNumber, uint sizeOrder0, uint sizeOrder1, uint sizeOrder2)
02563 {
02564         <font class="comment">// The same tiles ?</font>
02565         <font class="keywordtype">bool</font> bSame=<font class="keyword">true</font>;
02566 
02567         <font class="comment">// It is the same tile ?</font>
02568         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;isFill (CTileFarBank::diffuse))
02569         {
02570                 <font class="comment">// Good diffuse size ?</font>
02571                 <font class="keywordflow">if</font> (
02572                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::diffuse, CTileFarBank::order0) != sizeOrder0) ||
02573                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::diffuse, CTileFarBank::order1) != sizeOrder1) ||
02574                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::diffuse, CTileFarBank::order2) != sizeOrder2)
02575                         )
02576                 {
02577                         <a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;erasePixels (CTileFarBank::diffuse);
02578                         bSame=<font class="keyword">false</font>;
02579                 }
02580         }
02581 
02582         <font class="comment">// It is the same tile ?</font>
02583         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;isFill (CTileFarBank::additive))
02584         {
02585                 <font class="comment">// Good additive size ?</font>
02586                 <font class="keywordflow">if</font> (
02587                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::additive, CTileFarBank::order0) != sizeOrder0) ||
02588                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::additive, CTileFarBank::order1) != sizeOrder1) ||
02589                         (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;getSize (CTileFarBank::additive, CTileFarBank::order2) != sizeOrder2)
02590                         )
02591                 {
02592                         <a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)-&gt;erasePixels (CTileFarBank::additive);
02593                         bSame=<font class="keyword">false</font>;
02594                 }
02595         }
02596 
02597         <font class="comment">// Return true if the tiles seem to be the sames</font>
02598         <font class="keywordflow">return</font> bSame;
02599 }
02600 
02601 <font class="comment">// ***************************************************************************</font>
<a name="l02602"></a><a class="code" href="classNL3D_1_1CLandscape.html#z477_6">02602</a> <font class="keywordtype">bool</font>                    CLandscape::initTileBanks ()
02603 {
02604         <font class="comment">// *** Check the two banks are OK</font>
02605         <a class="code" href="classNL3D_1_1CLandscape.html#o16">_FarInitialized</a>=<font class="keyword">false</font>;
02606 
02607         <font class="comment">// Compatibility check</font>
02608         <font class="keywordtype">bool</font> bCompatibility=<font class="keyword">true</font>;
02609 
02610         <font class="comment">// Same number of tiles</font>
02611         <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileCount()==<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getNumTile())
02612         {
02613                 <font class="comment">// Same tileSet</font>
02614                 <font class="keywordflow">for</font> (<font class="keywordtype">int</font> tileSet=0; tileSet&lt;<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSetCount(); tileSet++)
02615                 {
02616                         <font class="comment">// Same tile128</font>
02617                         <font class="keywordtype">int</font> tile;
02618                         <font class="keywordflow">for</font> (tile=0; tile&lt;<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)-&gt;getNumTile128(); tile++)
02619                         {
02620                                 <font class="comment">// tile number</font>
02621                                 uint tileNumber=<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)-&gt;getTile128(tile);
02622 
02623                                 <font class="comment">// erase the tiles if not good</font>
02624                                 bCompatibility&amp;=<a class="code" href="classNL3D_1_1CLandscape.html#c12">eraseTileFarIfNotGood</a> (tileNumber, <a class="code" href="landscape_8cpp.html#a6">NL_TILE_FAR_SIZE_ORDER0</a>, <a class="code" href="landscape_8cpp.html#a7">NL_TILE_FAR_SIZE_ORDER1</a>, <a class="code" href="landscape_8cpp.html#a8">NL_TILE_FAR_SIZE_ORDER2</a>);
02625                         }
02626 
02627                         <font class="comment">// Same tile256</font>
02628                         <font class="keywordflow">for</font> (tile=0; tile&lt;<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)-&gt;getNumTile256(); tile++)
02629                         {
02630                                 <font class="comment">// tile number</font>
02631                                 uint tileNumber=<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)-&gt;getTile256(tile);
02632 
02633                                 <font class="comment">// erase the tiles if not good</font>
02634                                 bCompatibility&amp;=<a class="code" href="classNL3D_1_1CLandscape.html#c12">eraseTileFarIfNotGood</a> (tileNumber, <a class="code" href="landscape_8cpp.html#a6">NL_TILE_FAR_SIZE_ORDER0</a>&lt;&lt;2, <a class="code" href="landscape_8cpp.html#a7">NL_TILE_FAR_SIZE_ORDER1</a>&lt;&lt;2, <a class="code" href="landscape_8cpp.html#a8">NL_TILE_FAR_SIZE_ORDER2</a>&lt;&lt;2);
02635                         }
02636 
02637                         <font class="comment">// Same transition</font>
02638                         <font class="keywordflow">for</font> (tile=0; tile&lt;CTileSet::count; tile++)
02639                         {
02640                                 <font class="comment">// tile number</font>
02641                                 uint tileNumber=<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)-&gt;getTransition(tile)-&gt;getTile();
02642 
02643                                 <font class="comment">// erase the tiles if not good</font>
02644                                 bCompatibility&amp;=<a class="code" href="classNL3D_1_1CLandscape.html#c12">eraseTileFarIfNotGood</a> (tileNumber, <a class="code" href="landscape_8cpp.html#a6">NL_TILE_FAR_SIZE_ORDER0</a>, <a class="code" href="landscape_8cpp.html#a7">NL_TILE_FAR_SIZE_ORDER1</a>, <a class="code" href="landscape_8cpp.html#a8">NL_TILE_FAR_SIZE_ORDER2</a>);
02645                         }
02646                 }
02647                 
02648                 <font class="comment">// Far actived!</font>
02649                 <a class="code" href="classNL3D_1_1CLandscape.html#o16">_FarInitialized</a>=<font class="keyword">true</font>;
02650         }
02651 
02652         <font class="comment">// Register / Load the vegetables.</font>
02653         <a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.initTileVegetableDescs(<a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>);
02654 
02655         <font class="keywordflow">return</font> bCompatibility;
02656 }
02657 
02658 
02659 <font class="comment">// ***************************************************************************</font>
<a name="l02660"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_0">02660</a> <font class="keywordtype">void</font>                    CLandscape::setupStaticLight (<font class="keyword">const</font> CRGBA &amp;diffuse, <font class="keyword">const</font> CRGBA &amp;ambiant, <font class="keywordtype">float</font> multiply)
02661 {
02662         sint nMultiply=(sint)(256.f*multiply);
02663         <font class="keywordflow">for</font> (<font class="keywordtype">int</font> i=0; i&lt;256; i++)
02664         {
02665                 sint max=0;
02666                 sint <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>=(((nMultiply*diffuse.R*i)&gt;&gt;8)+ambiant.R*(256-i))&gt;&gt;8; 
02667                 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&gt;max)
02668                         max=<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>;
02669                 sint g=(((nMultiply*diffuse.G*i)&gt;&gt;8)+ambiant.G*(256-i))&gt;&gt;8;
02670                 <font class="keywordflow">if</font> (g&gt;max)
02671                         max=g;
02672                 sint b=(((nMultiply*diffuse.B*i)&gt;&gt;8)+ambiant.B*(256-i))&gt;&gt;8;
02673                 <font class="keywordflow">if</font> (b&gt;max)
02674                         max=b;
02675                 <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>&lt;&lt;=8;
02676                 g&lt;&lt;=8;
02677                 b&lt;&lt;=8;
02678                 max=std::max(max, 256);
02679                 <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>/=max;
02680                 g/=max;
02681                 b/=max;
02682                 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>, 0, 255);
02683                 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (g, 0, 255);
02684                 <a class="code" href="namespaceNLMISC.html#a215">clamp</a> (b, 0, 255);
02685                 <a class="code" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a>[i].R=<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>;
02686                 <a class="code" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a>[i].G=g;
02687                 <a class="code" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a>[i].B=b;
02688                 <a class="code" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a>[i].A=255;
02689         }
02690 }
02691 
02692 <font class="comment">// ***************************************************************************</font>
<a name="l02693"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_4">02693</a> <font class="keywordtype">void</font>                    CLandscape::enableAutomaticLighting(<font class="keywordtype">bool</font> enable)
02694 {
02695         <a class="code" href="classNL3D_1_1CLandscape.html#o18">_AutomaticLighting</a>= enable;
02696 }
02697 
02698 <font class="comment">// ***************************************************************************</font>
<a name="l02699"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_5">02699</a> <font class="keywordtype">void</font>                    CLandscape::setupAutomaticLightDir(<font class="keyword">const</font> CVector &amp;lightDir)
02700 {
02701         <a class="code" href="classNL3D_1_1CLandscape.html#o19">_AutomaticLightDir</a>= lightDir;
02702         <a class="code" href="classNL3D_1_1CLandscape.html#o19">_AutomaticLightDir</a>.normalize();
02703 }
02704 
02705 
02706 <font class="comment">// ***************************************************************************</font>
<a name="l02707"></a><a class="code" href="classNL3D_1_1CLandscape.html#z484_0">02707</a> CVector         CLandscape::getHeightFieldDeltaZ(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>)<font class="keyword"> const</font>
02708 <font class="keyword"></font>{
02709         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>.size()==0)
02710                 <font class="keywordflow">return</font> CVector::Null;
02711 
02712         <font class="comment">// map to _HeightField coordinates.</font>
02713         <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m1">OriginX</a>;
02714         <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>-= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m2">OriginY</a>;
02715         <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m5">OOSizeX</a>;
02716         <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m6">OOSizeY</a>;
02717         <font class="comment">// get patch on the grid.</font>
02718         sint    ix, iy;
02719         ix= (sint)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>);
02720         iy= (sint)floor(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>);
02721         <font class="comment">// out of the grid?</font>
02722         <font class="keywordflow">if</font>( ix&lt;0 || ix&gt;=(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m7">Width</a> || iy&lt;0 || iy&gt;=(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m8">Height</a>)
02723                 <font class="keywordflow">return</font> CVector::Null;
02724 
02725         <font class="comment">// get patch.</font>
02726         <font class="keyword">const</font> CBezierPatchZ     &amp;paz= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>[iy*<a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m7">Width</a> + ix];
02727 
02728         <font class="comment">// compute result.</font>
02729         CVector ret=CVector::Null;
02730         ret.x= 0;
02731         ret.y= 0;
02732         ret.z= paz.eval(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-ix, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>-iy);
02733 
02734         <font class="keywordflow">return</font> ret;
02735 }
02736 
02737 
02738 
02739 <font class="comment">// ***************************************************************************</font>
<a name="l02740"></a><a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#a0">02740</a> <font class="keywordtype">void</font>            CLandscape::CBezierPatchZ::makeInteriors()
02741 {
02742         <font class="keywordtype">float</font>           &amp;a = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[0];
02743         <font class="keywordtype">float</font>           &amp;b = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[1];
02744         <font class="keywordtype">float</font>           &amp;c = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[2];
02745         <font class="keywordtype">float</font>           &amp;d = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[3];
02746         <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[0] = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[7] + <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[0] - a;
02747         <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[1] = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[1] + <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[2] - b;
02748         <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[2] = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[3] + <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[4] - c;
02749         <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[3] = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[5] + <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[6] - d;
02750 }
02751 <font class="comment">// ***************************************************************************</font>
<a name="l02752"></a><a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#a1">02752</a> <font class="keywordtype">float</font>           CLandscape::CBezierPatchZ::eval(<font class="keywordtype">float</font> ps, <font class="keywordtype">float</font> pt)<font class="keyword"> const</font>
02753 <font class="keyword"></font>{
02754         <font class="keywordtype">float</font>   p;
02755 
02756         <font class="keywordtype">float</font> ps2 = ps * ps;
02757         <font class="keywordtype">float</font> ps1 = 1.0f - ps;
02758         <font class="keywordtype">float</font> ps12 = ps1 * ps1;
02759         <font class="keywordtype">float</font> s0 = ps12 * ps1;
02760         <font class="keywordtype">float</font> s1 = 3.0f * ps * ps12;
02761         <font class="keywordtype">float</font> s2 = 3.0f * ps2 * ps1;
02762         <font class="keywordtype">float</font> s3 = ps2 * ps;
02763         <font class="keywordtype">float</font> pt2 = pt * pt;
02764         <font class="keywordtype">float</font> pt1 = 1.0f - pt;
02765         <font class="keywordtype">float</font> pt12 = pt1 * pt1;
02766         <font class="keywordtype">float</font> t0 = pt12 * pt1;
02767         <font class="keywordtype">float</font> t1 = 3.0f * pt * pt12;
02768         <font class="keywordtype">float</font> t2 = 3.0f * pt2 * pt1;
02769         <font class="keywordtype">float</font> t3 = pt2 * pt;
02770 
02771         p = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[0] * s0 * t0       + 
02772                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[7] * s1 * t0   + 
02773                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[6] * s2 * t0   + 
02774                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[3] * s3 * t0;
02775         p+= <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[0] * s0 * t1       + 
02776                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[0]* s1 * t1   + 
02777                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[3]* s2 * t1   + 
02778                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[5] * s3 * t1;
02779         p+=     <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[1] * s0 * t2   + 
02780                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[1]* s1 * t2   + 
02781                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m2">Interiors</a>[2]* s2 * t2   + 
02782                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[4] * s3 * t2;
02783         p+=     <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[1] * s0 * t3   + 
02784                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[2] * s1 * t3   + 
02785                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m1">Tangents</a>[3] * s2 * t3   + 
02786                 <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[2] * s3 * t3;
02787         
02788         <font class="keywordflow">return</font> p;
02789 }
02790 
02791 
02792 <font class="comment">// ***************************************************************************</font>
<a name="l02793"></a><a class="code" href="classNL3D_1_1CLandscape.html#z484_1">02793</a> <font class="keywordtype">void</font>            CLandscape::setHeightField(<font class="keyword">const</font> CHeightMap &amp;hf)
02794 {
02795         <font class="keywordflow">if</font>(hf.getWidth()&lt;2)
02796                 <font class="keywordflow">return</font>;
02797         <font class="keywordflow">if</font>(hf.getHeight()&lt;2)
02798                 <font class="keywordflow">return</font>;
02799 
02800         <font class="comment">// Fill basics.</font>
02801         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m1">OriginX</a>= hf.OriginX;
02802         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m2">OriginY</a>= hf.OriginY;
02803         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m3">SizeX</a>= hf.SizeX;
02804         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m4">SizeY</a>= hf.SizeY;
02805         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m5">OOSizeX</a>= 1/hf.SizeX;
02806         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m6">OOSizeY</a>= 1/hf.SizeY;
02807         uint    <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>= hf.getWidth()-1;
02808         uint    h= hf.getHeight()-1;
02809         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m7">Width</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>;
02810         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m8">Height</a>= h;
02811         <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>.resize(<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a> * h);
02812 
02813         <font class="comment">// compute  patchs</font>
02814         sint    <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
02815 
02816         <font class="comment">// compute vertices / tangents on each patch</font>
02817         <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)h;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
02818         {
02819                 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;(sint)<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02820                 {
02821                         CBezierPatchZ   &amp;paz= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
02822                         <font class="comment">// vertices.</font>
02823                         paz.Vertices[0]= hf.getZ(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>);
02824                         paz.Vertices[1]= hf.getZ(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1);
02825                         paz.Vertices[2]= hf.getZ(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1);
02826                         paz.Vertices[3]= hf.getZ(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>);
02827                 }
02828         }
02829 
02830         <font class="comment">// compute tangents</font>
02831         <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)h;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
02832         {
02833                 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;(sint)<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02834                 {
02835                         CBezierPatchZ   &amp;paz= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
02836                         sint    tg;
02837                         <font class="comment">// For each tangent, what vertex (relative to x,y) we must take.</font>
02838                         <font class="keyword">struct  </font>CDeltaPos
02839                         {
02840                                 sint    ox,oy;
02841                                 sint    dx1,dy1;
02842                                 sint    dx2,dy2;
02843                         };
02844                         <font class="keyword">static</font> CDeltaPos        deltas[8]= {
02845                                 {0,0, 0,1, 0,-1} ,
02846                                 {0,1, 0,0, 0,2} ,
02847                                 {0,1, 1,1, -1,1} ,
02848                                 {1,1, 0,1, 2,1} ,
02849                                 {1,1, 1,0, 1,2} ,
02850                                 {1,0, 1,1, 1,-1} ,
02851                                 {1,0, 0,0, 2,0} ,
02852                                 {0,0, 1,0, -1,0} ,
02853                                 };
02854 
02855                         <font class="comment">// compute each tangent of this patch.</font>
02856                         <font class="keywordflow">for</font>(tg=0; tg&lt;8;tg++)
02857                         {
02858                                 sint    x0,y0;
02859                                 sint    x1,y1;
02860                                 sint    x2,y2;
02861                                 x0= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+deltas[tg].ox; y0= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+deltas[tg].oy;
02862                                 x1= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+deltas[tg].dx1; y1= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+deltas[tg].dy1;
02863                                 x2= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+deltas[tg].dx2; y2= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+deltas[tg].dy2;
02864 
02865                                 <font class="comment">// borders case.</font>
02866                                 <font class="keywordflow">if</font>(x2&lt;0 || x2&gt;=(sint)hf.getWidth() || y2&lt;0 || y2&gt;=(sint)hf.getHeight())
02867                                 {
02868                                         <font class="keywordtype">float</font>           <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>,dv;
02869                                         <font class="comment">// base of tangents.</font>
02870                                         <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= hf.getZ(x0,y0);
02871                                         <font class="comment">// target tangents.</font>
02872                                         dv= hf.getZ(x1,y1) - <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
02873                                         <font class="comment">// result of tangent.</font>
02874                                         paz.Tangents[tg]= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+dv/3;
02875                                 }
02876                                 <font class="comment">// middle case.</font>
02877                                 <font class="keywordflow">else</font>
02878                                 {
02879                                         <font class="keywordtype">float</font>           <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>,dv;
02880                                         <font class="comment">// base of tangents.</font>
02881                                         <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= hf.getZ(x0,y0);
02882                                         <font class="comment">// target tangents.</font>
02883                                         dv= hf.getZ(x1,y1) - <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
02884                                         <font class="comment">// add mirror target tangent.</font>
02885                                         dv+= -(hf.getZ(x2,y2) - <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
02886                                         dv/=2;
02887                                         <font class="comment">// result of tangent.</font>
02888                                         paz.Tangents[tg]= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>+dv/3;
02889                                 }
02890                         }
02891                 }
02892         }
02893 
02894         <font class="comment">// compute interiors.</font>
02895         <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>&lt;(sint)h;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
02896         {
02897                 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>&lt;(sint)<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02898                 {
02899                         CBezierPatchZ   &amp;paz= <a class="code" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a>.<a class="code" href="structNL3D_1_1CLandscape_1_1CHeightField.html#m0">ZPatchs</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a367">w</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
02900                         paz.makeInteriors();
02901                 }
02902         }
02903 
02904 }
02905 
02906 
02907 <font class="comment">// ***************************************************************************</font>
<a name="l02908"></a><a class="code" href="classNL3D_1_1CLandscape.html#z480_6">02908</a> <font class="keywordtype">void</font>            CLandscape::getTessellationLeaves(std::vector&lt;const CTessFace*&gt;  &amp;leaves)<font class="keyword"> const</font>
02909 <font class="keyword"></font>{
02910         leaves.clear();
02911 
02912         std::map&lt;uint16, CZone*&gt;::const_iterator        it;
02913         <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
02914         {
02915                 <font class="comment">// Then trace all patch.</font>
02916                 sint    N= (*it).second-&gt;getNumPatchs();
02917                 <font class="keywordflow">for</font>(sint i=0;i&lt;N;i++)
02918                 {
02919                         <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(i);
02920 
02921                         pa-&gt;appendTessellationLeaves(leaves);
02922                 }
02923         }
02924 
02925 }
02926 
02927 
02928 <font class="comment">// ***************************************************************************</font>
<a name="l02929"></a><a class="code" href="classNL3D_1_1CLandscape.html#z487_0">02929</a> <font class="keywordtype">void</font>            CLandscape::setPZBModelPosition(<font class="keyword">const</font> CVector &amp;pos)
02930 {
02931         <a class="code" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a>= pos;
02932 }
02933 
02934 
02935 
02936 <font class="comment">// ***************************************************************************</font>
02937 <font class="comment">// ***************************************************************************</font>
02938 <font class="comment">// Allocators.</font>
02939 <font class="comment">// ***************************************************************************</font>
02940 <font class="comment">// ***************************************************************************</font>
02941 
02942 
02943 <font class="comment">// ***************************************************************************</font>
<a name="l02944"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_0">02944</a> CTessFace                       *CLandscape::newTessFace()
02945 {
02946         <font class="comment">// allcoate the face.</font>
02947         <a class="code" href="classNL3D_1_1CLandscape.html#l0">CTessFace</a>               *face= <a class="code" href="classNL3D_1_1CLandscape.html#z490_12">TessFaceAllocator</a>.allocate();
02948 
02949         <font class="comment">// for refine() mgt, append the face to the list of newLeaves, so they will be tested in refine()</font>
02950         face-&gt;linkInPList(<a class="code" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a>);
02951 
02952         <font class="keywordflow">return</font> face;
02953 }
02954 
02955 <font class="comment">// ***************************************************************************</font>
<a name="l02956"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_1">02956</a> CTessVertex                     *CLandscape::newTessVertex()
02957 {
02958         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z490_13">TessVertexAllocator</a>.allocate();
02959 }
02960 
02961 <font class="comment">// ***************************************************************************</font>
<a name="l02962"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_2">02962</a> CTessNearVertex         *CLandscape::newTessNearVertex()
02963 {
02964         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z490_14">TessNearVertexAllocator</a>.allocate();
02965 }
02966 
02967 <font class="comment">// ***************************************************************************</font>
<a name="l02968"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_3">02968</a> CTessFarVertex          *CLandscape::newTessFarVertex()
02969 {
02970         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z490_15">TessFarVertexAllocator</a>.allocate();
02971 }
02972 
02973 <font class="comment">// ***************************************************************************</font>
<a name="l02974"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_4">02974</a> CTileMaterial           *CLandscape::newTileMaterial()
02975 {
02976         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z490_16">TileMaterialAllocator</a>.allocate();
02977 }
02978 
02979 <font class="comment">// ***************************************************************************</font>
<a name="l02980"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_5">02980</a> CTileFace                       *CLandscape::newTileFace()
02981 {
02982         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z490_17">TileFaceAllocator</a>.allocate();
02983 }
02984 
02985 <font class="comment">// ***************************************************************************</font>
<a name="l02986"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_6">02986</a> <font class="keywordtype">void</font>                            CLandscape::deleteTessFace(CTessFace *f)
02987 {
02988         <font class="comment">// for refine() mgt, must remove from refine priority list, or from the temp rootTessFaceToUpdate list.</font>
02989         f-&gt;unlinkInPList();
02990 
02991         <a class="code" href="classNL3D_1_1CLandscape.html#z490_12">TessFaceAllocator</a>.free(f);
02992 }
02993 
02994 <font class="comment">// ***************************************************************************</font>
<a name="l02995"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_7">02995</a> <font class="keywordtype">void</font>                            CLandscape::deleteTessVertex(CTessVertex *<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>)
02996 {
02997         <a class="code" href="classNL3D_1_1CLandscape.html#z490_13">TessVertexAllocator</a>.free(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
02998 }
02999 
03000 <font class="comment">// ***************************************************************************</font>
<a name="l03001"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_8">03001</a> <font class="keywordtype">void</font>                            CLandscape::deleteTessNearVertex(CTessNearVertex *<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>)
03002 {
03003         <a class="code" href="classNL3D_1_1CLandscape.html#z490_14">TessNearVertexAllocator</a>.free(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
03004 }
03005 
03006 <font class="comment">// ***************************************************************************</font>
<a name="l03007"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_9">03007</a> <font class="keywordtype">void</font>                            CLandscape::deleteTessFarVertex(CTessFarVertex *<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>)
03008 {
03009         <a class="code" href="classNL3D_1_1CLandscape.html#z490_15">TessFarVertexAllocator</a>.free(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>);
03010 }
03011 
03012 <font class="comment">// ***************************************************************************</font>
<a name="l03013"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_10">03013</a> <font class="keywordtype">void</font>                            CLandscape::deleteTileMaterial(CTileMaterial *tm)
03014 {
03015         <a class="code" href="classNL3D_1_1CLandscape.html#z490_16">TileMaterialAllocator</a>.free(tm);
03016 }
03017 
03018 <font class="comment">// ***************************************************************************</font>
<a name="l03019"></a><a class="code" href="classNL3D_1_1CLandscape.html#z490_11">03019</a> <font class="keywordtype">void</font>                            CLandscape::deleteTileFace(CTileFace *tf)
03020 {
03021         <a class="code" href="classNL3D_1_1CLandscape.html#z490_17">TileFaceAllocator</a>.free(tf);
03022 }
03023 
03024 
03025 
03026 <font class="comment">// ***************************************************************************</font>
03027 <font class="comment">// ***************************************************************************</font>
03028 <font class="comment">// Noise</font>
03029 <font class="comment">// ***************************************************************************</font>
03030 <font class="comment">// ***************************************************************************</font>
03031 
03032 
03033 <font class="comment">// ***************************************************************************</font>
<a name="l03034"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_8">03034</a> <font class="keywordtype">void</font>                    CLandscape::setNoiseMode(<font class="keywordtype">bool</font> enable)
03035 {
03036         <a class="code" href="classNL3D_1_1CLandscape.html#z494_0">_NoiseEnabled</a>= enable;
03037 }
03038 
03039 <font class="comment">// ***************************************************************************</font>
<a name="l03040"></a><a class="code" href="classNL3D_1_1CLandscape.html#z478_9">03040</a> <font class="keywordtype">bool</font>                    CLandscape::getNoiseMode()<font class="keyword"> const</font>
03041 <font class="keyword"></font>{
03042         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z494_0">_NoiseEnabled</a>;
03043 }
03044 
03045 
03046 <font class="comment">// ***************************************************************************</font>
03047 <font class="comment">// ***************************************************************************</font>
03048 <font class="comment">// Micro vegetation</font>
03049 <font class="comment">// ***************************************************************************</font>
03050 <font class="comment">// ***************************************************************************</font>
03051 
03052 
03053 <font class="comment">// ***************************************************************************</font>
<a name="l03054"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_3">03054</a> <font class="keywordtype">void</font>            CLandscape::enableVegetable(<font class="keywordtype">bool</font> enable)
03055 {
03056         <a class="code" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a>= enable;
03057 
03058         <font class="comment">// if false, delete all Vegetable IGs.</font>
03059         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a>)
03060         {
03061                 <font class="comment">// Landscape always create ClipBlokcs, but IGs/addInstances() are created only if isVegetableActive().</font>
03062                 <font class="comment">// For all zones.</font>
03063                 <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
03064                 {
03065                         <font class="comment">// for all patch.</font>
03066                         sint    N= (*it).second-&gt;getNumPatchs();
03067                         <font class="keywordflow">for</font>(sint i=0;i&lt;N;i++)
03068                         {
03069                                 <font class="comment">// delete vegetable Igs of this patch</font>
03070                                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *pa= ((*it).second)-&gt;getPatch(i);
03071                                 pa-&gt;deleteAllVegetableIgs();
03072                         }
03073 
03074                 }
03075         }
03076         <font class="comment">// if true</font>
03077         <font class="keywordflow">else</font>
03078         {
03079                 <font class="comment">//  reload all Shapes (actually load only new shapes)</font>
03080                 <a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.initTileVegetableDescs(<a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>);
03081 
03082                 <font class="comment">// And recreate vegetable igs.</font>
03083                 <font class="comment">// Landscape always create ClipBlokcs, but IGs/addInstances() are created only if isVegetableActive().</font>
03084                 <font class="comment">// For all zones.</font>
03085                 <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
03086                 {
03087                         <font class="comment">// for all patch.</font>
03088                         sint    N= (*it).second-&gt;getNumPatchs();
03089                         <font class="keywordflow">for</font>(sint i=0;i&lt;N;i++)
03090                         {
03091                                 <font class="comment">// recreate vegetable Igs of this patch</font>
03092                                 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *pa= ((*it).second)-&gt;getPatch(i);
03093                                 pa-&gt;recreateAllVegetableIgs();
03094                         }
03095 
03096                 }
03097         }
03098 
03099 }
03100 
03101 <font class="comment">// ***************************************************************************</font>
<a name="l03102"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_4">03102</a> <font class="keywordtype">bool</font>            CLandscape::isVegetableActive()<font class="keyword"> const</font>
03103 <font class="keyword"></font>{
03104         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a> &amp;&amp; <a class="code" href="classNL3D_1_1CLandscape.html#z496_3">_DriverOkForVegetable</a>;
03105 }
03106 
03107 <font class="comment">// ***************************************************************************</font>
03108 <font class="keywordtype">void</font>            CLandscape::loadVegetableTexture(<font class="keyword">const</font> string &amp;textureFileName)
03109 {
03110         <font class="comment">// load the texture in the manager</font>
03111         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;loadTexture(textureFileName);
03112 }
03113 
03114 <font class="comment">// ***************************************************************************</font>
<a name="l03115"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_6">03115</a> <font class="keywordtype">void</font>            CLandscape::setupVegetableLighting(<font class="keyword">const</font> CRGBA &amp;ambient, <font class="keyword">const</font> CRGBA &amp;diffuse, <font class="keyword">const</font> CVector &amp;directionalLight)
03116 {
03117         <font class="comment">// set the directional light to the manager</font>
03118         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;setDirectionalLight(ambient, diffuse, directionalLight);
03119 }
03120 
03121 <font class="comment">// ***************************************************************************</font>
<a name="l03122"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_7">03122</a> <font class="keywordtype">void</font>            CLandscape::setVegetableWind(<font class="keyword">const</font> CVector &amp;windDir, <font class="keywordtype">float</font> windFreq, <font class="keywordtype">float</font> windPower, <font class="keywordtype">float</font> windBendMin)
03123 {
03124         <font class="comment">// setup vegetable manager</font>
03125         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;setWind(windDir, windFreq, windPower, windBendMin);
03126 }
03127 
03128 
03129 <font class="comment">// ***************************************************************************</font>
<a name="l03130"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_1">03130</a> <font class="keywordtype">void</font>            CLandscape::setVegetableTime(<font class="keywordtype">double</font> time)
03131 {
03132         <font class="comment">// setup vegetable manager</font>
03133         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;setTime(time);
03134 }
03135 
03136 <font class="comment">// ***************************************************************************</font>
<a name="l03137"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_2">03137</a> <font class="keywordtype">void</font>            CLandscape::setVegetableUpdateLightingTime(<font class="keywordtype">double</font> time)
03138 {
03139         <font class="comment">// setup vegetable manager</font>
03140         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;setUpdateLightingTime(time);
03141 }
03142 
03143 
03144 <font class="comment">// ***************************************************************************</font>
<a name="l03145"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_8">03145</a> uint            CLandscape::getNumVegetableFaceRendered()<font class="keyword"> const</font>
03146 <font class="keyword"></font>{
03147         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;getNumVegetableFaceRendered();
03148 }
03149 
03150 
03151 <font class="comment">// ***************************************************************************</font>
<a name="l03152"></a><a class="code" href="classNL3D_1_1CLandscape.html#z496_0">03152</a> <font class="keyword">const</font> CTileVegetableDesc        &amp;CLandscape::getTileVegetableDesc(uint16 tileId)
03153 {
03154         <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileVegetableDesc(tileId);
03155 }
03156 
03157 
03158 <font class="comment">// ***************************************************************************</font>
<a name="l03159"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_0">03159</a> <font class="keywordtype">void</font>            CLandscape::createVegetableBlendLayersModels(CScene *scene)
03160 {
03161         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;createVegetableBlendLayersModels(scene);
03162 }
03163 
03164 
03165 <font class="comment">// ***************************************************************************</font>
<a name="l03166"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_9">03166</a> <font class="keywordtype">void</font>            CLandscape::setVegetableUpdateLightingFrequency(<font class="keywordtype">float</font> freq)
03167 {
03168         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;setUpdateLightingFrequency(freq);
03169 }
03170 
03171 <font class="comment">// ***************************************************************************</font>
<a name="l03172"></a><a class="code" href="classNL3D_1_1CLandscape.html#z485_10">03172</a> <font class="keywordtype">void</font>            CLandscape::setupColorsFromTileFlags(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> colors[4])
03173 {
03174         <font class="keywordflow">for</font> (TZoneMap::iterator it = <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin(); it != <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end(); ++it)
03175         {
03176                 it-&gt;second-&gt;setupColorsFromTileFlags(colors);
03177         }
03178 }
03179 
03180 <font class="comment">// ***************************************************************************</font>
03181 <font class="comment">// ***************************************************************************</font>
03182 <font class="comment">// Lightmap Get interface.</font>
03183 <font class="comment">// ***************************************************************************</font>
03184 <font class="comment">// ***************************************************************************</font>
03185 
03186 
03187 <font class="comment">// ***************************************************************************</font>
<a name="l03188"></a><a class="code" href="classNL3D_1_1CLandscape.html#z486_0">03188</a> uint8           CLandscape::getLumel(<font class="keyword">const</font> CPatchIdent &amp;patchId, <font class="keyword">const</font> CUV &amp;uv)<font class="keyword"> const</font>
03189 <font class="keyword"></font>{
03190         <font class="comment">// \todo yoyo: TODO_ZONEID: change ZoneId in 32 bits...</font>
03191         std::map&lt;uint16, CZone*&gt;::const_iterator        it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find((uint16)patchId.ZoneId);
03192         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
03193         {
03194                 sint    N= (*it).second-&gt;getNumPatchs();
03195                 <font class="comment">// patch must exist in the zone.</font>
03196                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId.PatchId&lt;N);
03197                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(patchId.PatchId);
03198 
03199                 <font class="keywordflow">return</font> pa-&gt;getLumel(uv);
03200         }
03201         <font class="keywordflow">else</font>
03202                 <font class="comment">// Return full sun contribution as default</font>
03203                 <font class="keywordflow">return</font> 255;
03204 }
03205 
03206 <font class="comment">// ***************************************************************************</font>
<a name="l03207"></a><a class="code" href="classNL3D_1_1CLandscape.html#z486_1">03207</a> <font class="keywordtype">void</font>            CLandscape::appendTileLightInfluences(<font class="keyword">const</font> CPatchIdent &amp;patchId, <font class="keyword">const</font> CUV &amp;uv, 
03208         std::vector&lt;CPointLightInfluence&gt; &amp;pointLightList)<font class="keyword"> const</font>
03209 <font class="keyword"></font>{
03210         <font class="comment">// \todo yoyo: TODO_ZONEID: change ZoneId in 32 bits...</font>
03211         std::map&lt;uint16, CZone*&gt;::const_iterator        it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.find((uint16)patchId.ZoneId);
03212         <font class="keywordflow">if</font>(it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end())
03213         {
03214                 sint    N= (*it).second-&gt;getNumPatchs();
03215                 <font class="comment">// patch must exist in the zone.</font>
03216                 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId.PatchId&lt;N);
03217                 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= const_cast&lt;const CZone*&gt;((*it).second)-&gt;getPatch(patchId.PatchId);
03218 
03219                 pa-&gt;appendTileLightInfluences(uv, pointLightList);
03220         }
03221 }
03222 
03223 
03224 <font class="comment">// ***************************************************************************</font>
03225 <font class="comment">// ***************************************************************************</font>
03226 <font class="comment">// Lighting</font>
03227 <font class="comment">// ***************************************************************************</font>
03228 <font class="comment">// ***************************************************************************</font>
03229 
03230 
03231 <font class="comment">// ***************************************************************************</font>
<a name="l03232"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_8">03232</a> <font class="keywordtype">void</font>                    CLandscape::removeAllPointLights()
03233 {
03234         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
03235         {
03236                 <font class="comment">// for all patch.</font>
03237                 sint    N= (*it).second-&gt;getNumPatchs();
03238                 <font class="keywordflow">for</font>(sint i=0;i&lt;N;i++)
03239                 {
03240                         <font class="comment">// Clear TileLightInfluences</font>
03241                         <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>  *pa= ((*it).second)-&gt;getPatch(i);
03242                         pa-&gt;resetTileLightInfluences();
03243                 }
03244 
03245                 <font class="comment">// Remove all PointLights.</font>
03246                 (*it).second-&gt;_PointLightArray.clear();
03247         }
03248 
03249 }
03250 
03251 
03252 <font class="comment">// ***************************************************************************</font>
<a name="l03253"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_9">03253</a> <font class="keywordtype">void</font>                    CLandscape::setPointLightFactor(<font class="keyword">const</font> std::string &amp;lightGroupName, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> nFactor)
03254 {
03255         <font class="comment">// Store the result in the map for addZone().</font>
03256         <a class="code" href="classNL3D_1_1CLandscape.html#o20">_LightGroupColorMap</a>[lightGroupName]= nFactor;
03257 
03258         <font class="comment">// Affect currently added zones.</font>
03259         <font class="keywordflow">for</font>(<a class="code" href="namespaceNL3D.html#a313">ItZoneMap</a> it= <a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.begin();it!=<a class="code" href="classNL3D_1_1CLandscape.html#o0">Zones</a>.end();it++)
03260         {
03261                 (*it).second-&gt;_PointLightArray.setPointLightFactor(lightGroupName, nFactor);
03262         }
03263 }
03264 
03265 
03266 <font class="comment">// ***************************************************************************</font>
<a name="l03267"></a><a class="code" href="classNL3D_1_1CLandscape.html#z488_0">03267</a> <font class="keywordtype">void</font>                    CLandscape::updateLighting(<font class="keywordtype">double</font> time)
03268 {
03269         <a class="code" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a>= time;
03270 
03271         <font class="comment">// first time in this method??</font>
03272         <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscape.html#z498_5">_ULPrecTimeInit</a>)
03273         {
03274                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_5">_ULPrecTimeInit</a>= <font class="keyword">true</font>;
03275                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_4">_ULPrecTime</a>= <a class="code" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a>;
03276         }
03277         <font class="comment">// compute delta time from last update.</font>
03278         <font class="keywordtype">float</font> dt= float(<a class="code" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a> - <a class="code" href="classNL3D_1_1CLandscape.html#z498_4">_ULPrecTime</a>);
03279         <a class="code" href="classNL3D_1_1CLandscape.html#z498_4">_ULPrecTime</a>= <a class="code" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a>;
03280 
03281 
03282         <font class="comment">// If not disabled</font>
03283         <font class="keywordflow">if</font>(_ULFrequency)
03284         {
03285                 <font class="comment">// Do it for near and far in 2 distinct ways.</font>
03286                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_2">updateLightingTextureFar</a>(dt * <a class="code" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a>);
03287                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_3">updateLightingTextureNear</a>(dt * <a class="code" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a>);
03288         }
03289 
03290 }
03291 
03292 
03293 <font class="comment">// ***************************************************************************</font>
<a name="l03294"></a><a class="code" href="classNL3D_1_1CLandscape.html#z488_2">03294</a> <font class="keywordtype">void</font>                    CLandscape::updateLightingAll()
03295 {
03296         <font class="comment">// Do it for near and far in 2 distinct ways.</font>
03297         <font class="comment">//================</font>
03298         <a class="code" href="classNL3D_1_1CLandscape.html#z498_2">updateLightingTextureFar</a>(1);
03299         <a class="code" href="classNL3D_1_1CLandscape.html#z498_3">updateLightingTextureNear</a>(1);
03300 
03301 
03302         <font class="comment">// update lighting for vegetables</font>
03303         <font class="comment">//================</font>
03304 
03305         <font class="comment">// Must lock buffers for update Lighting of vegetables.</font>
03306         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (CVector::Null);
03307 
03308         <font class="comment">// Because updateLighting() may use OptFastFloor..</font>
03309         <a class="code" href="namespaceNL3D.html#a360">OptFastFloorBegin</a>();
03310 
03311         <font class="comment">// update ALL lighting for vegetables</font>
03312         <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>-&gt;updateLightingAll();
03313 
03314         <font class="comment">// Stop fastFloor optim.</font>
03315         <a class="code" href="namespaceNL3D.html#a361">OptFastFloorEnd</a>();
03316 
03317         <font class="comment">// Must realase VB Buffers</font>
03318         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
03319 }
03320 
03321 
03322 <font class="comment">// ***************************************************************************</font>
<a name="l03323"></a><a class="code" href="classNL3D_1_1CLandscape.html#z488_1">03323</a> <font class="keywordtype">void</font>                    CLandscape::setUpdateLightingFrequency(<font class="keywordtype">float</font> freq)
03324 {
03325         freq= max(freq, 0.f);
03326         <a class="code" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a>= freq;
03327 }
03328 
03329 
03330 <font class="comment">// ***************************************************************************</font>
<a name="l03331"></a><a class="code" href="classNL3D_1_1CLandscape.html#z498_0">03331</a> <font class="keywordtype">void</font>                    CLandscape::linkPatchToNearUL(CPatch *patch)
03332 {
03333         <font class="comment">// Append this patch to the list of patch to updateLighting.</font>
03334         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>==NULL)
03335                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>= patch;
03336         <font class="keywordflow">else</font>
03337                 patch-&gt;linkBeforeNearUL(<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>);
03338 }
03339 
03340 <font class="comment">// ***************************************************************************</font>
<a name="l03341"></a><a class="code" href="classNL3D_1_1CLandscape.html#z498_1">03341</a> <font class="keywordtype">void</font>                    CLandscape::unlinkPatchFromNearUL(CPatch *patch)
03342 {
03343         <font class="comment">// If I unlink the patch which is the current root</font>
03344         <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>==patch)
03345         {
03346                 <font class="comment">// switch to next</font>
03347                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>= patch-&gt;getNextNearUL();
03348                 <font class="comment">// if still the same, it means that the circular list is now empty</font>
03349                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>==patch)
03350                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>= NULL;
03351                 <font class="comment">// reset tessBlock counter.</font>
03352                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>= 0;
03353         }
03354 
03355         <font class="comment">// unlink the patch from list</font>
03356         patch-&gt;unlinkNearUL();
03357 }
03358 
03359 
03360 <font class="comment">// ***************************************************************************</font>
<a name="l03361"></a><a class="code" href="classNL3D_1_1CLandscape.html#z498_2">03361</a> <font class="keywordtype">void</font>                    CLandscape::updateLightingTextureFar(<font class="keywordtype">float</font> ratio)
03362 {
03363         <font class="comment">// compute number of pixels to update.</font>
03364         <a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a>+= ratio * <a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>;
03365         <font class="comment">// maximize, so at max, it computes all patchs, just one time.</font>
03366         <a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a>, (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a>);
03367 
03368         <font class="comment">// Test Profile Yoyo</font>
03369         <font class="comment">/*extern bool YOYO_LandULTest;</font>
03370 <font class="comment">        if(YOYO_LandULTest)</font>
03371 <font class="comment">        {</font>
03372 <font class="comment">                nlinfo("YOYO_UL Far: %dK, %dK", (sint)_ULFarPixelsToUpdate/1024, (sint)_ULTotalFarPixels/1024);</font>
03373 <font class="comment">        }*/</font>
03374 
03375         <font class="comment">// while there is still some pixels to update.</font>
03376         <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a> &gt; 0 &amp;&amp; <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>)
03377         {
03378                 <font class="comment">// update patch (if not null) in the textureFar.</font>
03379                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a>-= <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>-&gt;touchPatch(<a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>);
03380                 <font class="comment">// Next patch to process.</font>
03381                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>++;
03382 
03383                 <font class="comment">// last patch in the texture??</font>
03384                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>&gt;=<a class="code" href="texture__far_8h.html#a3">NL_NUM_FAR_PATCHES_BY_TEXTURE</a>)
03385                 {
03386                         <font class="comment">// yes, go to next texture.</font>
03387                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>= <a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>-&gt;getNextUL();
03388                         <font class="comment">// reset to 0th patch.</font>
03389                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a>=0;
03390                 }
03391         }
03392 
03393         <font class="comment">// Now, _ULFarPixelsToUpdate should be &lt;=0. (most of the time &lt; 0)</font>
03394 }
03395 
03396 
03397 <font class="comment">// ***************************************************************************</font>
<a name="l03398"></a><a class="code" href="classNL3D_1_1CLandscape.html#z498_3">03398</a> <font class="keywordtype">void</font>                    CLandscape::updateLightingTextureNear(<font class="keywordtype">float</font> ratio)
03399 {
03400         <font class="comment">// compute number of pixels to update.</font>
03401         <a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a>+= ratio * <a class="code" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a>;
03402         <font class="comment">// maximize, so at max, it computes all patchs, just one time.</font>
03403         <a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a>, (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a>);
03404 
03405 
03406         <font class="comment">// while there is still some pixels to update.</font>
03407         <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a> &gt; 0 &amp;&amp; <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>)
03408         {
03409                 <font class="comment">// update tessBlock (if lightmap exist for this tessBlock) in the patch.</font>
03410                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a>-= <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>-&gt;updateTessBlockLighting(<a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>);
03411                 <font class="comment">// Next tessBlock to process.</font>
03412                 <a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>++;
03413 
03414                 <font class="comment">// last tessBlock in the patch??</font>
03415                 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>&gt;=<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>-&gt;getNumNearTessBlocks())
03416                 {
03417                         <font class="comment">// yes, go to next patch.</font>
03418                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>= <a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>-&gt;getNextNearUL();
03419                         <font class="comment">// reset to 0th tessBlock.</font>
03420                         <a class="code" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a>=0;
03421                 }
03422         }
03423 
03424 }
03425 
03426 
03427 <font class="comment">// ***************************************************************************</font>
<a name="l03428"></a><a class="code" href="classNL3D_1_1CLandscape.html#z489_0">03428</a> <font class="keywordtype">void</font>                    CLandscape::computeDynamicLighting(<font class="keyword">const</font> std::vector&lt;CPointLight*&gt;      &amp;pls)
03429 {
03430         uint    i;
03431 
03432         <font class="comment">// Update globals, and lock buffers</font>
03433         <font class="comment">//====================</font>
03434         <a class="code" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a> (CVector::Null);
03435         <font class="comment">// NB: averageTesselationVertices may change vertices in VB in visible patchs =&gt; buffers are locked.</font>
03436 
03437 
03438         <font class="comment">// Run all DLM Context create, to init Lighting process.</font>
03439         <font class="comment">//===============</font>
03440         CPatchDLMContext        *ctxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
03441         <font class="keywordflow">while</font>(ctxPtr!=NULL)
03442         {
03443                 <font class="comment">// init lighting process, do differential from last computeDynamicLighting()</font>
03444                 ctxPtr-&gt;getPatch()-&gt;beginDLMLighting();
03445 
03446                 <font class="comment">// next</font>
03447                 ctxPtr= (CPatchDLMContext*)ctxPtr-&gt;Next;
03448         }
03449 
03450 
03451         <font class="comment">// compile all pointLights</font>
03452         <font class="comment">//===============</font>
03453         <font class="keyword">static</font> vector&lt;CPatchDLMPointLight&gt;      dlmPls;
03454         dlmPls.resize(pls.size());
03455         <font class="keywordflow">for</font>(i=0;i&lt;dlmPls.size();i++)
03456         {
03457                 <font class="comment">// compile the pl.</font>
03458                 dlmPls[i].compile(*pls[i], <a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>, <a class="code" href="classNL3D_1_1CLandscape.html#z499_4">_DLMMaxAttEnd</a>);
03459         }
03460 
03461 
03462         <font class="comment">// For all pointLight, intersect patch.</font>
03463         <font class="comment">//===============</font>
03464         <font class="keywordflow">for</font>(i=0;i&lt;dlmPls.size();i++)
03465         {
03466                 CPatchDLMPointLight     &amp;pl= dlmPls[i];
03467 
03468                 <font class="comment">// search patchs of interest: those which interssect the pointLight</font>
03469                 <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.clearSelection();
03470                 <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.select(pl.BBox.getMin(), pl.BBox.getMax());
03471                 CQuadGrid&lt;CPatchIdentEx&gt;::CIterator     it;
03472 
03473                 <font class="comment">// for each patch, light it with the light.</font>
03474                 <font class="keywordflow">for</font>(it= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.begin(); it!= <a class="code" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a>.end(); it++)
03475                 {
03476                         <font class="comment">// get the patch</font>
03477                         <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a>    *pa= (*it).Patch;
03478 
03479                         <font class="comment">// More precise clipping: </font>
03480                         <font class="keywordflow">if</font>( pa-&gt;getBSphere().intersect( pl.BSphere ) )
03481                         {
03482                                 <font class="comment">// Ok, light the patch with this spotLight</font>
03483                                 const_cast&lt;CPatch*&gt;(pa)-&gt;processDLMLight(pl);
03484                         }
03485                 }
03486 
03487         }
03488 
03489 
03490         <font class="comment">// Run all DLM Context create, to end Lighting process.</font>
03491         <font class="comment">//===============</font>
03492         ctxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
03493         <font class="keywordflow">while</font>(ctxPtr!=NULL)
03494         {
03495                 <font class="comment">// get enxt now, because the DLM itself may be deleted in endDLMLighting()</font>
03496                 CPatchDLMContext        *next= (CPatchDLMContext*)ctxPtr-&gt;Next;
03497 
03498                 <font class="comment">// delete the DLM if no more needed (near don't use nor pointLights)</font>
03499                 ctxPtr-&gt;getPatch()-&gt;endDLMLighting();
03500 
03501                 <font class="comment">// next</font>
03502                 ctxPtr= next;
03503         }
03504 
03505 
03506         <font class="comment">// Must realase VB Buffers</font>
03507         <font class="comment">//====================</font>
03508         <a class="code" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>();
03509 
03510 }
03511 
03512 
03513 <font class="comment">// ***************************************************************************</font>
<a name="l03514"></a><a class="code" href="classNL3D_1_1CLandscape.html#z489_2">03514</a> <font class="keywordtype">void</font>                    CLandscape::setDynamicLightingMaxAttEnd(<font class="keywordtype">float</font> maxAttEnd)
03515 {
03516         maxAttEnd= max(maxAttEnd, 1.f);
03517         <a class="code" href="classNL3D_1_1CLandscape.html#z499_4">_DLMMaxAttEnd</a>= maxAttEnd;
03518 }
03519 
03520 
03521 <font class="comment">// ***************************************************************************</font>
<a name="l03522"></a><a class="code" href="classNL3D_1_1CLandscape.html#z489_1">03522</a> uint                    CLandscape::getDynamicLightingMemoryLoad()<font class="keyword"> const</font>
03523 <font class="keyword"></font>{
03524         uint    mem= 0;
03525         <font class="comment">// First, set size of global texture overhead.</font>
03526         mem= <a class="code" href="landscape__def_8h.html#a13">NL3D_LANDSCAPE_DLM_WIDTH</a> * <a class="code" href="landscape__def_8h.html#a14">NL3D_LANDSCAPE_DLM_HEIGHT</a> * <font class="keyword">sizeof</font>(CRGBA);
03527 
03528         <font class="comment">// Then, for each patchContext created</font>
03529         CPatchDLMContext        *ctxPtr= <a class="code" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a>-&gt;begin();
03530         <font class="keywordflow">while</font>(ctxPtr!=NULL)
03531         {
03532                 <font class="comment">// add its memory load.</font>
03533                 mem+= ctxPtr-&gt;getMemorySize();
03534 
03535                 <font class="comment">// next</font>
03536                 ctxPtr= (CPatchDLMContext*)ctxPtr-&gt;Next;
03537         }
03538 
03539         <font class="keywordflow">return</font> mem;
03540 }
03541 
03542 
03543 <font class="comment">// ***************************************************************************</font>
<a name="l03544"></a><a class="code" href="classNL3D_1_1CLandscape.html#z489_4">03544</a> <font class="keywordtype">void</font>                    CLandscape::setDLMGlobalVegetableColor(CRGBA gvc)
03545 {
03546         <a class="code" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a>= gvc;
03547 }
03548 
03549 
03550 <font class="comment">// ***************************************************************************</font>
<a name="l03551"></a><a class="code" href="classNL3D_1_1CLandscape.html#z483_2">03551</a> <font class="keywordtype">void</font>                    CLandscape::setPointLightDiffuseMaterial(CRGBA diffuse)
03552 {
03553         <a class="code" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a>= diffuse;
03554 }
03555 
03556 
03557 } <font class="comment">// NL3D</font>
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