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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 (&<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> &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<CBindError></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->ZoneId & 255;
00165 sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= it->ZoneId >> 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->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() < 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>=0 && tileDiv<=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)->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)->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 &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)=> 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->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->_PointLightArray.setPointLightFactor(itLGC->first, itLGC->second);
00410 itLGC++;
00411 }
00412
00413
00414 <font class="comment">// apply the landscape heightField, modifying BBoxes.</font>
00415 zone->applyHeightField(*<font class="keyword">this</font>);
00416
00417 <font class="comment">// compile the zone for this landscape.</font>
00418 zone->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->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<zone->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)->getPatch(i);
00429 CPatchIdentEx paId;
00430 paId.ZoneId= zoneId;
00431 paId.PatchId= i;
00432 paId.Patch= pa;
00433 CAABBox bb= pa->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 => 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->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<CPatchIdentEx>::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->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->getNumPatchs());
00490
00491
00492 <font class="comment">// remove the zone.</font>
00493 zone->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<uint16> &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<uint16, CZone*>::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 &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 & 255;
00520 sint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= zoneId >> 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<uint16> 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<(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<(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>->isVertexProgramSupported() && !<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>->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> && (<a class="code" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a>->getMaxVerticesByVertexBufferHard()>=(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 &refineCenter, <font class="keyword">const</font> std::vector<CPlane> &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 => 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->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 &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 => 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() != &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<CTessFace*>(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->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() != &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<CTessFace*>(rootSplitTessFaceToUpdate.nextInPList());
00698
00699 <font class="comment">// update the refine of this face.</font>
00700 face->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() != &<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->Next)
00721 {
00722 vegetBlock->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>->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 &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 => 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->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->second->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 => 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->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 &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= &<a class="code" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a>;
00848 CLandscapeGlobals::CurrentFar1VBAllocator= &<a class="code" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a>;
00849 CLandscapeGlobals::CurrentTileVBAllocator= &<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>->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>->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>->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->getPatch();
00910
00911 <font class="comment">// If this patch is visible, recreate faceVector for his tessBlock.</font>
00912 patch->recreateTessBlockFaceVector(*tb);
00913
00914 <font class="comment">// remove from list.</font>
00915 tb->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 &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() < 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>= &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 &mat)
00934 {
00935 <font class="keywordflow">if</font>(<a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>>0)
00936 {
00937 CLandscapeGlobals::PatchCurrentDriver->setupMaterial(mat);
00938 CLandscapeGlobals::PatchCurrentDriver->renderSimpleTriangles(&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 &refineCenter, <font class="keyword">const</font> CVector &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<<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 => 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 &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 &pass= const_cast<CPatchRdrPass&>(*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<(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size(); lightRdrPass++)
00995 {
00996 CPatchRdrPass &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<<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->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> && <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->ClipResult==CZone::ClipOut)
01051 <font class="keywordflow">continue</font>;
01052 <font class="keywordflow">for</font>(sint i=0;i<(*it).second->getNumPatchs(); i++)
01053 {
01054 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *patch= (*it).second->getPatch(i);
01055 patch->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->ClipResult==CZone::ClipOut)
01068 <font class="keywordflow">continue</font>;
01069 <font class="keywordflow">for</font>(sint i=0;i<(*it).second->getNumPatchs(); i++)
01070 {
01071 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *patch= (*it).second->getPatch(i);
01072 <font class="comment">// If visible, compute Geomorph And Alpha</font>
01073 patch->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->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
01109 <font class="comment">// c[4] take usefull constants.</font>
01110 driver->setConstant(4, 0, 1, 0.5f, 0);
01111 <font class="comment">// c[5] take RefineCenter</font>
01112 driver->setConstant(5, refineCenter);
01113 <font class="comment">// c[6] take info for Geomorph trnasition to TileNear.</font>
01114 driver->setConstant(6, CLandscapeGlobals::TileDistFarSqr, CLandscapeGlobals::OOTileDistDeltaSqr, 0, 0);
01115 <font class="comment">// c[8..11] take the ModelView Matrix.</font>
01116 driver->setConstantMatrix(8, IDriver::ModelView, IDriver::Identity);
01117 <font class="comment">// c[12] take the current landscape Center / delta Pos to apply</font>
01118 driver->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>->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->getPatch()->getFar0() == 0
01133 && !dlmCtxPtr->getPatch()->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->compileLighting(CPatchDLMContext::ModulateTileColor);
01138 }
01139
01140 <font class="comment">// next</font>
01141 dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr->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<<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>) && !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< of this class</font>
01279 CPatchRdrPass &pass= const_cast<CPatchRdrPass&>(*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->TileMaterial->renderTilePassRGB0();
01293 tileToRdr= (CRdrTileId*)tileToRdr->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->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<(sint)<a class="code" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a>.size(); lightRdrPass++)
01320 {
01321 CPatchRdrPass &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->TileMaterial->renderTilePassLightmap();
01336 tileToRdr= (CRdrTileId*)tileToRdr->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->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< of this class</font>
01360 CPatchRdrPass &pass= const_cast<CPatchRdrPass&>(*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->TileMaterial->renderTile(passOrder);
01371 tileToRdr= (CRdrTileId*)tileToRdr->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>>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>->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->getPatch()->getFar0()>0 || dlmCtxPtr->getPatch()->getFar1()>0)
01404 && !dlmCtxPtr->getPatch()->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->compileLighting(CPatchDLMContext::ModulateTextureFar);
01409 }
01410
01411 <font class="comment">// next</font>
01412 dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr->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 &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 && pass.TextureDiffuse->touched())
01444 driver->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->Patch->renderFar0();
01452 patchToRdr= (CRdrPatchId*)patchToRdr->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 &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 && pass.TextureDiffuse->touched())
01495 driver->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->Patch->renderFar1();
01503 patchToRdr= (CRdrPatchId*)patchToRdr->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->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>->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->getPatch()->getTileMaterialRefCount()>0
01571 && !dlmCtxPtr->getPatch()->isRenderClipped() )
01572 {
01573 <font class="comment">// NB: no-op if both src and dst are already full black.</font>
01574 dlmCtxPtr->compileLighting(CPatchDLMContext::ModulateConstant, vegetDLMCte);
01575 }
01576
01577 <font class="comment">// next</font>
01578 dlmCtxPtr= (CPatchDLMContext*)dlmCtxPtr->Next;
01579 }
01580 }
01581
01582
01583 <font class="comment">// profile.</font>
01584 <a class="code" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a>->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<CPlane> 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<<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>->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 &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->setWrapS(ITexture::Clamp);
01623 text->setWrapT(ITexture::Clamp);
01624 text->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 &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<CPatchRdrPass*>(&(*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<TileBank.getTileCount());</font>
01652 <font class="keywordflow">if</font>(tileId<<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->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->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->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->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->AdditiveUvScaleBias.x= 0;
01685 tileInfo->AdditiveUvScaleBias.y= 0;
01686 tileInfo->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->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->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->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->DiffuseUvScaleBias.x= 0;
01721 tileInfo->DiffuseUvScaleBias.y= 0;
01722 tileInfo->DiffuseUvScaleBias.z= 1;
01723 tileInfo->AlphaUvScaleBias.x= 0;
01724 tileInfo->AlphaUvScaleBias.y= 0;
01725 tileInfo->AlphaUvScaleBias.z= 1;
01726 <font class="comment">// Retrieve the good rot alpha decal.</font>
01727 <font class="keywordflow">if</font>(tile)
01728 tileInfo->RotAlpha= tile->getRotAlpha();
01729 <font class="keywordflow">else</font>
01730 tileInfo->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->AdditiveRdrPass)
01736 tileInfo->AdditiveRdrPass->RefCount++;
01737 <font class="keywordflow">if</font>(tileInfo->DiffuseRdrPass)
01738 tileInfo->DiffuseRdrPass->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->AdditiveRdrPass)
01752 tileInfo->AdditiveRdrPass->RefCount--;
01753 <font class="keywordflow">if</font>(tileInfo->DiffuseRdrPass)
01754 tileInfo->DiffuseRdrPass->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->AdditiveRdrPass;
01783 }
01784 <font class="keywordflow">else</font>
01785 {
01786 <font class="keywordflow">return</font> tile->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 &uvScaleBias, uint8 &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->DiffuseUvScaleBias; <font class="keywordflow">break</font>;
01804 <font class="keywordflow">case</font> CTile::additive:
01805 uvScaleBias= tile->AdditiveUvScaleBias; <font class="keywordflow">break</font>;
01806 <font class="keywordflow">case</font> CTile::alpha:
01807 uvScaleBias= tile->AlphaUvScaleBias;
01808 rotAlpha= tile->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<ITexture></a> CLandscape::getTileTexture(uint16 tileId, CTile::TBitmap bitmapType, CVector &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->TextureDiffuse;
01831 <font class="keywordflow">else</font>
01832 <font class="keywordflow">return</font> pass->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 &patchId, <font class="keyword">const</font> CUV &uv)
01838 {
01839 <font class="comment">// \todo yoyo: TODO_ZONEID: change ZoneId in 32 bits...</font>
01840 std::map<uint16, CZone*>::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->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<N);
01846 <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<CZone*>((*it).second)->getPatch(patchId.PatchId);
01847 <font class="keywordflow">return</font> pa->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<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 &pass= *it;
01873 <font class="comment">// If present and not already setuped...</font>
01874 <font class="keywordflow">if</font>(pass.TextureDiffuse && !pass.TextureDiffuse->setupedIntoDriver())
01875 drv->setupTexture(*pass.TextureDiffuse);
01876 <font class="comment">// If present and not already setuped...</font>
01877 <font class="keywordflow">if</font>(pass.TextureAlpha && !pass.TextureAlpha->setupedIntoDriver())
01878 drv->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<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">// => 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 *&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->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->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<(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->TextureDiffuse;
01950 <font class="keywordflow">if</font>(nearText->getNbAvailableTiles()!=0)
01951 <font class="keywordflow">break</font>;
01952 }
01953 <a class="code" href="debug_8h.html#a6">nlassert</a>(textNum<(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->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 &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>=0 && textNum<<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->TextureDiffuse;
02010 nearText->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>=0 && textNum<<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->TextureDiffuse;
02032
02033 <font class="comment">// refill this tile</font>
02034 nearText->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>& farUScale, <font class="keywordtype">float</font>& farVScale, <font class="keywordtype">float</font>& farUBias, <font class="keywordtype">float</font>& farVBias, <font class="keywordtype">bool</font>& bRot)
02048 {
02049 <font class="comment">// Check args</font>
02050 <a class="code" href="debug_8h.html#a6">nlassert</a> (farIndex>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->getOrderS ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)>>(farIndex-1);
02054 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=(pPatch->getOrderT ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)>>(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->linkBeforeUL(<a class="code" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a>);
02076
02077 <font class="comment">// Set the bank</font>
02078 pTextureFar->_Bank=&<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->TextureDiffuse=pTextureFar;
02082
02083 <font class="comment">// Set the size for this texture</font>
02084 pTextureFar->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*)(&*(pass->TextureDiffuse));
02096
02097 <font class="comment">// Add the patch to the far texture</font>
02098 <font class="keywordflow">if</font> (pTextureFar->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->getOrderS ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)>>(farIndex-1);
02114 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>=(pPatch->getOrderT ()*<a class="code" href="tile__far__bank_8h.html#a1">NL_NUM_PIXELS_ON_FAR_TILE_EDGE</a>)>>(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>>=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*)(&*(pass->TextureDiffuse));
02125
02126 <font class="comment">// Remove from the patch from the texture if empty</font>
02127 <font class="keywordflow">if</font> (pTextureFar->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*)(&*(pass->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->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->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 &curZone, EBadBind &bindError)
02216 {
02217 <font class="keywordflow">for</font>(sint i=0;i<curZone.getNumPatchs();i++)
02218 {
02219 <font class="keyword">const</font> CZone::CPatchConnect &pa= *curZone.getPatchConnect(i);
02220
02221 <font class="comment">// Check the bindInfos.</font>
02222 <font class="keywordflow">for</font>(sint j=0;j<4;j++)
02223 {
02224 <font class="keyword">const</font> CPatchInfo::CBindInfo &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 &po= *(oZone->getPatchConnect(bd.Next[0]));
02233 <font class="keyword">const</font> CPatchInfo::CBindInfo &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 &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 &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 &paIdEx, <font class="keyword">const</font> CAABBox &bbox, std::vector<CTrianglePatch> &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->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 &bbox, std::vector<CTrianglePatch> &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<CPatchIdentEx>::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 &paIdEx, <font class="keyword">const</font> CAABBox &bbox, std::vector<CPatchBlockIdent> &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->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 &bbox, std::vector<CPatchBlockIdent> &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<CPatchIdentEx>::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 &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<uint16, CZone*>::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->getNumPatchs();
02350 <font class="comment">// patch must exist in the zone.</font>
02351 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId>=0);
02352 <a class="code" href="debug_8h.html#a6">nlassert</a>(patchId<N);
02353
02354 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(patchId);
02355 pa->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 &bbox, vector<CTriangle> &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 &bb= (*it).second->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->getNumPatchs();
02379 <font class="keywordflow">for</font>(sint i=0;i<N;i++)
02380 {
02381 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->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->getBSphere()))
02386 {
02387 <font class="comment">// 0. Build the faces.</font>
02388 <font class="comment">//====================</font>
02389 sint ordS= pa->getOrderS();
02390 sint ordT= pa->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<CTriangle> 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><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><ordS;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02399 {
02400 CTriangle f;
02401 f.V0= pa->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->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->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->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->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->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<(sint)tmpFaces.size();j++)
02418 {
02419 CTriangle &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<CTriangle> &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->getNumPatchs();
02448 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch>=0);
02449 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch<N);
02450 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(patch);
02451
02452 <font class="comment">// Build the faces.</font>
02453 <font class="comment">//=================</font>
02454 sint ordS= pa->getOrderS();
02455 sint ordT= pa->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><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><ordS;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
02462 {
02463 CTriangle f;
02464 f.V0= pa->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->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->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->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->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->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 &patchId, <font class="keyword">const</font> CUV &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<uint16, CZone*>::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->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<N);
02520 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(patchId.PatchId);
02521
02522 <font class="keywordflow">return</font> pa->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>&(1<<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>&(1<<orderHeight)))
02544 orderHeight++;
02545
02546 <font class="keywordflow">if</font> (orderWidth>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>>1)*(NL_NUM_PIXELS_ON_FAR_TILE_EDGE>>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>>2)*(NL_NUM_PIXELS_ON_FAR_TILE_EDGE>>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)->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)->getSize (CTileFarBank::diffuse, CTileFarBank::order0) != sizeOrder0) ||
02573 (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->getSize (CTileFarBank::diffuse, CTileFarBank::order1) != sizeOrder1) ||
02574 (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->getSize (CTileFarBank::diffuse, CTileFarBank::order2) != sizeOrder2)
02575 )
02576 {
02577 <a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->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)->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)->getSize (CTileFarBank::additive, CTileFarBank::order0) != sizeOrder0) ||
02588 (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->getSize (CTileFarBank::additive, CTileFarBank::order1) != sizeOrder1) ||
02589 (<a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->getSize (CTileFarBank::additive, CTileFarBank::order2) != sizeOrder2)
02590 )
02591 {
02592 <a class="code" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a>.getTile (tileNumber)->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<<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<<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)->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)->getTile128(tile);
02622
02623 <font class="comment">// erase the tiles if not good</font>
02624 bCompatibility&=<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<<a class="code" href="classNL3D_1_1CLandscape.html#m0">TileBank</a>.getTileSet(tileSet)->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)->getTile256(tile);
02632
02633 <font class="comment">// erase the tiles if not good</font>
02634 bCompatibility&=<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><<2, <a class="code" href="landscape_8cpp.html#a7">NL_TILE_FAR_SIZE_ORDER1</a><<2, <a class="code" href="landscape_8cpp.html#a8">NL_TILE_FAR_SIZE_ORDER2</a><<2);
02635 }
02636
02637 <font class="comment">// Same transition</font>
02638 <font class="keywordflow">for</font> (tile=0; tile<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)->getTransition(tile)->getTile();
02642
02643 <font class="comment">// erase the tiles if not good</font>
02644 bCompatibility&=<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 &diffuse, <font class="keyword">const</font> CRGBA &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<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)>>8)+ambiant.R*(256-i))>>8;
02667 <font class="keywordflow">if</font> (<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>>max)
02668 max=<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>;
02669 sint g=(((nMultiply*diffuse.G*i)>>8)+ambiant.G*(256-i))>>8;
02670 <font class="keywordflow">if</font> (g>max)
02671 max=g;
02672 sint b=(((nMultiply*diffuse.B*i)>>8)+ambiant.B*(256-i))>>8;
02673 <font class="keywordflow">if</font> (b>max)
02674 max=b;
02675 <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><<=8;
02676 g<<=8;
02677 b<<=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 &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<0 || ix>=(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<0 || iy>=(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 &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> &a = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[0];
02743 <font class="keywordtype">float</font> &b = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[1];
02744 <font class="keywordtype">float</font> &c = <a class="code" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#m0">Vertices</a>[2];
02745 <font class="keywordtype">float</font> &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 &hf)
02794 {
02795 <font class="keywordflow">if</font>(hf.getWidth()<2)
02796 <font class="keywordflow">return</font>;
02797 <font class="keywordflow">if</font>(hf.getHeight()<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><(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><(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 &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><(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><(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 &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<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<0 || x2>=(sint)hf.getWidth() || y2<0 || y2>=(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><(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><(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 &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<const CTessFace*> &leaves)<font class="keyword"> const</font>
02909 <font class="keyword"></font>{
02910 leaves.clear();
02911
02912 std::map<uint16, CZone*>::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->getNumPatchs();
02917 <font class="keywordflow">for</font>(sint i=0;i<N;i++)
02918 {
02919 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(i);
02920
02921 pa->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 &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->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->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->getNumPatchs();
03067 <font class="keywordflow">for</font>(sint i=0;i<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)->getPatch(i);
03071 pa->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->getNumPatchs();
03089 <font class="keywordflow">for</font>(sint i=0;i<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)->getPatch(i);
03093 pa->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> && <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 &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>->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 &ambient, <font class="keyword">const</font> CRGBA &diffuse, <font class="keyword">const</font> CVector &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>->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 &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>->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>->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>->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>->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 &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>->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>->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->second->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 &patchId, <font class="keyword">const</font> CUV &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<uint16, CZone*>::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->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<N);
03197 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(patchId.PatchId);
03198
03199 <font class="keywordflow">return</font> pa->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 &patchId, <font class="keyword">const</font> CUV &uv,
03208 std::vector<CPointLightInfluence> &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<uint16, CZone*>::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->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<N);
03217 <font class="keyword">const</font> <a class="code" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> *pa= const_cast<const CZone*>((*it).second)->getPatch(patchId.PatchId);
03218
03219 pa->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->getNumPatchs();
03238 <font class="keywordflow">for</font>(sint i=0;i<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)->getPatch(i);
03242 pa->resetTileLightInfluences();
03243 }
03244
03245 <font class="comment">// Remove all PointLights.</font>
03246 (*it).second->_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 &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->_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>->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->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->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->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> > 0 && <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>->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>>=<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>->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 <=0. (most of the time < 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> > 0 && <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>->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>>=<a class="code" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a>->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>->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<CPointLight*> &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 => 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>->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->getPatch()->beginDLMLighting();
03445
03446 <font class="comment">// next</font>
03447 ctxPtr= (CPatchDLMContext*)ctxPtr->Next;
03448 }
03449
03450
03451 <font class="comment">// compile all pointLights</font>
03452 <font class="comment">//===============</font>
03453 <font class="keyword">static</font> vector<CPatchDLMPointLight> dlmPls;
03454 dlmPls.resize(pls.size());
03455 <font class="keywordflow">for</font>(i=0;i<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<dlmPls.size();i++)
03465 {
03466 CPatchDLMPointLight &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<CPatchIdentEx>::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->getBSphere().intersect( pl.BSphere ) )
03481 {
03482 <font class="comment">// Ok, light the patch with this spotLight</font>
03483 const_cast<CPatch*>(pa)->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>->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->Next;
03497
03498 <font class="comment">// delete the DLM if no more needed (near don't use nor pointLights)</font>
03499 ctxPtr->getPatch()->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>->begin();
03530 <font class="keywordflow">while</font>(ctxPtr!=NULL)
03531 {
03532 <font class="comment">// add its memory load.</font>
03533 mem+= ctxPtr->getMemorySize();
03534
03535 <font class="comment">// next</font>
03536 ctxPtr= (CPatchDLMContext*)ctxPtr->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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