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<hr><h1>landscape_vegetable_block.cpp</h1><a href="landscape__vegetable__block_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="landscape__vegetable__block_8h.html">3d/landscape_vegetable_block.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="vegetable__clip__block_8h.html">3d/vegetable_clip_block.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="vegetable__instance__group_8h.html">3d/vegetable_instance_group.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
00034
00035
00036 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00038
00039
00040 <font class="keyword">namespace </font>NL3D
00041 {
00042
00043
00044 <font class="comment">// ***************************************************************************</font>
00045 <font class="comment">/*</font>
00046 <font class="comment"> Distances type squared.</font>
00047 <font class="comment">*/</font>
<a name="l00048"></a><a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html">00048</a> <font class="keyword">class </font>CLVBSqrDistLUT
00049 {
00050 <font class="keyword">public</font>:
00051 <font class="keyword">static</font> <font class="keywordtype">float</font> <a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#p0">Array</a>[<a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>+1];
00052
<a name="l00053"></a><a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#a0">00053</a> <a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#a0">CLVBSqrDistLUT</a>()
00054 {
00055 <font class="comment">// 0, 10, 20, 30, 40, 50</font>
00056 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>+1;i++)
00057 {
00058 <a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#p0">Array</a>[i]= i*<a class="code" href="vegetable__def_8h.html#a8">NL3D_VEGETABLE_BLOCK_ELTDIST</a>;
00059 <a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#p0">Array</a>[i]= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(<a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#p0">Array</a>[i]);
00060 }
00061 }
00062
00063 };
00064
00065
00066 CLVBSqrDistLUT <a class="code" href="namespaceNL3D.html#a85">NL3D_InitSqrDistLUT</a>;
<a name="l00067"></a><a class="code" href="classNL3D_1_1CLVBSqrDistLUT.html#p0">00067</a> <font class="keywordtype">float</font> CLVBSqrDistLUT::Array[<a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>+1];
00068
00069
00070 <font class="comment">// ***************************************************************************</font>
<a name="l00071"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#a0">00071</a> CLandscapeVegetableBlock::CLandscapeVegetableBlock()
00072 {
00073 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o1">_VegetableClipBlock</a>= NULL;
00074 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>= <a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>;
00075
00076 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>;j++)
00077 {
00078 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j]= NULL;
00079 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>;i++)
00080 {
00081 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i]= NULL;
00082 }
00083 }
00084 }
00085
00086
00087
00088 <font class="comment">// ***************************************************************************</font>
<a name="l00089"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#a1">00089</a> <font class="keywordtype">void</font> CLandscapeVegetableBlock::init(<font class="keyword">const</font> CVector &center, CVegetableManager *vegetManager,
00090 CVegetableClipBlock *vegetableClipBlock, CPatch *patch, uint ts, uint tt, CTessList<CLandscapeVegetableBlock> &vblist)
00091 {
00092 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch);
00093 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o0">_Center</a>= center;
00094 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o1">_VegetableClipBlock</a>= vegetableClipBlock;
00095 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>= patch;
00096 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>= ts;
00097 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>= tt;
00098
00099 <font class="comment">// Create the Vegetable SortBlocks</font>
00100 sint tms,tmt;
00101 <font class="comment">// for all tiles</font>
00102 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>==4);
00103 <font class="keywordflow">for</font>(tmt= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>; tmt<<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>+2; tmt++)
00104 {
00105 <font class="keywordflow">for</font>(tms= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>; tms<<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>+2; tms++)
00106 {
00107 <font class="comment">// compute approximate center of the tile.</font>
00108 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= (tms + 0.5f) / <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>->getOrderS();
00109 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= (tmt + 0.5f) / <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>->getOrderT();
00110 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>->unpackIntoCache();
00111 CVector center= bpatch->eval(<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>);
00112
00113 <font class="comment">// create the sortBlock. NB: very approximate SortBlock radius....</font>
00114 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[(tmt-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>)*2 + (tms-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>)]= vegetManager->createSortBlock(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o1">_VegetableClipBlock</a>, center, <a class="code" href="landscape__def_8h.html#a12">NL3D_PATCH_TILE_RADIUS</a>);
00115 }
00116 }
00117
00118 <font class="comment">// append to list.</font>
00119 vblist.append(<font class="keyword">this</font>);
00120 }
00121
00122
00123 <font class="comment">// ***************************************************************************</font>
<a name="l00124"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#a2">00124</a> <font class="keywordtype">void</font> CLandscapeVegetableBlock::release(CVegetableManager *vegeManager, CTessList<CLandscapeVegetableBlock> &vblist)
00125 {
00126 <font class="comment">// release all Igs, and all Sbs.</font>
00127 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>;j++)
00128 {
00129 <font class="comment">// release IGs first.</font>
00130 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>;i++)
00131 {
00132 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i])
00133 {
00134 vegeManager->deleteIg(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i]);
00135 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i]= NULL;
00136 }
00137 }
00138
00139 <font class="comment">// release SB</font>
00140 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j])
00141 {
00142 vegeManager->deleteSortBlock(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j]);
00143 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j]= NULL;
00144 }
00145 }
00146
00147 <font class="comment">// reset state.</font>
00148 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>= <a class="code" href="vegetable__def_8h.html#a7">NL3D_VEGETABLE_BLOCK_NUMDIST</a>;
00149
00150 <font class="comment">// remove from list.</font>
00151 vblist.remove(<font class="keyword">this</font>);
00152 }
00153
00154 <font class="comment">// ***************************************************************************</font>
<a name="l00155"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#a3">00155</a> <font class="keywordtype">void</font> CLandscapeVegetableBlock::update(<font class="keyword">const</font> CVector &viewCenter, CVegetableManager *vegeManager)
00156 {
00157 <font class="keywordtype">float</font> sqrDist= (viewCenter-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o0">_Center</a>).sqrnorm();
00158
00159 <font class="comment">// compute new distance type. Incremental mode.</font>
00160 uint newDistType= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>;
00161 <font class="keywordflow">while</font>(sqrDist<CLVBSqrDistLUT::Array[newDistType])
00162 {
00163 newDistType--;
00164 }
00165 <font class="keywordflow">while</font>(newDistType<NL3D_VEGETABLE_BLOCK_NUMDIST && sqrDist>CLVBSqrDistLUT::Array[newDistType+1])
00166 {
00167 newDistType++;
00168 }
00169 <font class="comment">/*</font>
00170 <font class="comment"> NB: to test but may be better than </font>
00171 <font class="comment"> newDistType= floor()(delta.norm() / NL3D_VEGETABLE_BLOCK_ELTDIST);</font>
00172 <font class="comment"> */</font>
00173
00174
00175 <font class="comment">// Change of distance type??</font>
00176 <font class="keywordflow">if</font>(newDistType!=<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>)
00177 {
00178 <font class="comment">// Erase or create IGs.</font>
00179 <font class="keywordflow">if</font>(newDistType><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>)
00180 {
00181 <font class="comment">// For all tiles</font>
00182 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>;j++)
00183 {
00184 <font class="comment">// Erase no more needed Igs.</font>
00185 <font class="keywordflow">for</font>(uint i=<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>; i<newDistType; i++)
00186 {
00187 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i])
00188 {
00189 vegeManager->deleteIg(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i]);
00190 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[j][i]= NULL;
00191 }
00192 }
00193
00194 <font class="comment">// update the sort block for this tile</font>
00195 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j]->updateSortBlock(*vegeManager);
00196 }
00197 }
00198 <font class="keywordflow">else</font>
00199 {
00200 <font class="comment">// Create a context for creation.</font>
00201 CLandscapeVegetableBlockCreateContext ctx;
00202 ctx.init(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>, <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>, <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>);
00203
00204 <font class="comment">// create new Igs, for all tiles</font>
00205 <font class="keywordflow">for</font>(uint i=newDistType; i<<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>; i++)
00206 {
00207 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#c0">createVegetableIGForDistType</a>(i, vegeManager, ctx);
00208 }
00209
00210 <font class="comment">// For all tiles</font>
00211 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>;j++)
00212 {
00213 <font class="comment">// update the sort block for this tile</font>
00214 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[j]->updateSortBlock(*vegeManager);
00215 }
00216 }
00217
00218 <font class="comment">// copy new dist type.</font>
00219 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o5">_CurDistType</a>= newDistType;
00220 }
00221
00222
00223 }
00224
00225
00226 <font class="comment">// ***************************************************************************</font>
<a name="l00227"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#c0">00227</a> <font class="keywordtype">void</font> CLandscapeVegetableBlock::createVegetableIGForDistType(uint i, CVegetableManager *vegeManager,
00228 CLandscapeVegetableBlockCreateContext &vbCreateCtx)
00229 {
00230 <font class="comment">// check</font>
00231 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>==4);
00232 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[0][i]==NULL);
00233 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[1][i]==NULL);
00234 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[2][i]==NULL);
00235 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[3][i]==NULL);
00236
00237 <font class="comment">// Create vegetables instances per tile_material.</font>
00238 sint tms,tmt;
00239 <font class="comment">// for all tiles</font>
00240 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>==4);
00241 <font class="keywordflow">for</font>(tmt= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>; tmt<<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>+2; tmt++)
00242 {
00243 <font class="keywordflow">for</font>(tms= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>; tms<<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a>+2; tms++)
00244 {
00245 uint tileId= tms-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o3">_Ts</a> + (tmt-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o4">_Tt</a>)*2;
00246
00247 <font class="comment">// create the instance group in the good sortBlock</font>
00248 CVegetableInstanceGroup *vegetIg= vegeManager->createIg(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o6">_VegetableSortBlock</a>[tileId]);
00249 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[tileId][i]= vegetIg;
00250
00251 <font class="comment">// generate </font>
00252 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o2">_Patch</a>->generateTileVegetable(vegetIg, i, tms, tmt, vbCreateCtx);
00253
00254 <font class="comment">// If the ig is empty, delete him. This optimize rendering because no unusefull ig are </font>
00255 <font class="comment">// tested for rendering. This speed up some 1/10 of ms...</font>
00256 <font class="keywordflow">if</font>(vegetIg->isEmpty())
00257 {
00258 vegeManager->deleteIg(vegetIg);
00259 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlock.html#o7">_VegetableIG</a>[tileId][i]= NULL;
00260 }
00261
00262 <font class="comment">// NB: vegtable SortBlock is updated in CLandscapeVegetableBlock::update() after</font>
00263 }
00264 }
00265
00266 }
00267
00268
00269 <font class="comment">// ***************************************************************************</font>
00270 <font class="comment">// ***************************************************************************</font>
00271 <font class="comment">// CLandscapeVegetableIGCreateContext</font>
00272 <font class="comment">// ***************************************************************************</font>
00273 <font class="comment">// ***************************************************************************</font>
00274
00275
00276 <font class="comment">// ***************************************************************************</font>
<a name="l00277"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#a0">00277</a> CLandscapeVegetableBlockCreateContext::CLandscapeVegetableBlockCreateContext()
00278 {
00279 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o1">_Patch</a>= NULL;
00280 }
00281
00282
00283 <font class="comment">// ***************************************************************************</font>
<a name="l00284"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#a1">00284</a> <font class="keywordtype">void</font> CLandscapeVegetableBlockCreateContext::init(CPatch *patch, uint ts, uint tt)
00285 {
00286 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch);
00287 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o0">_Empty</a>= <font class="keyword">true</font>;
00288 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o1">_Patch</a>= patch;
00289 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o2">_Ts</a>= ts;
00290 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o3">_Tt</a>= tt;
00291 }
00292
00293
00294 <font class="comment">// ***************************************************************************</font>
<a name="l00295"></a><a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#a2">00295</a> <font class="keywordtype">void</font> CLandscapeVegetableBlockCreateContext::eval(uint ts, uint tt, <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>, CVector &pos)
00296 {
00297 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>==4);
00298
00299 <font class="comment">// If never created, do it now</font>
00300 <font class="comment">// ==================</font>
00301 <font class="keywordflow">if</font>(_Empty)
00302 {
00303 <font class="comment">// Eval Position and normals for the 9 vertices (around the 2x2 tiles)</font>
00304 <font class="keywordflow">for</font>(uint j=0; j<3;j++)
00305 {
00306 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= (float)(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o3">_Tt</a>+j)/<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o1">_Patch</a>->getOrderT();
00307 <font class="keywordflow">for</font>(uint i=0; i<3;i++)
00308 {
00309 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= (float)(<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o2">_Ts</a>+i)/<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o1">_Patch</a>->getOrderS();
00310 <font class="comment">// eval position.</font>
00311 <font class="comment">// use computeVertex() and not bpatch->eval() because vegetables must follow the </font>
00312 <font class="comment">// noise (at least at tile precision...). It is slower but necessary.</font>
00313 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o4">_Pos</a>[j*3+i]= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o1">_Patch</a>->computeVertex(<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>);
00314 }
00315 }
00316
00317 <font class="comment">// Ok, it's done</font>
00318 <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o0">_Empty</a>= <font class="keyword">false</font>;
00319 }
00320
00321
00322 <font class="comment">// Eval, with simple bilinear</font>
00323 <font class="comment">// ==================</font>
00324 <a class="code" href="debug_8h.html#a6">nlassert</a>(ts==<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o2">_Ts</a> || ts==<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o2">_Ts</a>+1);
00325 <a class="code" href="debug_8h.html#a6">nlassert</a>(tt==<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o3">_Tt</a> || tt==<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o3">_Tt</a>+1);
00326 uint ds= ts-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o2">_Ts</a>;
00327 uint dt= tt-<a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o3">_Tt</a>;
00328 <font class="comment">// Indices.</font>
00329 uint v00= dt*3 + ds;
00330 uint v10= v00 + 1;
00331 uint v01= v00 + 3;
00332 uint v11= v00 + 4;
00333 <font class="comment">// BiLinearFactor.</font>
00334 <font class="keywordtype">float</font> dxdy= (1-<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>);
00335 <font class="keywordtype">float</font> dx2dy= <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>);
00336 <font class="keywordtype">float</font> dxdy2= (1-<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>;
00337 <font class="keywordtype">float</font> dx2dy2= <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>;
00338
00339 <font class="comment">// Compute Pos.</font>
00340 pos = <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o4">_Pos</a>[v00] * dxdy;
00341 pos+= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o4">_Pos</a>[v10] * dx2dy;
00342 pos+= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o4">_Pos</a>[v01] * dxdy2;
00343 pos+= <a class="code" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#o4">_Pos</a>[v11] * dx2dy2;
00344 }
00345
00346
00347 } <font class="comment">// NL3D</font>
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