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<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:/cgi-bin/nel-search.cgi" href="/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
<hr><h1>landscape.h</h1><a href="landscape_h.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">#ifndef NL_LANDSCAPE_H
</font>00027 <font class="preprocessor"></font><font class="preprocessor">#define NL_LANDSCAPE_H
</font>00028 <font class="preprocessor"></font>
00029 
00030 <font class="preprocessor">#include "<a class="code" href="types_nl_h.html">nel/misc/types_nl.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="class_id_h.html">nel/misc/class_id.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="smart_ptr_h.html">nel/misc/smart_ptr.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="triangle_h.html">nel/misc/triangle.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="3d_zone_h.html">nel/3d/zone.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="tile_bank_h.html">nel/3d/tile_bank.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="patch_rdr_pass_h.html">nel/3d/patch_rdr_pass.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="vertex_buffer_h.html">nel/3d/vertex_buffer.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="primitive_block_h.html">nel/3d/primitive_block.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="material_h.html">nel/3d/material.h</a>"</font>
00040 <font class="preprocessor">#include "<a class="code" href="tile_far_bank_h.html">nel/3d/tile_far_bank.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="texture_near_h.html">nel/3d/texture_near.h</a>"</font>
00042 <font class="preprocessor">#include &lt;map&gt;</font>
00043 
<a name="l00044"></a><a class="code" href="landscape_h.html#a0">00044</a> <font class="preprocessor">#define NL_MAX_SIZE_OF_TEXTURE_EDGE_SHIFT (NL_MAX_TILES_BY_PATCH_EDGE_SHIFT+NL_NUM_PIXELS_ON_FAR_TILE_EDGE_SHIFT)
</font><a name="l00045"></a><a class="code" href="landscape_h.html#a1">00045</a> <font class="preprocessor"></font><font class="preprocessor">#define NL_MAX_SIZE_OF_TEXTURE_EDGE (1&lt;&lt;NL_MAX_SIZE_OF_TEXTURE_EDGE_SHIFT)              // Size max of a far texture edge in pixel
</font>00046 <font class="preprocessor"></font>
00047 
00048 <font class="keyword">namespace</font> NL3D 
00049 {
00050 
00051 
00052 <font class="keyword">class   </font>CHeightMap;
00053 
00054 
00055 <font class="comment">// ***************************************************************************</font>
00056 <font class="comment">// The maximum amount of different tiles in world.</font>
<a name="l00057"></a><a class="code" href="namespace_NL3D.html#a32">00057</a> <font class="keyword">const</font>   sint    NbTilesMax= 65536;
00058 <font class="comment">// Size of a CTextureNear. 256 by default (works everywhere).</font>
00059 <font class="comment">// Texures must be square, because of uvscalebias...</font>
<a name="l00060"></a><a class="code" href="namespace_NL3D.html#a33">00060</a> <font class="keyword">const</font>   sint    TextureNearSize= 256;
<a name="l00061"></a><a class="code" href="namespace_NL3D.html#a34">00061</a> <font class="keyword">const</font>   sint    NbTilesByLine= TextureNearSize/NL_TILE_LIGHTMAP_SIZE;
<a name="l00062"></a><a class="code" href="namespace_NL3D.html#a35">00062</a> <font class="keyword">const</font>   sint    NbTilesByTexture= NbTilesByLine*NbTilesByLine;
00063 
00064 
00065 
00066 <font class="comment">// ***************************************************************************
</font><a name="l00073"></a><a class="code" href="class_NL3D__EBadBind.html">00073</a> <font class="comment"></font><font class="keyword">struct </font>EBadBind : <font class="keyword">public</font> Exception
00074 {
00075 <font class="keyword">private</font>:
<a name="l00076"></a><a class="code" href="class_NL3D__EBadBind.html#o0">00076</a>         <font class="keyword">mutable</font> std::string             _Output;
00077 
00078 <font class="keyword">public</font>:
<a name="l00079"></a><a class="code" href="class_NL3D__EBadBind__CBindError.html">00079</a>         <font class="keyword">struct  </font>CBindError
00080         {
<a name="l00081"></a><a class="code" href="class_NL3D__EBadBind__CBindError.html#a0">00081</a>                 CBindError(sint z, sint p)<font class="keyword"> </font>{ZoneId= z; PatchId= p;}
<a name="l00082"></a><a class="code" href="class_NL3D__EBadBind__CBindError.html#m0">00082</a>                 sint    ZoneId;
<a name="l00083"></a><a class="code" href="class_NL3D__EBadBind__CBindError.html#m1">00083</a>                 sint    PatchId;
00084         };
00085 
00086 
00087         <font class="comment">// The result list of bind errors.</font>
<a name="l00088"></a><a class="code" href="class_NL3D__EBadBind.html#m0">00088</a>         std::list&lt;CBindError&gt;   BindErrors;
00089 
00090 <font class="keyword">public</font>:
<a name="l00091"></a><a class="code" href="class_NL3D__EBadBind.html#a0">00091</a>         EBadBind() : Exception( "Landscape Bind Error in (3DSMax indices!! (+1) ): " ) {}
00092         <font class="keyword">virtual</font> <font class="keyword">const</font> <font class="keywordtype">char</font>      *what() <font class="keyword">const</font> <font class="keywordflow">throw</font>();
00093 
00094 };
00095 
00096 
00097 
00098 <font class="comment">// ***************************************************************************
</font><a name="l00119"></a><a class="code" href="class_NL3D__CLandscape.html">00119</a> <font class="comment"></font><font class="keyword">class </font>CLandscape : <font class="keyword">public</font> NLMISC::CRefCount
00120 {
00121 <font class="keyword">public</font>:
00122         <font class="comment">// The bank of tiles information.</font>
<a name="l00123"></a><a class="code" href="class_NL3D__CLandscape.html#m0">00123</a>         CTileBank               TileBank;
<a name="l00124"></a><a class="code" href="class_NL3D__CLandscape.html#m1">00124</a>         CTileFarBank    TileFarBank;
00125 
00126 <font class="keyword">public</font>:
00127 
00129         CLandscape();
00131         ~CLandscape();
00132 
00133 
00135         <font class="comment">// @{
</font>00137 <font class="comment">        void                    init();</font>
00138 
00144         <font class="keywordtype">bool</font>                    addZone(<font class="keyword">const</font> CZone     &amp;newZone);
00145         
00151         <font class="keywordtype">bool</font>                    removeZone(uint16 zoneId);
00152         
00154         <font class="keywordtype">void</font>                    clear();
00155 
00157         <font class="keywordtype">void</font>                    checkBinds() <font class="keywordflow">throw</font>(EBadBind);
00159         <font class="keywordtype">void</font>                    checkBinds(uint16 zoneId) <font class="keywordflow">throw</font>(EBadBind);
00160 
00166         <font class="keywordtype">bool</font>                    initTileBanks ();
00167         <font class="comment">// @}</font>
00168 
00169         
00171         <font class="comment">// @{
</font>00173 <font class="comment">        void                    setTileNear (float tileNear);
</font><a name="l00175"></a><a class="code" href="class_NL3D__CLandscape.html#a10">00175</a> <font class="comment">        float                   getTileNear () const    {return _TileDistNear;}
</font><a name="l00177"></a><a class="code" href="class_NL3D__CLandscape.html#a11">00177</a> <font class="comment">        void                    setThreshold (float thre)       {_Threshold= thre;}
</font><a name="l00179"></a><a class="code" href="class_NL3D__CLandscape.html#a12">00179</a> <font class="comment">        float                   getThreshold () const   {return _Threshold;}</font>
<a name="l00180"></a><a class="code" href="class_NL3D__CLandscape.html#a13">00180</a>         <font class="keywordtype">void</font>                    setRefineMode(<font class="keywordtype">bool</font> enabled)<font class="keyword"> </font>{_RefineMode= enabled;}
<a name="l00181"></a><a class="code" href="class_NL3D__CLandscape.html#a14">00181</a>         <font class="keywordtype">bool</font>                    getRefineMode()<font class="keyword"> const </font>{<font class="keywordflow">return</font> _RefineMode;}
00183         <font class="keywordtype">void</font>                    setTileMaxSubdivision (uint tileDiv);
00185         uint                    getTileMaxSubdivision ();
00186 
00187         <font class="comment">// TODO: other landscape param setup (Transition etc...).</font>
00188         <font class="comment">// Store it by landscape, and not only globally in CTessFace statics.</font>
00189         <font class="comment">// @}</font>
00190 
00191 
00193         <font class="comment">// @{
</font>00197 <font class="comment"></font>        <font class="keywordtype">void</font>                    clip(<font class="keyword">const</font> CVector &amp;refineCenter, <font class="keyword">const</font> std::vector&lt;CPlane&gt;     &amp;pyramid);
00199         <font class="keywordtype">void</font>                    refine(<font class="keyword">const</font> CVector &amp;refineCenter);
00201         <font class="keywordtype">void</font>                    render(IDriver *drv, <font class="keyword">const</font> CVector &amp;refineCenter, <font class="keyword">const</font> std::vector&lt;CPlane&gt;     &amp;pyramid, <font class="keywordtype">bool</font> doTileAddPass=<font class="keyword">false</font>);
00203         <font class="keywordtype">void</font>                    refineAll(<font class="keyword">const</font> CVector &amp;refineCenter);
00204         <font class="comment">// @}</font>
00205 
00206 
00208         <font class="comment">// @{
</font>00216 <font class="comment"></font>        <font class="keywordtype">void</font>                    buildCollideFaces(<font class="keyword">const</font> CAABBoxExt &amp;bbox, std::vector&lt;CTriangle&gt; &amp;faces, <font class="keywordtype">bool</font> faceSplit);
00220         <font class="keywordtype">void</font>                    buildCollideFaces(sint zoneId, sint patch, std::vector&lt;CTriangle&gt; &amp;faces);
00221         <font class="comment">// @}</font>
00222 
00223 
00224 
00226         <font class="comment">// @{
</font>00232 <font class="comment"></font>        CZone*                  getZone (sint zoneId);
00238         <font class="keyword">const</font> CZone*    getZone (sint zoneId) <font class="keyword">const</font>;
00239         <font class="comment">// @}</font>
00240 
00241 
00243         <font class="comment">// @{
</font>00245 <font class="comment">        void                    flushTiles(IDriver *drv, uint16 tileStart, uint16 nbTiles);
</font>00247 <font class="comment">        void                    releaseTiles(uint16 tileStart, uint16 nbTiles);</font>
00248 
00250         <a class="code" href="class_NLMISC__CSmartPtr.html">NLMISC::CSmartPtr&lt;ITexture&gt;</a>             getTileTexture(uint16 tileId, CTile::TBitmap bitmapType, CVector &amp;uvScaleBias);
00251         <font class="comment">// @}</font>
00252 
00254         <font class="comment">// @{
</font>00262 <font class="comment"></font>        <font class="keywordtype">void</font> setupStaticLight (<font class="keyword">const</font> CRGBA &amp;diffuse, <font class="keyword">const</font> CRGBA &amp;ambiant, <font class="keywordtype">float</font> multiply);
<a name="l00268"></a><a class="code" href="class_NL3D__CLandscape.html#a29">00268</a>         <font class="keyword">const</font> CRGBA* getStaticLight ()<font class="keyword"> const
</font>00269 <font class="keyword">        </font>{
00270                 <font class="keywordflow">return</font> _LightValue;
00271         }
00272         <font class="comment">// @}</font>
00273 
00274 
00276         <font class="comment">// @{
</font>00278 <font class="comment">        CVector         getHeightFieldDeltaZ(float x, float y) const;
</font>00284 <font class="comment"></font>        <font class="keywordtype">void</font>            setHeightField(<font class="keyword">const</font> CHeightMap &amp;hf);
00285         <font class="comment">// @}</font>
00286 
00287 
00288 
00289 <font class="comment">// ********************************</font>
00290 <font class="keyword">private</font>:
00291         <font class="comment">// Private part used by CPatch.</font>
<a name="l00292"></a><a class="code" href="class_NL3D__CLandscape.html#l0">00292</a>         <font class="keyword">friend</font> <font class="keyword">class    </font>CPatch;
<a name="l00293"></a><a class="code" href="class_NL3D__CLandscape.html#l1">00293</a>         <font class="keyword">friend</font> <font class="keyword">class    </font>CZone;
00294 
00295         <font class="comment">// Return the render pass for a far texture here.</font>
00296         CPatchRdrPass   *getFarRenderPass(CPatch* pPatch, uint farIndex, <font class="keywordtype">float</font>&amp; far1UScale, <font class="keywordtype">float</font>&amp; far1VScale, <font class="keywordtype">float</font>&amp; far1UBias, <font class="keywordtype">float</font>&amp; far1VBias, <font class="keywordtype">bool</font>&amp; bRot);
00297         <font class="comment">// Free the render pass for a far texture here.</font>
00298         <font class="keywordtype">void</font> freeFarRenderPass (CPatch* pPatch, CPatchRdrPass* pass, uint farIndex);
00299         <font class="comment">// Return the render pass for a tile Id, and a patch Lightmap.</font>
00300         CPatchRdrPass   *getTileRenderPass(uint16 tileId, <font class="keywordtype">bool</font> additiveRdrPass);
00301         <font class="comment">// Return the UvScaleBias for a tile Id. uv.z has the scale info. uv.x has the BiasU, and uv.y has the BiasV.</font>
00302         <font class="comment">// if bitmap type is CTile::alpha, Return also the additionla rot for alpha (else 0).</font>
00303         <font class="keywordtype">void</font>                    getTileUvScaleBiasRot(uint16 tileId, CTile::TBitmap bitmapType, CVector &amp;uvScaleBias, uint8 &amp;rotAlpha);
00304 
00305         <font class="comment">// release Far render pass/reset Tile/Far render.</font>
00306         <font class="keywordtype">void</font>                    resetRenderFar();
00308         <font class="keywordtype">void</font>                    forceMergeAtTileLevel();
00309 
00310         <font class="comment">// Update globals value to CTessFace</font>
00311         <font class="keywordtype">void</font> updateGlobals (<font class="keyword">const</font> CVector &amp;refineCenter) <font class="keyword">const</font>;
00312 
00313 <font class="keyword">private</font>:
<a name="l00314"></a><a class="code" href="class_NL3D__CLandscape.html#o0">00314</a>         TZoneMap                Zones;
00315 
00316         <font class="comment">// Parameters.</font>
<a name="l00317"></a><a class="code" href="class_NL3D__CLandscape.html#o1">00317</a>         <font class="keywordtype">float</font>                   _TileDistNear;
<a name="l00318"></a><a class="code" href="class_NL3D__CLandscape.html#o2">00318</a>         <font class="keywordtype">float</font>                   _Threshold;
<a name="l00319"></a><a class="code" href="class_NL3D__CLandscape.html#o3">00319</a>         <font class="keywordtype">bool</font>                    _RefineMode;
<a name="l00320"></a><a class="code" href="class_NL3D__CLandscape.html#o4">00320</a>         <font class="keywordtype">float</font>                   _FarTransition;
<a name="l00321"></a><a class="code" href="class_NL3D__CLandscape.html#o5">00321</a>         uint                    _TileMaxSubdivision;
00322 
00323         <font class="comment">// The temp VB for tiles and far passes.</font>
<a name="l00324"></a><a class="code" href="class_NL3D__CLandscape.html#o6">00324</a>         CVertexBuffer   FarVB;
<a name="l00325"></a><a class="code" href="class_NL3D__CLandscape.html#o7">00325</a>         CVertexBuffer   TileVB;
00326 
00327 
00328         <font class="comment">// Tiles Types.</font>
00329         <font class="comment">//=============</font>
00330         <font class="comment">// Texture Map. Use a RefPtr because TileTextureMap must not reference the object, but the ptr.</font>
<a name="l00331"></a><a class="code" href="class_NL3D__CLandscape.html#u0">00331</a>         <font class="keyword">typedef</font> <a class="code" href="class_NLMISC__CRefPtr.html">NLMISC::CRefPtr&lt;ITexture&gt;</a>                       RPTexture;
<a name="l00332"></a><a class="code" href="class_NL3D__CLandscape.html#u1">00332</a>         <font class="keyword">typedef</font> std::map&lt;std::string, RPTexture&gt;        TTileTextureMap;
<a name="l00333"></a><a class="code" href="class_NL3D__CLandscape.html#u2">00333</a>         <font class="keyword">typedef</font> TTileTextureMap::iterator                       ItTileTextureMap;
00334         <font class="comment">// RdrPass Set.</font>
<a name="l00335"></a><a class="code" href="class_NL3D__CLandscape.html#u3">00335</a>         <font class="keyword">typedef</font> std::set&lt;CPatchRdrPass&gt;                         TTileRdrPassSet;
<a name="l00336"></a><a class="code" href="class_NL3D__CLandscape.html#u4">00336</a>         <font class="keyword">typedef</font> TTileRdrPassSet::iterator                       ItTileRdrPassSet;
<a name="l00337"></a><a class="code" href="class_NL3D__CLandscape.html#u5">00337</a>         <font class="keyword">typedef</font> <a class="code" href="class_NLMISC__CSmartPtr.html">NLMISC::CSmartPtr&lt;CPatchRdrPass&gt;</a>        TSPRenderPass;
00338 
00339         <font class="comment">// The additional realtime structure for a tile.</font>
<a name="l00340"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html">00340</a>         <font class="keyword">struct  </font>CTileInfo
00341         {
00342                 <font class="comment">// NB: CSmartPtr are not used for simplicity, and because of TTileRdrPassSet...</font>
00343                 <font class="comment">// CPatchRdrPass::RefCount are excplictly incremented/decremented...</font>
00344                 <font class="comment">// The rdrpass for diffuse+Alpha material.</font>
<a name="l00345"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m0">00345</a>                 CPatchRdrPass   *DiffuseRdrPass;
00346                 <font class="comment">// The rdrpass for additive material (may be NULL if no additive part).</font>
<a name="l00347"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m1">00347</a>                 CPatchRdrPass   *AdditiveRdrPass;
00348                 <font class="comment">// The scale/Bias to access those tiles in the big texture.</font>
00349                 <font class="comment">// uv.z has the scale info. uv.x has the BiasU, and uv.y has the BiasV.</font>
00350                 <font class="comment">// Manages the demi-texel on tile border too.</font>
<a name="l00351"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m2">00351</a>                 CVector                 DiffuseUvScaleBias;
<a name="l00352"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m3">00352</a>                 CVector                 AlphaUvScaleBias;
<a name="l00353"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m4">00353</a>                 CVector                 AdditiveUvScaleBias;
00354                 <font class="comment">// The additional rotation for this tile, in alpha.</font>
<a name="l00355"></a><a class="code" href="class_NL3D__CLandscape__CTileInfo.html#m5">00355</a>                 uint8                   RotAlpha;
00356         };
00357 
00358 
00359         <font class="comment">// Tiles Data.</font>
00360         <font class="comment">//=============</font>
00361         <font class="comment">// The map of tile texture loaded.</font>
<a name="l00362"></a><a class="code" href="class_NL3D__CLandscape.html#o8">00362</a>         TTileTextureMap                         TileTextureMap;
00363         <font class="comment">// The set of tile Rdr Pass.</font>
<a name="l00364"></a><a class="code" href="class_NL3D__CLandscape.html#o9">00364</a>         TTileRdrPassSet                         TileRdrPassSet;
00365         <font class="comment">// The parrallel array of tile of those existing in TileBank. size of NbTilesMax.</font>
<a name="l00366"></a><a class="code" href="class_NL3D__CLandscape.html#o10">00366</a>         std::vector&lt;CTileInfo*&gt;         TileInfos;
00367         <font class="comment">// The Lightmap rdrpass for tiles.</font>
00368         <font class="comment">// must have a vector of pointer, because of vector reallocation.</font>
<a name="l00369"></a><a class="code" href="class_NL3D__CLandscape.html#o11">00369</a>         std::vector&lt;TSPRenderPass&gt;              _TextureNears;
<a name="l00370"></a><a class="code" href="class_NL3D__CLandscape.html#o12">00370</a>         uint                                                    _NFreeLightMaps;
00371 
00372 
00373         <font class="comment">// The Tile material.</font>
<a name="l00374"></a><a class="code" href="class_NL3D__CLandscape.html#o13">00374</a>         CMaterial               TileMaterial;
00375 
00376         <font class="comment">// The Far material.</font>
<a name="l00377"></a><a class="code" href="class_NL3D__CLandscape.html#o14">00377</a>         CMaterial               FarMaterial;
00378 
00379 
00380         <font class="comment">// *** Far texture      </font>
00381 
00382         <font class="comment">// ** Some types</font>
00383 
00384         <font class="comment">// The vector of set of far render pass</font>
<a name="l00385"></a><a class="code" href="class_NL3D__CLandscape.html#u6">00385</a>         <font class="keyword">typedef</font> std::set&lt;TSPRenderPass&gt;                         TSPRenderPassSet;
<a name="l00386"></a><a class="code" href="class_NL3D__CLandscape.html#u7">00386</a>         <font class="keyword">typedef</font> TSPRenderPassSet::iterator                      ItSPRenderPassSet;
<a name="l00387"></a><a class="code" href="class_NL3D__CLandscape.html#u8">00387</a>         <font class="keyword">typedef</font> std::vector&lt;TSPRenderPassSet&gt;           TSPRdrPassSetVector;
<a name="l00388"></a><a class="code" href="class_NL3D__CLandscape.html#o15">00388</a>         TSPRenderPassSet                                                        _FarRdrPassSet;                                 <font class="comment">// Contain all the render pass not empty for pass0 and pass1</font>
<a name="l00389"></a><a class="code" href="class_NL3D__CLandscape.html#o16">00389</a>         TSPRdrPassSetVector                                                     _FarRdrPassSetVectorFree;               <font class="comment">// Contain the render pass not filled yet sorted by size for pass0 and pass1</font>
<a name="l00390"></a><a class="code" href="class_NL3D__CLandscape.html#o17">00390</a>         <font class="keywordtype">bool</font>                                                                            _FarInitialized;
00391 
00392         <font class="comment">// Used internaly by initTileBanks</font>
00393         <font class="keywordtype">bool</font>                                                                            eraseTileFarIfNotGood (uint tileNumber, uint sizeOrder0, uint sizeOrder1, uint sizeOrder2);
00394 
00395         <font class="comment">// ** Some private methods</font>
00396         <font class="keyword">static</font> uint                                                                     getRdrPassIndexWithSize (uint width, uint height);
00397         <font class="keywordtype">void</font>                                                                            addPatch ();
00398         <font class="keywordtype">void</font>                                                                            removePatch ();
00399 
00400 
00401         <font class="comment">// *** Lighting</font>
<a name="l00402"></a><a class="code" href="class_NL3D__CLandscape.html#o18">00402</a>         CRGBA                   _LightValue[256];
00403 
00404 <font class="keyword">private</font>:
00405         <font class="comment">// Internal only. Force load of the tile (with TileBank).</font>
00406         <font class="keywordtype">void</font>                    loadTile(uint16 tileId);
00407         <font class="keywordtype">void</font>                    releaseTile(uint16 tileId);
00408         ITexture                *findTileTexture(<font class="keyword">const</font> std::string &amp;textName);
00409         CPatchRdrPass   *findTileRdrPass(<font class="keyword">const</font> CPatchRdrPass &amp;pass);
00410 
00411         <font class="comment">// Tile LightMap mgt.</font>
00412         <font class="comment">// @{</font>
00413         <font class="comment">// Compute and get a lightmapId/lightmap renderpass.</font>
00414         <font class="comment">// lightmap returned is to be uses with getTileRenderPass(). The id returned must be stored.</font>
00415         uint            getTileLightMap(CRGBA  map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE], CPatchRdrPass *&amp;lightmapRdrPass);
00416         <font class="comment">// tileLightMapId must be the id returned  by getTileLightMap().</font>
00417         <font class="keywordtype">void</font>            getTileLightMapUvInfo(uint tileLightMapId, CVector &amp;uvScaleBias);
00418         <font class="comment">// tileLightMapId must be the id returned  by getTileLightMap().</font>
00419         <font class="keywordtype">void</font>            releaseTileLightMap(uint tileLightMapId);
00420         <font class="comment">// @}</font>
00421 
00422 
00423         <font class="comment">// check a zone, adding error to exception.</font>
00424         <font class="keywordtype">void</font>                    checkZoneBinds(CZone &amp;curZone, EBadBind &amp;bindError);
00425 
00426 
<a name="l00430"></a><a class="code" href="class_NL3D__CLandscape__CBezierPatchZ.html">00430</a>         <font class="keyword">struct  </font>CBezierPatchZ
00431         {
<a name="l00433"></a><a class="code" href="class_NL3D__CLandscape__CBezierPatchZ.html#m0">00433</a>                 <font class="keywordtype">float</font>           Vertices[4];            
<a name="l00435"></a><a class="code" href="class_NL3D__CLandscape__CBezierPatchZ.html#m1">00435</a>                 <font class="keywordtype">float</font>           Tangents[8];            
<a name="l00437"></a><a class="code" href="class_NL3D__CLandscape__CBezierPatchZ.html#m2">00437</a>                 <font class="keywordtype">float</font>           Interiors[4];           
00438 
00440                 <font class="keywordtype">void</font>            makeInteriors();
00442                 <font class="keywordtype">float</font>           eval(<font class="keywordtype">float</font> s, <font class="keywordtype">float</font> t) <font class="keyword">const</font>;                   <font class="comment">// s,t coordinates for quad.</font>
00443         };
00444 
00445 
00446         <font class="comment">// HeightFields.</font>
<a name="l00447"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html">00447</a>         <font class="keyword">struct  </font>CHeightField
00448         {
<a name="l00449"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html#m0">00449</a>                 std::vector&lt;CBezierPatchZ&gt;              ZPatchs;
00450 
<a name="l00452"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html#m2">00452</a>                 <font class="keywordtype">float</font>                   OriginX, OriginY;
<a name="l00454"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html#m4">00454</a>                 <font class="keywordtype">float</font>                   SizeX, SizeY;
<a name="l00455"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html#m6">00455</a>                 <font class="keywordtype">float</font>                   OOSizeX, OOSizeY;
<a name="l00457"></a><a class="code" href="class_NL3D__CLandscape__CHeightField.html#m7">00457</a>                 uint                    Width, Height;
00458         };
<a name="l00459"></a><a class="code" href="class_NL3D__CLandscape.html#o19">00459</a>         CHeightField    _HeightField;
00460 
00461 };
00462 
00463 
00464 
00465 } <font class="comment">// NL3D</font>
00466 
00467 
00468 <font class="preprocessor">#endif // NL_LANDSCAPE_H
</font>00469 <font class="preprocessor"></font>
00470 <font class="comment">/* End of landscape.h */</font>
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