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<hr><h1>landscapevb_allocator.cpp</h1><a href="landscapevb__allocator_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="landscapevb__allocator_8h.html">3d/landscapevb_allocator.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00030
00031
00032 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00033
00034 <font class="keyword">namespace </font>NL3D
00035 {
00036
00037 <font class="comment">/*</font>
00038 <font class="comment"> Once a reallocation of a VBHard occurs, how many vertices we add to the re-allocation, to avoid </font>
00039 <font class="comment"> as possible reallocations.</font>
00040 <font class="comment">*/</font>
<a name="l00041"></a><a class="code" href="landscapevb__allocator_8cpp.html#a0">00041</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY 1024</font>
00042 <font class="preprocessor"></font><font class="comment">/*</font>
00043 <font class="comment"> The start size of the array.</font>
00044 <font class="comment">*/</font>
<a name="l00045"></a><a class="code" href="landscapevb__allocator_8cpp.html#a1">00045</a> <font class="preprocessor">#define NL3D_LANDSCAPE_VERTEX_ALLOCATE_START 4048</font>
00046 <font class="preprocessor"></font>
00047
<a name="l00048"></a><a class="code" href="landscapevb__allocator_8cpp.html#a2">00048</a> <font class="preprocessor">#define NL3D_VERTEX_FREE_MEMORY_RESERVE 1024</font>
00049 <font class="preprocessor"></font><font class="comment">// 65000 is a maximum because of GeForce limitations.</font>
<a name="l00050"></a><a class="code" href="landscapevb__allocator_8cpp.html#a3">00050</a> <font class="preprocessor">#define NL3D_VERTEX_MAX_VERTEX_VBHARD 40000</font>
00051 <font class="preprocessor"></font>
00052
00053 <font class="comment">// ***************************************************************************</font>
<a name="l00054"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a0">00054</a> CLandscapeVBAllocator::CLandscapeVBAllocator(TType <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>)
00055 {
00056 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a251">type</a>;
00057 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.reserve(<a class="code" href="landscapevb__allocator_8cpp.html#a2">NL3D_VERTEX_FREE_MEMORY_RESERVE</a>);
00058
00059 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00060 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
00061 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00062 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
00063
00064 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i<<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
00065 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
00066 }
00067
00068 <font class="comment">// ***************************************************************************</font>
<a name="l00069"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a1">00069</a> CLandscapeVBAllocator::~CLandscapeVBAllocator()
00070 {
00071 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">clear</a>();
00072 }
00073
00074
00075 <font class="comment">// ***************************************************************************</font>
<a name="l00076"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a2">00076</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::updateDriver(IDriver *driver)
00077 {
00078 <font class="comment">// test change of driver.</font>
00079 <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00080 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>==NULL || driver!=<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a> )
00081 {
00082 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
00083 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= driver;
00084 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->supportVertexBufferHard();
00085
00086 <font class="comment">// If change of driver, delete the VertexProgram first, if any</font>
00087 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
00088 <font class="comment">// Then rebuild VB format, and VertexProgram, if needed.</font>
00089 <font class="comment">// Do it only if VP supported by GPU.</font>
00090 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">setupVBFormatAndVertexProgram</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->isVertexProgramSupported() && !<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->isVertexProgramEmulated());
00091
00092 <font class="comment">// must reallocate the VertexBuffer.</font>
00093 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>>0 )
00094 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00095 }
00096 <font class="keywordflow">else</font>
00097 {
00098 <font class="comment">// if VBHard possible, and if vbHardDeleted but space needed, reallocate.</font>
00099 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a> && <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL && <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>>0 )
00100 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00101 }
00102
00103 }
00104
00105
00106 <font class="comment">// ***************************************************************************</font>
<a name="l00107"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#a3">00107</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::clear()
00108 {
00109 <font class="comment">// clear list.</font>
00110 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.clear();
00111 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>= 0;
00112
00113 <font class="comment">// delete the VB.</font>
00114 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">deleteVertexBuffer</a>();
00115
00116 <font class="comment">// delete vertex Program, if any</font>
00117 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">deleteVertexProgram</a>();
00118
00119 <font class="comment">// clear other states.</font>
00120 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00121 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>= NULL;
00122 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00123 }
00124
00125
00126
00127 <font class="comment">// ***************************************************************************</font>
<a name="l00128"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_1">00128</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::resetReallocation()
00129 {
00130 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">false</font>;
00131 }
00132
00133
00134
00135 <font class="comment">// ***************************************************************************</font>
00136 <font class="comment">// ***************************************************************************</font>
00137 <font class="comment">// allocation.</font>
00138 <font class="comment">// ***************************************************************************</font>
00139 <font class="comment">// ***************************************************************************</font>
00140
00141
00142
00143 <font class="comment">// ***************************************************************************</font>
<a name="l00144"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_2">00144</a> <a class="code" href="types__nl_8h.html#a14">uint</a> CLandscapeVBAllocator::allocateVertex()
00145 {
00146 <font class="comment">// if no more free, allocate.</font>
00147 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.size()==0 )
00148 {
00149 <font class="comment">// enlarge capacity.</font>
00150 <a class="code" href="types__nl_8h.html#a14">uint</a> newResize;
00151 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>==0)
00152 newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a1">NL3D_LANDSCAPE_VERTEX_ALLOCATE_START</a>;
00153 <font class="keywordflow">else</font>
00154 newResize= <a class="code" href="landscapevb__allocator_8cpp.html#a0">NL3D_LANDSCAPE_VERTEX_ALLOCATE_SECURITY</a>;
00155 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>+= newResize;
00156 <font class="comment">// re-allocate VB.</font>
00157 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">allocateVertexBuffer</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00158 <font class="comment">// resize infos on vertices.</font>
00159 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>.resize(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00160
00161 <font class="comment">// Fill list of free elements.</font>
00162 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i<newResize;i++)
00163 {
00164 <font class="comment">// create a new entry which points to this vertex.</font>
00165 <font class="comment">// the list is made so allocation is in growing order.</font>
00166 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1) );
00167
00168 <font class="comment">// Mark as free the new vertices. (Debug).</font>
00169 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a> - (i+1)].Free= <font class="keyword">true</font>;
00170 }
00171 }
00172
00173 <font class="comment">// get a vertex (pop_back).</font>
00174 <a class="code" href="types__nl_8h.html#a14">uint</a> <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.back();
00175 <font class="comment">// delete this vertex free entry.</font>
00176 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.pop_back();
00177
00178 <font class="comment">// check and Mark as not free the vertex. (Debug).</font>
00179 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a><<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00180 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free);
00181 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>].Free= <font class="keyword">false</font>;
00182
00183 <font class="keywordflow">return</font> <a class="code" href="driver__opengl__extension__def_8h.html#a234">id</a>;
00184 }
00185
00186 <font class="comment">// ***************************************************************************</font>
<a name="l00187"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z492_3">00187</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertex(<a class="code" href="types__nl_8h.html#a14">uint</a> vid)
00188 {
00189 <font class="comment">// check and Mark as free the vertex. (Debug).</font>
00190 <a class="code" href="debug_8h.html#a6">nlassert</a>(vid<<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o4">_NumVerticesAllocated</a>);
00191 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free);
00192 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o3">_VertexInfos</a>[vid].Free= <font class="keyword">true</font>;
00193
00194 <font class="comment">// Add this vertex to the free list.</font>
00195 <font class="comment">// create a new entry which points to this vertex.</font>
00196 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o2">_VertexFreeMemory</a>.push_back( vid );
00197 }
00198
00199
00200 <font class="comment">// ***************************************************************************</font>
<a name="l00201"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_0">00201</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::lockBuffer(CFarVertexBufferInfo &farVB)
00202 {
00203 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a> || <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a> );
00204 <font class="comment">// force unlock</font>
00205 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00206
00207 <font class="keywordflow">if</font>(_VBHard)
00208 {
00209 <font class="keywordtype">void</font> *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>->lock();
00210 farVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00211 }
00212 <font class="keywordflow">else</font>
00213 {
00214 farVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00215 }
00216
00217 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
00218 }
00219 <font class="comment">// ***************************************************************************</font>
<a name="l00220"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_1">00220</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::lockBuffer(CNearVertexBufferInfo &tileVB)
00221 {
00222 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s2">Tile</a>);
00223 <font class="comment">// force unlock</font>
00224 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00225
00226 <font class="keywordflow">if</font>(_VBHard)
00227 {
00228 <font class="keywordtype">void</font> *<a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>->lock();
00229 tileVB.setupVertexBufferHard(*<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a271">data</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00230 }
00231 <font class="keywordflow">else</font>
00232 {
00233 tileVB.setupVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>, <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]!=NULL );
00234 }
00235
00236 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">true</font>;
00237 }
00238 <font class="comment">// ***************************************************************************</font>
<a name="l00239"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">00239</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::unlockBuffer()
00240 {
00241 <font class="keywordflow">if</font>(_BufferLocked)
00242 {
00243 <font class="keywordflow">if</font>(_VBHard)
00244 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>->unlock();
00245 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>= <font class="keyword">false</font>;
00246 }
00247 }
00248
00249
00250 <font class="comment">// ***************************************************************************</font>
00251 <font class="comment">// ***************************************************************************</font>
00252 <font class="comment">// VertexBuffer mgt.</font>
00253 <font class="comment">// ***************************************************************************</font>
00254 <font class="comment">// ***************************************************************************</font>
00255
00256
00257 <font class="comment">// ***************************************************************************</font>
<a name="l00258"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_4">00258</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::activate(<a class="code" href="types__nl_8h.html#a14">uint</a> vpId)
00259 {
00260 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
00261 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_6">_BufferLocked</a>);
00262
00263 <font class="comment">// If enabled, activate Vertex program first.</font>
00264 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId])
00265 {
00266 <font class="comment">//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[vpId]->getProgram().c_str());</font>
00267 <a class="code" href="debug_8h.html#a9">nlverify</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->activeVertexProgram(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[vpId]));
00268 }
00269
00270 <font class="comment">// Activate VB.</font>
00271 <font class="keywordflow">if</font>(_VBHard)
00272 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->activeVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00273 <font class="keywordflow">else</font>
00274 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->activeVertexBuffer(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>);
00275 }
00276
00277
00278 <font class="comment">// ***************************************************************************</font>
<a name="l00279"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_0">00279</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertexBuffer()
00280 {
00281 <font class="comment">// must unlock VBhard before.</font>
00282 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00283
00284 <font class="comment">// test (refptr) if the object still exist in memory.</font>
00285 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
00286 {
00287 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
00288 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
00289
00290 <font class="comment">// delete it from driver.</font>
00291 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00292 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
00293 }
00294
00295 <font class="comment">// delete the soft one.</font>
00296 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.deleteAllVertices();
00297 }
00298
00299
00300 <font class="comment">// ***************************************************************************</font>
<a name="l00301"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_1">00301</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::allocateVertexBuffer(<a class="code" href="types__nl_8h.html#a10">uint32</a> numVertices)
00302 {
00303 <font class="comment">// no allocation must be done if the Driver is not setuped, or if the driver has been deleted by refPtr.</font>
00304 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>);
00305
00306 <font class="comment">// allocate() =>_ReallocationOccur= true;</font>
00307 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o1">_ReallocationOccur</a>= <font class="keyword">true</font>;
00308 <font class="comment">// must unlock VBhard before.</font>
00309 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z493_2">unlockBuffer</a>();
00310
00311 <font class="comment">// trye to allocate a vbufferhard if possible.</font>
00312 <font class="keywordflow">if</font>( _VBHardOk )
00313 {
00314 <font class="comment">// delete possible old _VBHard.</font>
00315 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>!=NULL)
00316 {
00317 <font class="comment">// VertexBufferHard lifetime < Driver lifetime.</font>
00318 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>!=NULL);
00319 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>);
00320 }
00321
00322 <font class="comment">// try to create new one, in AGP Ram</font>
00323 <font class="comment">// If too many vertices wanted, abort VBHard.</font>
00324 <font class="keywordflow">if</font>(numVertices <= <a class="code" href="landscapevb__allocator_8cpp.html#a3">NL3D_VERTEX_MAX_VERTEX_VBHARD</a>)
00325 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_2">_Driver</a>->createVertexBufferHard(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.getValueTypePointer(), numVertices, IDriver::VBHardAGP);
00326 <font class="keywordflow">else</font>
00327 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>= NULL;
00328
00329 <font class="comment">// If KO, never try again.</font>
00330 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_5">_VBHard</a>==NULL)
00331 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>= <font class="keyword">false</font>;
00332 }
00333
00334 <font class="comment">// else, or if last fails, allocate a standard VB.</font>
00335 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_3">_VBHardOk</a>)
00336 {
00337 <font class="comment">// This always works.</font>
00338 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setNumVertices(numVertices);
00339 }
00340
00341
00342 <font class="comment">//nlinfo("Alloc a LandVB %s of %d vertices in %s", _Type==Far0?"Far0":(_Type==Far1?"Far1":"Tile"), numVertices, _VBHardOk?"VBHard":"VBSoft");</font>
00343 }
00344
00345
00346 <font class="comment">// ***************************************************************************</font>
00347 <font class="comment">// ***************************************************************************</font>
00348 <font class="comment">// Vertex Program.</font>
00349 <font class="comment">// ***************************************************************************</font>
00350 <font class="comment">// ***************************************************************************</font>
00351
00352
00353 <font class="comment">// ***************************************************************************</font>
00354 <font class="comment">/*</font>
00355 <font class="comment"> Common Part. Inputs and constants.</font>
00356 <font class="comment"></font>
00357 <font class="comment"> Inputs</font>
00358 <font class="comment"> --------</font>
00359 <font class="comment"> Standard:</font>
00360 <font class="comment"> v[0] == StartPos. Hence, It is the SplitPoint of the father face.</font>
00361 <font class="comment"> v[8] == Tex0 (xy) </font>
00362 <font class="comment"> v[9] == Tex1 (xy) (different meanings for Far and Tile).</font>
00363 <font class="comment"> v[13] == Tex2 (xy) (just for Tile mode).</font>
00364 <font class="comment"></font>
00365 <font class="comment"> Geomorph:</font>
00366 <font class="comment"> v[10] == { GeomFactor, MaxNearLimit }</font>
00367 <font class="comment"> * where GeomFactor == max(SizeFaceA, SizeFaceB) * OORefineThreshold.</font>
00368 <font class="comment"> It's means vertices are re-computed when the RefineThreshold setup change.</font>
00369 <font class="comment"></font>
00370 <font class="comment"> * MaxNearLimit= max(nearLimitFaceA, nearLimitFaceB)</font>
00371 <font class="comment"></font>
00372 <font class="comment"> v[11].xyz == EndPos-StartPos</font>
00373 <font class="comment"></font>
00374 <font class="comment"> Alpha: NB: Since only usefull for Far1, v[12] is not in the VB for Far0 and Tile VertexBuffer.</font>
00375 <font class="comment"> v[12] == { TransitionSqrMin, OOTransitionSqrDelta}</font>
00376 <font class="comment"> * TransitionSqrMin, OOTransitionSqrDelta : Alpha transition, see preRender().</font>
00377 <font class="comment"> There is only 3 values possibles. It depends on Far1 type. Changed in preRender()</font>
00378 <font class="comment"></font>
00379 <font class="comment"></font>
00380 <font class="comment"> Constant:</font>
00381 <font class="comment"> --------</font>
00382 <font class="comment"> Setuped at beginning of CLandscape::render()</font>
00383 <font class="comment"> c[0..3]= ModelViewProjection Matrix.</font>
00384 <font class="comment"> c[4]= {0, 1, 0.5, 0}</font>
00385 <font class="comment"> c[5]= RefineCenter</font>
00386 <font class="comment"> c[6]= {TileDistFarSqr, OOTileDistDeltaSqr, *, *}</font>
00387 <font class="comment"> c[7]= ???</font>
00388 <font class="comment"> c[8..11]= ModelView Matrix (for Fog).</font>
00389 <font class="comment"> c[12]= PZBModelPosition: landscape center / delta Position to apply before multipliying by mviewMatrix</font>
00390 <font class="comment"></font>
00391 <font class="comment"></font>
00392 <font class="comment"> Fog Note:</font>
00393 <font class="comment"> -----------</font>
00394 <font class="comment"> Fog is computed on geomorphed position R1.</font>
00395 <font class="comment"> R1.w==1, and suppose that ModelViewMatrix has no Projection Part.</font>
00396 <font class="comment"> Then Homogenous-coordinate == Non-Homogenous-coordinate.</font>
00397 <font class="comment"> Hence we need only (ModelView*R1).z to get the FogC value.</font>
00398 <font class="comment"> => computed in just on instruction.</font>
00399 <font class="comment">*/</font>
00400
00401
00402 <font class="comment">// ***********************</font>
00403 <font class="comment">/*</font>
00404 <font class="comment"> Common start of the program for Far0, Far1 and Tile mode.</font>
00405 <font class="comment"> It compute the good Geomorphed position.</font>
00406 <font class="comment"> At the end of this program, nothing is written in the output register, and we have in the Temp Registers:</font>
00407 <font class="comment"></font>
00408 <font class="comment"> - R0= scratch</font>
00409 <font class="comment"> - R1= CurrentPos geomorphed</font>
00410 <font class="comment"> - R2.x= sqrDist= (startPos - RefineCenter).sqrnorm(). Usefull for alpha computing.</font>
00411 <font class="comment"></font>
00412 <font class="comment">Pgr Len= 18.</font>
00413 <font class="comment">NB: 9 ope for normal errorMetric, and 9 ope for smoothing with TileNear.</font>
00414 <font class="comment"></font>
00415 <font class="comment"> The C code for this Program is: (v[] means data is a vertex input, c[] means it is a constant)</font>
00416 <font class="comment"> {</font>
00417 <font class="comment"> // Compute Basic ErrorMetric.</font>
00418 <font class="comment"> sqrDist= (v[StartPos] - c[RefineCenter]).sqrnorm()</font>
00419 <font class="comment"> ErrorMetric= v[GeomFactor] / sqrDist</font>
00420 <font class="comment"></font>
00421 <font class="comment"> // Compute ErrorMetric modified by TileNear transition.</font>
00422 <font class="comment"> f= (c[TileDistFarSqr] - sqrDist) * c[OOTileDistDeltaSqr]</font>
00423 <font class="comment"> clamp(f, 0, 1);</font>
00424 <font class="comment"> // ^4 gives better smooth result</font>
00425 <font class="comment"> f= sqr(f); f= sqr(f);</font>
00426 <font class="comment"> // interpolate the errorMetric</font>
00427 <font class="comment"> ErrorMetricModified= v[MaxNearLimit]*f + ErrorMetric*(1-f);</font>
00428 <font class="comment"></font>
00429 <font class="comment"> // Take the max errorMetric.</font>
00430 <font class="comment"> ErrorMetric= max(ErrorMetric, ErrorMetricModified);</font>
00431 <font class="comment"></font>
00432 <font class="comment"> // Interpolate StartPos to EndPos, between 1 and 2.</font>
00433 <font class="comment"> f= ErrorMetric - 1;</font>
00434 <font class="comment"> clamp(f, 0, 1);</font>
00435 <font class="comment"> R1= f * v[EndPos-StartPos] + StartPos;</font>
00436 <font class="comment"> }</font>
00437 <font class="comment"></font>
00438 <font class="comment">*/</font>
00439 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>=
00440 <font class="stringliteral">"!!VP1.0 \n\</font>
00441 <font class="stringliteral"> # compute Basic geomorph into R0.x \n\</font>
00442 <font class="stringliteral"> ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\</font>
00443 <font class="stringliteral"> DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
00444 <font class="stringliteral"> RCP R0.x, R2.x; # R0.x= 1 / sqrDist \n\</font>
00445 <font class="stringliteral"> MUL R0.x, v[10].x, R0.x; # R0.x= ErrorMetric= GeomFactor / sqrDist \n\</font>
00446 <font class="stringliteral"> \n\</font>
00447 <font class="stringliteral"> # compute Transition Factor To TileNear Geomorph, into R0.z \n\</font>
00448 <font class="stringliteral"> ADD R0.z, c[6].x, -R2.x; # R0.z= TileDistFarSqr - sqrDist \n\</font>
00449 <font class="stringliteral"> MUL R0.z, R0.z, c[6].y; # R0.z= f= (TileDistFarSqr - sqrDist ) * OOTileDistDeltaSqr \n\</font>
00450 <font class="stringliteral"> MAX R0.z, R0.z, c[4].x; \n\</font>
00451 <font class="stringliteral"> MIN R0.z, R0.z, c[4].y; # R0.z= f= clamp(f, 0, 1); \n\</font>
00452 <font class="stringliteral"> MUL R0.z, R0.z, R0.z; \n\</font>
00453 <font class="stringliteral"> MUL R0.z, R0.z, R0.z; # R0.z= finalFactor= f^4 \n\</font>
00454 <font class="stringliteral"> \n\</font>
00455 <font class="stringliteral"> # Apply the transition factor to the ErrorMetric => R0.w= ErrorMetricModified. \n\</font>
00456 <font class="stringliteral"> ADD R0.w, v[10].y, -R0.x; # R0.w= maxNearLimit - ErrorMetric \n\</font>
00457 <font class="stringliteral"> MAD R0.w, R0.z, R0.w, R0.x; # R0.w= finalFactor * (maxNearLimit - ErrorMetric) + ErrorMetric \n\</font>
00458 <font class="stringliteral"> \n\</font>
00459 <font class="stringliteral"> # R0.w may be < R0.x; (when the point is very near). Must take the bigger errorMetric. \n\</font>
00460 <font class="stringliteral"> MAX R0.x, R0.x, R0.w; # R0.x= ErrorMetric Max \n\</font>
00461 <font class="stringliteral"> \n\</font>
00462 <font class="stringliteral"> # apply geomorph into R1 \n\</font>
00463 <font class="stringliteral"> ADD R0.x, R0.x, -c[4].y; # R0.x= ErrorMetric Max - 1 \n\</font>
00464 <font class="stringliteral"> MAX R0.x, R0.x, c[4].x; \n\</font>
00465 <font class="stringliteral"> MIN R0.x, R0.x, c[4].y; # R0.x= geomBlend= clamp(R0.x, 0, 1); \n\</font>
00466 <font class="stringliteral"> \n\</font>
00467 <font class="stringliteral"> # NB: Can't use MAD R1.xyz, v[11], R0.x, v[0], because can't acces 2 inputs in one op. \n\</font>
00468 <font class="stringliteral"> # Hence, can use a MAD to Sub the Landscape Center _PZBModelPosition \n\</font>
00469 <font class="stringliteral"> MAD R1.xyz, v[11], R0.x, -c[12]; \n\</font>
00470 <font class="stringliteral"> # trick here: since R1.w= 0, and v[0].w= 1, final R1.w==1. \n\</font>
00471 <font class="stringliteral"> ADD R1, R1, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\</font>
00472 <font class="stringliteral">"</font>;
00473
00474
00475 <font class="comment">// ***********************</font>
00476 <font class="comment">// Test Speed.</font>
00477 <font class="comment">/*"!!VP1.0 \n\</font>
00478 <font class="comment"> # compute Basic geomorph into R0.x \n\</font>
00479 <font class="comment"> ADD R0, v[0], -c[5]; # R0 = startPos - RefineCenter \n\</font>
00480 <font class="comment"> DP3 R2.x, R0, R0; # R2.x= sqrDist= (startPos - RefineCenter).sqrnorm()\n\</font>
00481 <font class="comment"> MOV R1, v[0]; # R1= geomBlend * (EndPos-StartPos) + StartPos \n\</font>
00482 <font class="comment">";</font>
00483 <font class="comment">*/</font>
00484 <font class="keyword">const</font> string <a class="code" href="namespaceNL3D.html#a88">NL3D_LandscapeTestSpeedProgram</a>=
00485 <font class="stringliteral">" MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
00486 <font class="stringliteral"> MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
00487 <font class="stringliteral">"</font>;
00488
00489
00490 <font class="comment">// ***********************</font>
00491 <font class="comment">/*</font>
00492 <font class="comment"> Far0:</font>
00493 <font class="comment"> just project, copy uv0 and uv1</font>
00494 <font class="comment"> NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
00495 <font class="comment">*/</font>
00496 <font class="comment">// ***********************</font>
00497 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>=
00498 <font class="stringliteral">" # compute in Projection space \n\</font>
00499 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
00500 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
00501 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
00502 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
00503 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
00504 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
00505 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\</font>
00506 <font class="stringliteral"> END \n\</font>
00507 <font class="stringliteral">"</font>;
00508
00509
00510 <font class="comment">// ***********************</font>
00511 <font class="comment">/*</font>
00512 <font class="comment"> Far1:</font>
00513 <font class="comment"> Compute Alpha transition.</font>
00514 <font class="comment"> Project, copy uv0 and uv1, </font>
00515 <font class="comment"> NB: leave o[COL0] RGB undefined because the material don't care diffuse RGB</font>
00516 <font class="comment">*/</font>
00517 <font class="comment">// ***********************</font>
00518 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>=
00519 <font class="stringliteral">" # compute Alpha Transition \n\</font>
00520 <font class="stringliteral"> ADD R0.x, R2.x, -v[12].x; # R0.x= sqrDist-TransitionSqrMin \n\</font>
00521 <font class="stringliteral"> MUL R0.x, R0.x, v[12].y; # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta \n\</font>
00522 <font class="stringliteral"> MAX R0.x, R0.x, c[4].x; \n\</font>
00523 <font class="stringliteral"> MIN o[COL0].w, R0.x, c[4].y; # col.A= clamp(R0.x, 0, 1); \n\</font>
00524 <font class="stringliteral"> \n\</font>
00525 <font class="stringliteral"> # compute in Projection space \n\</font>
00526 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
00527 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
00528 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
00529 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
00530 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
00531 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
00532 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\</font>
00533 <font class="stringliteral"> END \n\</font>
00534 <font class="stringliteral">"</font>;
00535
00536
00537 <font class="comment">// ***********************</font>
00538 <font class="comment">/*</font>
00539 <font class="comment"> Tile:</font>
00540 <font class="comment"> just project, copy uv0, uv1.</font>
00541 <font class="comment"> NB: leave o[COL0] undefined because the material don't care diffuse RGBA here</font>
00542 <font class="comment">*/</font>
00543 <font class="comment">// ***********************</font>
00544 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>=
00545 <font class="stringliteral">" # compute in Projection space \n\</font>
00546 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
00547 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
00548 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
00549 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
00550 <font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
00551 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
00552 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\</font>
00553 <font class="stringliteral"> END \n\</font>
00554 <font class="stringliteral">"</font>;
00555
00557 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>=
00558 <font class="stringliteral">" # compute in Projection space \n\</font>
00559 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
00560 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
00561 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
00562 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
00563 <font class="stringliteral"> MOV o[TEX0].xy, v[13]; \n\</font>
00564 <font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
00565 <font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc>0 => fogc= - (ModelView*R1).z \n\</font>
00566 <font class="stringliteral"> END \n\</font>
00567 <font class="stringliteral">"</font>;
00568
00569
00570 <font class="comment">// ***************************************************************************</font>
<a name="l00571"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_1">00571</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::deleteVertexProgram()
00572 {
00573 <font class="keywordflow">for</font>(<a class="code" href="types__nl_8h.html#a14">uint</a> i=0;i<<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_0u0">MaxVertexProgram</a>;i++)
00574 {
00575 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i])
00576 {
00577 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i];
00578 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[i]= NULL;
00579 }
00580 }
00581 }
00582
00583
00584 <font class="comment">// ***************************************************************************</font>
<a name="l00585"></a><a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_2">00585</a> <font class="keywordtype">void</font> CLandscapeVBAllocator::setupVBFormatAndVertexProgram(<font class="keywordtype">bool</font> withVertexProgram)
00586 {
00587 <font class="comment">// If not vertexProgram mode</font>
00588 <font class="keywordflow">if</font>(!withVertexProgram)
00589 {
00590 <font class="comment">// setup normal VB format.</font>
00591 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
00592 <font class="comment">// v3f/t2f0/t2f1</font>
00593 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag);
00594 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
00595 <font class="comment">// v3f/t2f/t2f1/c4ub</font>
00596 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::PrimaryColorFlag );
00597 <font class="keywordflow">else</font>
00598 <font class="comment">// v3f/t2f0/t2f1/t2f2</font>
00599 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.setVertexFormat(CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::TexCoord1Flag | CVertexBuffer::TexCoord2Flag);
00600 }
00601 <font class="keywordflow">else</font>
00602 {
00603 <font class="comment">// Else Setup our Vertex Program, and good VBuffers, according to _Type.</font>
00604
00605 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s0">Far0</a>)
00606 {
00607 <font class="comment">// Build the Vertex Format.</font>
00608 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00609 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00610 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00611 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00612 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00613 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00614 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00615
00616 <font class="comment">// Init the Vertex Program.</font>
00617 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
00618 string(<a class="code" href="namespaceNL3D.html#a89">NL3D_LandscapeFar0EndProgram</a>);
00619 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00620 }
00621 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#o0">_Type</a>==<a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#s3s1">Far1</a>)
00622 {
00623 <font class="comment">// Build the Vertex Format.</font>
00624 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00625 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00626 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00627 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00628 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00629 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00630 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a6">NL3D_LANDSCAPE_VPPOS_ALPHAINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[12]= AlphaInfos.</font>
00631 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00632
00633 <font class="comment">// Init the Vertex Program.</font>
00634 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
00635 string(<a class="code" href="namespaceNL3D.html#a90">NL3D_LandscapeFar1EndProgram</a>);
00636 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00637 }
00638 <font class="keywordflow">else</font>
00639 {
00640 <font class="comment">// Build the Vertex Format.</font>
00641 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.clearValueEx();
00642 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a0">NL3D_LANDSCAPE_VPPOS_STARTPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[0]= StartPos.</font>
00643 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a1">NL3D_LANDSCAPE_VPPOS_TEX0</a>, CVertexBuffer::Float2); <font class="comment">// v[8]= Tex0.</font>
00644 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a2">NL3D_LANDSCAPE_VPPOS_TEX1</a>, CVertexBuffer::Float2); <font class="comment">// v[9]= Tex1.</font>
00645 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a3">NL3D_LANDSCAPE_VPPOS_TEX2</a>, CVertexBuffer::Float2); <font class="comment">// v[13]= Tex2.</font>
00646 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a4">NL3D_LANDSCAPE_VPPOS_GEOMINFO</a>, CVertexBuffer::Float2); <font class="comment">// v[10]= GeomInfos.</font>
00647 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.addValueEx(<a class="code" href="landscapevb__allocator_8h.html#a5">NL3D_LANDSCAPE_VPPOS_DELTAPOS</a>, CVertexBuffer::Float3); <font class="comment">// v[11]= EndPos-StartPos.</font>
00648 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z494_4">_VB</a>.initEx();
00649
00650 <font class="comment">// Init the Vertex Program.</font>
00651 string vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
00652 string(<a class="code" href="namespaceNL3D.html#a91">NL3D_LandscapeTileEndProgram</a>);
00653 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[0]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00654
00655 <font class="comment">// Init the Vertex Program for lightmap pass</font>
00656 vpgram= string(<a class="code" href="namespaceNL3D.html#a87">NL3D_LandscapeCommonStartProgram</a>) +
00657 string(<a class="code" href="namespaceNL3D.html#a92">NL3D_LandscapeTileLightMapEndProgram</a>);
00658 <a class="code" href="classNL3D_1_1CLandscapeVBAllocator.html#z495_3">_VertexProgram</a>[1]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00659 }
00660 }
00661
00662 }
00663
00664
00665
00666
00667 } <font class="comment">// NL3D</font>
</pre></div>
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