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<hr><h1>lighting_manager.cpp</h1><a href="lighting__manager_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="lighting__manager_8h.html">3d/lighting_manager.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="point__light_8h.html">3d/point_light.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="logic__info_8h.html">nel/3d/logic_info.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="aabbox_8h.html">nel/misc/aabbox.h</a>"</font>
00034 
00035 
00036 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00038 
00039 
00040 <font class="keyword">namespace </font>NL3D {
00041 
00042 
00043 <font class="comment">// ***************************************************************************</font>
00044 <font class="comment">/* LightQuadGrid setup. This is the same setup for StaticLightedModelQuadGrid setup.</font>
00045 <font class="comment">        NB: with this setup, a light will lies into 4*4=16 squares of a quadGrid at max.</font>
00046 <font class="comment">*/</font>
<a name="l00047"></a><a class="code" href="lighting__manager_8cpp.html#a0">00047</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_SIZE                               256</font>
<a name="l00048"></a><a class="code" href="lighting__manager_8cpp.html#a1">00048</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_ELTSIZE                    10.f</font>
<a name="l00049"></a><a class="code" href="lighting__manager_8cpp.html#a2">00049</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT               20.f</font>
00050 <font class="preprocessor"></font><font class="comment">// Factor for a level to the next: size/=factor, eltSize*=factor, and radiusLimit*=factor.</font>
<a name="l00051"></a><a class="code" href="lighting__manager_8cpp.html#a3">00051</a> <font class="preprocessor">#define NL3D_LIGHT_QUAD_GRID_FACTOR                             4</font>
00052 <font class="preprocessor"></font>
00053 
00054 <font class="comment">// this is a big radius for light that don't have attenuation</font>
<a name="l00055"></a><a class="code" href="lighting__manager_8cpp.html#a4">00055</a> <font class="preprocessor">#define NL3D_DEFAULT_NOATT_LIGHT_RADIUS                                 1000.f</font>
00056 <font class="preprocessor"></font><font class="comment">// this is used when the model is out of attBegin/attEnd, to modulate the influence</font>
<a name="l00057"></a><a class="code" href="lighting__manager_8cpp.html#a5">00057</a> <font class="preprocessor">#define NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR                0.1f</font>
00058 <font class="preprocessor"></font><font class="comment">// Defualt LightTransitionThreshold</font>
<a name="l00059"></a><a class="code" href="lighting__manager_8cpp.html#a6">00059</a> <font class="preprocessor">#define NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD                 0.1f</font>
00060 <font class="preprocessor"></font>
00061 
00062 <font class="comment">// ***************************************************************************</font>
<a name="l00063"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a0">00063</a> CLightingManager::CLightingManager()
00064 {
00065         <font class="comment">// Init the lightQuadGrids and StaticLightedModelQuadGrid</font>
00066         <font class="comment">// finer level.</font>
00067         uint    qgSize= <a class="code" href="lighting__manager_8cpp.html#a0">NL3D_LIGHT_QUAD_GRID_SIZE</a>;
00068         <font class="keywordtype">float</font>   eltSize= <a class="code" href="lighting__manager_8cpp.html#a1">NL3D_LIGHT_QUAD_GRID_ELTSIZE</a>;
00069         <font class="keywordtype">float</font>   radiusLimit= <a class="code" href="lighting__manager_8cpp.html#a2">NL3D_LIGHT_QUAD_GRID_RADIUS_LIMIT</a>;
00070         <font class="comment">// for all levels</font>
00071         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
00072         {
00073                 <font class="comment">// init _LightQuadGrid and _StaticLightedModelQuadGrid</font>
00074                 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].create(qgSize, eltSize);
00075                 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].create(qgSize, eltSize);
00076                 <a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[i]= radiusLimit;
00077 
00078                 <font class="comment">// coarser quadGrid level</font>
00079                 qgSize/= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
00080                 qgSize= max(qgSize, 1U);
00081                 eltSize*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
00082                 radiusLimit*= <a class="code" href="lighting__manager_8cpp.html#a3">NL3D_LIGHT_QUAD_GRID_FACTOR</a>;
00083         }
00084 
00085 
00086         <font class="comment">// default paramters</font>
00087         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= <a class="code" href="lighting__manager_8cpp.html#a4">NL3D_DEFAULT_NOATT_LIGHT_RADIUS</a>;
00088         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= <a class="code" href="lighting__manager_8cpp.html#a5">NL3D_DEFAULT_OUT_OF_ATT_LIGHT_INF_FACTOR</a>;
00089         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= <a class="code" href="lighting__manager_8cpp.html#a6">NL3D_DEFAULT_LIGHT_TRANSITION_THRESHOLD</a>;
00090 
00091 
00092         <font class="comment">// Default number of pointLight on an object.</font>
00093         <a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">setMaxLightContribution</a>(3);
00094 }
00095 
00096 
00097 <font class="comment">// ***************************************************************************</font>
<a name="l00098"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_0">00098</a> <font class="keywordtype">void</font>            CLightingManager::setMaxLightContribution(uint nlights)
00099 {
00100         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(nlights, (uint)<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>);
00101 }
00102 
00103 
00104 <font class="comment">// ***************************************************************************</font>
<a name="l00105"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_2">00105</a> <font class="keywordtype">void</font>            CLightingManager::setNoAttLightRadius(<font class="keywordtype">float</font> noAttLightRadius)
00106 {
00107         <a class="code" href="debug_8h.html#a6">nlassert</a>(noAttLightRadius&gt;0);
00108         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>= noAttLightRadius;
00109 }
00110 
00111 
00112 <font class="comment">// ***************************************************************************</font>
<a name="l00113"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_4">00113</a> <font class="keywordtype">void</font>            CLightingManager::setOutOfAttLightInfFactor(<font class="keywordtype">float</font> outOfAttLightInfFactor)
00114 {
00115         outOfAttLightInfFactor= max(0.f, outOfAttLightInfFactor);
00116         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a>= outOfAttLightInfFactor;
00117 }
00118 
00119 
00120 <font class="comment">// ***************************************************************************</font>
<a name="l00121"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z523_6">00121</a> <font class="keywordtype">void</font>            CLightingManager::setLightTransitionThreshold(<font class="keywordtype">float</font> lightTransitionThreshold)
00122 {
00123         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(lightTransitionThreshold, 0.f, 1.f);
00124         <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>= lightTransitionThreshold;
00125 }
00126 
00127 
00128         
00129 <font class="comment">// ***************************************************************************</font>
<a name="l00130"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_0">00130</a> <font class="keywordtype">void</font>            CLightingManager::clearDynamicLights()
00131 {
00132         <font class="comment">// for all levels</font>
00133         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
00134         {
00135                 <font class="comment">// clear all the lights in the quadGrid.</font>
00136                 <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[i].clear();
00137         }
00138 
00139         <font class="comment">// clear the list.</font>
00140         <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.clear();
00141 }
00142 
00143 <font class="comment">// ***************************************************************************</font>
<a name="l00144"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z524_1">00144</a> <font class="keywordtype">void</font>            CLightingManager::addDynamicLight(CPointLight *light)
00145 {
00146 
00147         <font class="comment">// Insert the light in the quadGrid.</font>
00148         <font class="comment">//----------</font>
00149         CPointLightInfo         plInfo;
00150         plInfo.Light= light;
00151 
00152         <font class="comment">// build the bounding sphere for this light, with the AttenuationEnd of the light</font>
00153         <font class="keywordtype">float</font>   radius=light-&gt;getAttenuationEnd();
00154         <font class="comment">// if attenuation is disabled (ie getAttenuationEnd() return 0), then have a dummy radius</font>
00155         <font class="keywordflow">if</font>(radius==0)
00156                 radius= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_1">_NoAttLightRadius</a>;
00157         plInfo.Sphere.Center= light-&gt;getPosition();
00158         plInfo.Sphere.Radius= radius;
00159 
00160         <font class="comment">// build a bbox, so it includes the sphere</font>
00161         CVector bbmin= light-&gt;getPosition();
00162         bbmin-= CVector(radius, radius, radius);
00163         CVector bbmax= light-&gt;getPosition();
00164         bbmax+= CVector(radius, radius, radius);
00165 
00166         <font class="comment">// choose the correct quadgrid according to the radius of the light.</font>
00167         uint qgId;
00168         <font class="keywordflow">for</font>(qgId= 0; qgId&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>-1; qgId++)
00169         {
00170                 <font class="comment">// if radius is inferior to the requested radius for this quadGrid, ok!</font>
00171                 <font class="keywordflow">if</font>(radius&lt;<a class="code" href="classNL3D_1_1CLightingManager.html#o2">_LightQuadGridRadiusLimit</a>[qgId])
00172                         <font class="keywordflow">break</font>;
00173         }
00174         <font class="comment">// insert this light in the correct quadgrid.</font>
00175         <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId].insert(bbmin, bbmax, plInfo);
00176 
00177 
00178         <font class="comment">// touch the objects around the lights.</font>
00179         <font class="comment">//----------</font>
00180 
00181         <font class="comment">// Select the static lightedModels to update around this light.</font>
00182         <font class="comment">// Use the same level of _StaticLightedModelQuadGrid than me to not select too many squares in the quadGrid</font>
00183         <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].select(bbmin, bbmax);
00184         <font class="comment">// For all those models.</font>
00185         CQuadGrid&lt;CTransform*&gt;::CIterator       itModel= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].begin();
00186         <font class="keywordflow">while</font>(itModel != <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[qgId].end() )
00187         {
00188                 CTransform      *model= *itModel;
00189                 <font class="keyword">const</font> CVector &amp;modelPos= model-&gt;getWorldMatrix().getPos();
00190 
00191                 <font class="comment">// test first if this model is in the area of the light.</font>
00192                 <font class="keywordflow">if</font>( plInfo.Sphere.include(modelPos) )
00193                 {
00194                         <font class="comment">// yes, then this model must recompute his lighting, because a dynamic light touch him.</font>
00195                         model-&gt;resetLighting();
00196                 }
00197 
00198                 <font class="comment">// next.</font>
00199                 itModel++;
00200         }
00201 
00202 
00203         <font class="comment">// insert the light in the list.</font>
00204         <font class="comment">//----------</font>
00205         <a class="code" href="classNL3D_1_1CLightingManager.html#o3">_DynamicLightList</a>.push_back(light);
00206 
00207 }
00208 
00209 <font class="comment">// ***************************************************************************</font>
<a name="l00210"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_0">00210</a> CLightingManager::CQGItLightedModel     CLightingManager::eraseStaticLightedModel(CQGItLightedModel ite)
00211 {
00212         <font class="comment">// Erase the iterator for all levels</font>
00213         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
00214         {
00215                 <font class="comment">// NB: it is possible here that the iterator is NULL (ie end()).</font>
00216                 <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].erase(ite.QgItes[i]);
00217         }
00218 
00219         <font class="comment">// return end(), ie NULL iterators</font>
00220         <font class="keywordflow">return</font> CQGItLightedModel();
00221 }
00222 
00223 <font class="comment">// ***************************************************************************</font>
<a name="l00224"></a><a class="code" href="classNL3D_1_1CLightingManager.html#z525_1">00224</a> CLightingManager::CQGItLightedModel     CLightingManager::insertStaticLightedModel(CTransform *model)
00225 {
00226         CQGItLightedModel       ite;
00227         <font class="keyword">const</font> CVector &amp;worldPos= model-&gt;getWorldMatrix().getPos();
00228 
00229         <font class="comment">// Insert the models in all levels, because addDynamicLight() may choose the best suited level to select</font>
00230         <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>;i++)
00231         {
00232                 ite.QgItes[i]= <a class="code" href="classNL3D_1_1CLightingManager.html#o0">_StaticLightedModelQuadGrid</a>[i].insert(worldPos, worldPos, model);
00233         }
00234 
00235         <font class="comment">// return the iterator</font>
00236         <font class="keywordflow">return</font> ite;
00237 }
00238 
00239 
00240 <font class="comment">// ***************************************************************************</font>
<a name="l00241"></a><a class="code" href="structNL3D_1_1CSortLight.html">00241</a> <font class="keyword">struct  </font>CSortLight
00242 {
<a name="l00243"></a><a class="code" href="structNL3D_1_1CSortLight.html#m0">00243</a>         CPointLight             *<a class="code" href="structNL3D_1_1CSortLight.html#m0">PointLight</a>;
<a name="l00244"></a><a class="code" href="structNL3D_1_1CSortLight.html#m1">00244</a>         <font class="keywordtype">float</font>                   <a class="code" href="structNL3D_1_1CSortLight.html#m1">Influence</a>;
00245 
00246 };
00247 
00248 <font class="comment">// ***************************************************************************</font>
<a name="l00249"></a><a class="code" href="classNL3D_1_1CLightingManager.html#a1">00249</a> <font class="keywordtype">void</font>            CLightingManager::computeModelLightContributions(CTransform *model, CLightContribution &amp;lightContrib, 
00250         ILogicInfo *logicInfo)
00251 {
00252         sint    i;
00253 
00254         <font class="comment">// This is the list of light which touch this model.</font>
00255         <font class="keyword">static</font> std::vector&lt;CPointLightInfluence&gt;        lightList;
00256         <font class="comment">// static, for malloc perf.</font>
00257         lightList.clear();
00258 
00259         <font class="comment">// the position of the model.</font>
00260         CVector modelPos;
00261         <font class="keywordtype">float</font>   modelRadius;
00262 
00263         <font class="comment">// get the untransformed bbox from the model.</font>
00264         CAABBox         bbox;
00265         model-&gt;getAABBox(bbox);
00266         <font class="comment">// get transformed center pos of bbox</font>
00267         modelPos= model-&gt;getWorldMatrix() * bbox.getCenter();
00268         <font class="comment">// If the model is a big lightable, must take radius from aabbox, else suppose 0 radius.</font>
00269         <font class="keywordflow">if</font>(model-&gt;isBigLightable())
00270         {
00271                 <font class="comment">// get size of the bbox (bounding sphere)</font>
00272                 modelRadius= bbox.getRadius();
00273         }
00274         <font class="keywordflow">else</font>
00275         {
00276                 <font class="comment">// Assume 0 radius =&gt; faster computeLinearAttenuation()</font>
00277                 modelRadius= 0;
00278         }
00279 
00280 
00281         <font class="comment">// First pass, fill the list of light which touch this model.</font>
00282         <font class="comment">//=========</font>
00283         <font class="comment">// get the dynamic lights around the model</font>
00284         <a class="code" href="classNL3D_1_1CLightingManager.html#c0">getDynamicPointLightList</a>(modelPos, lightList);
00285 
00286         <font class="comment">// if not already precomputed, append staticLights to this list.</font>
00287         <font class="keywordflow">if</font>( !lightContrib.FrozenStaticLightSetup )
00288         {
00289                 <font class="comment">// If no logicInfo provided</font>
00290                 <font class="keywordflow">if</font>(!logicInfo)
00291                 {
00292                         <font class="comment">// Default: suppose full SunLight and no PointLights.</font>
00293                         lightContrib.SunContribution= 255;
00294                         <font class="comment">// Take full SunAmbient.</font>
00295                         lightContrib.LocalAmbient.set(0,0,0,0);
00296                         <font class="comment">// do not append any pointLight to the setup</font>
00297                 }
00298                 <font class="keywordflow">else</font>
00299                 {
00300                         <font class="comment">// NB: SunContribution is computed by logicInfo</font>
00301                         logicInfo-&gt;getStaticLightSetup(lightList, lightContrib.SunContribution, lightContrib.LocalAmbient);
00302                 }
00303         }
00304 
00305         <font class="comment">// Second pass, in the lightList, choose the best suited light to lit this model</font>
00306         <font class="comment">//=========</font>
00307 
00308         <font class="comment">// for each light, modulate the factor of influence</font>
00309         <font class="keywordflow">for</font>(i=0; i&lt;(sint)lightList.size();i++)
00310         {
00311                 CPointLight     *pl= lightList[i].PointLight;
00312 
00313                 <font class="comment">// get the distance from the light to the model</font>
00314                 <font class="keywordtype">float</font>   dist= (pl-&gt;getPosition() - modelPos).norm();
00315                 <font class="keywordtype">float</font>   distMinusRadius= dist - modelRadius;
00316 
00317                 <font class="comment">// modulate the factor by the distance and the attenuation distance.</font>
00318                 <font class="keywordtype">float</font>    inf;
00319                 <font class="keywordtype">float</font>   attBegin= pl-&gt;getAttenuationBegin();
00320                 <font class="keywordtype">float</font>   attEnd= pl-&gt;getAttenuationEnd();
00321                 <font class="comment">// if no attenuation</font>
00322                 <font class="keywordflow">if</font>( attEnd==0 )
00323                 {
00324                         <font class="comment">// influence is awlays 1.</font>
00325                         inf= 1;
00326 
00327                         <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font>
00328                         <font class="keywordflow">if</font>(pl-&gt;getType() == CPointLight::SpotLight)
00329                                 inf*= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
00330                 }
00331                 <font class="keywordflow">else</font>
00332                 {
00333                         <font class="comment">// if correct attenuation radius</font>
00334                         <font class="keywordflow">if</font>(distMinusRadius&lt;attBegin)
00335                         {
00336                                 <font class="comment">// NB: we are sure that attBegin&gt;0, because dist&gt;=0.</font>
00337                                 <font class="comment">// if &lt; attBegin, inf should be ==1, but must select the nearest lights; for better</font>
00338                                 <font class="comment">// understanding of the scene</font>
00339                                 inf= 1 + <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attBegin - distMinusRadius);        <font class="comment">// inf E [1, +oo[</font>
00340                                 <font class="comment">// NB: this formula favour big lights (ie light with big attBegin).</font>
00341 
00342                                 <font class="comment">// If SpotLight, must modulate with SpotAttenuation.</font>
00343                                 <font class="keywordflow">if</font>(pl-&gt;getType() == CPointLight::SpotLight)
00344                                         inf*= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
00345                         }
00346                         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(distMinusRadius&lt;attEnd)
00347                         {
00348                                 <font class="comment">// we are sure attEnd-attBegin&gt;0 because of the test</font>
00349                                 <font class="comment">// compute influence of the light: attenuation and SpotAttenuation</font>
00350                                 inf= pl-&gt;computeLinearAttenuation(modelPos, dist, modelRadius);
00351                         }
00352                         <font class="keywordflow">else</font>
00353                         {
00354                                 <font class="comment">// if &gt;= attEnd, inf should be ==0, but must select the nearest lights; for better</font>
00355                                 <font class="comment">// understanding of the scene</font>
00356                                 inf= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_2">_OutOfAttLightInfFactor</a> * (attEnd - distMinusRadius);              <font class="comment">// inf E ]-oo, 0]</font>
00357                         }
00358                 }
00359 
00360                 <font class="comment">// modulate the influence with this factor</font>
00361                 lightList[i].BkupInfluence= lightList[i].Influence;
00362                 lightList[i].Influence*= inf;
00363 
00364                 <font class="comment">// Bkup distance to model.</font>
00365                 lightList[i].DistanceToModel= dist;
00366         }
00367 
00368         <font class="comment">// sort the light by influence</font>
00369         sort(lightList.begin(), lightList.end());
00370 
00371 
00372         <font class="comment">// and choose only max light.</font>
00373         uint    startId= 0;
00374         uint    ligthSrcId= 0;
00375         <font class="comment">// skip already setuped light (statically)</font>
00376         <font class="keywordflow">if</font>(lightContrib.FrozenStaticLightSetup)
00377                 startId= lightContrib.NumFrozenStaticLight;
00378 
00379         <font class="comment">// If there is still place for Dynamic lights.</font>
00380         <font class="keywordflow">if</font>(startId &lt; <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>)
00381         {
00382                 <font class="comment">// setup the transition.</font>
00383                 <font class="keywordtype">float</font>   deltaMinInfluence= <a class="code" href="classNL3D_1_1CLightingManager.html#z526_3">_LightTransitionThreshold</a>;
00384                 <font class="keywordtype">float</font>   minInfluence= 0;
00385                 <font class="comment">// If there is more light that we can accept, </font>
00386                 <font class="keywordflow">if</font>(lightList.size() &gt; <a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId)
00387                 {
00388                         <font class="comment">// the minInfluence is the influence of the first light not taken.</font>
00389                         minInfluence= lightList[<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>-startId].Influence;
00390                         <font class="comment">// but must still be &gt;=0.</font>
00391                         minInfluence= max(minInfluence, 0.f);
00392                 }
00393                 <font class="comment">// Any light under this minInfluence+deltaMinInfluence will be smoothly darken.</font>
00394                 <font class="keywordtype">float</font>   minInfluenceStart = minInfluence + deltaMinInfluence;
00395                 <font class="keywordtype">float</font>   OOdeltaMinInfluencex255= 255.f / deltaMinInfluence;
00396 
00397                 <font class="comment">// fill maxLight at max.</font>
00398                 <font class="keywordflow">for</font>(i=startId;i&lt;(sint)<a class="code" href="classNL3D_1_1CLightingManager.html#z526_0">_MaxLightContribution</a>; i++)
00399                 {
00400                         <font class="comment">// if not so many pointLights found, end!!</font>
00401                         <font class="keywordflow">if</font>(ligthSrcId&gt;=lightList.size())
00402                                 <font class="keywordflow">break</font>;
00403                         <font class="keywordflow">else</font>
00404                         {
00405                                 CPointLight     *pl= lightList[ligthSrcId].PointLight;
00406                                 <font class="keywordtype">float</font>           inf= lightList[ligthSrcId].Influence;
00407                                 <font class="keywordtype">float</font>           bkupInf= lightList[ligthSrcId].BkupInfluence;
00408                                 <font class="keywordtype">float</font>           distToModel= lightList[ligthSrcId].DistanceToModel;
00409                                 <font class="comment">// else fill it.</font>
00410                                 lightContrib.PointLight[i]= pl;
00411 
00412                                 <font class="comment">// Compute the Final factor of influence of the light.</font>
00413                                 <font class="keywordflow">if</font>(inf &gt;= minInfluenceStart)
00414                                 {
00415                                         <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font>
00416                                         <font class="comment">// don't worry about the precision of floor, because of *255.</font>
00417                                         lightContrib.Factor[i]= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(bkupInf*255);
00418                                 }
00419                                 <font class="keywordflow">else</font>
00420                                 {
00421                                         <font class="keywordtype">float</font>   f= (inf-minInfluence) * OOdeltaMinInfluencex255;
00422                                         sint    fi;
00423                                         <font class="comment">// For Static LightSetup BiLinear to work correctly, modulate with BkupInfluence</font>
00424                                         <font class="comment">// don't worry about the precision of floor, because of *255.</font>
00425                                         fi= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( bkupInf*f );
00426                                         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(fi, 0, 255);
00427                                         lightContrib.Factor[i]= fi;
00428                                 }
00429 
00430                                 <font class="comment">// Compute the Final Att factor for models using Global Attenuation. NB: modulate with Factor</font>
00431                                 <font class="comment">// don't worry about the precision of floor, because of *255.</font>
00432                                 <font class="comment">// NB: compute att on the center of the model =&gt; modelRadius==0</font>
00433                                 sint    attFactor= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( lightContrib.Factor[i] * pl-&gt;computeLinearAttenuation(modelPos, distToModel) );
00434                                 lightContrib.AttFactor[i]= (uint8)attFactor;
00435 
00436                                 <font class="comment">// must append this lightedModel to the list in the light.</font>
00437                                 lightContrib.TransformIterator[i]= pl-&gt;appendLightedModel(model);
00438 
00439                                 <font class="comment">// next light.</font>
00440                                 ligthSrcId++;
00441                         }
00442                 }
00443         }
00444         <font class="keywordflow">else</font>
00445         {
00446                 <font class="comment">// point to end the list</font>
00447                 i= startId;
00448         }
00449 
00450         <font class="comment">// End the list.</font>
00451         <font class="keywordflow">if</font>(i&lt;<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>)
00452         {
00453                 lightContrib.PointLight[i]= NULL;
00454         }
00455 
00456 }
00457 
00458 
00459 <font class="comment">// ***************************************************************************</font>
<a name="l00460"></a><a class="code" href="classNL3D_1_1CLightingManager.html#c0">00460</a> <font class="keywordtype">void</font>            CLightingManager::getDynamicPointLightList(<font class="keyword">const</font> CVector &amp;worldPos, std::vector&lt;CPointLightInfluence&gt;   &amp;lightList)
00461 {
00462         <font class="comment">// For all quadGrids.</font>
00463         <font class="keywordflow">for</font>(uint qgId=0; qgId&lt;<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>; qgId++)
00464         {
00465                 CQuadGrid&lt;CPointLightInfo&gt;      &amp;quadGrid= <a class="code" href="classNL3D_1_1CLightingManager.html#o1">_LightQuadGrid</a>[qgId];
00466 
00467                 <font class="comment">// select the lights around this position in the quadGrids.</font>
00468                 quadGrid.select(worldPos, worldPos);
00469 
00470                 <font class="comment">// for all possible found lights</font>
00471                 CQuadGrid&lt;CPointLightInfo&gt;::CIterator   itLight;
00472                 <font class="keywordflow">for</font>(itLight= quadGrid.begin(); itLight!=quadGrid.end(); itLight++)
00473                 {
00474                         <font class="comment">// verify it includes the entity</font>
00475                         <font class="keywordflow">if</font>( (*itLight).Sphere.include(worldPos) )
00476                         {
00477                                 <font class="comment">// ok, insert in list.</font>
00478                                 CPointLightInfluence    pli;
00479                                 pli.PointLight= (*itLight).Light;
00480                                 <font class="comment">// No special Influence degradation scheme for Dynamic lighting</font>
00481                                 pli.Influence= 1;
00482                                 lightList.push_back( pli );
00483                         }
00484                 }
00485         }
00486 }
00487 
00488 
00489 
00490 } <font class="comment">// NL3D</font>
</pre></div>

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