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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<<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>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<<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->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->getPosition();
00158 plInfo.Sphere.Radius= radius;
00159
00160 <font class="comment">// build a bbox, so it includes the sphere</font>
00161 CVector bbmin= light->getPosition();
00162 bbmin-= CVector(radius, radius, radius);
00163 CVector bbmax= light->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<<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<<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<CTransform*>::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 &modelPos= model->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->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<<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 &worldPos= model->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<<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 &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<CPointLightInfluence> 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->getAABBox(bbox);
00266 <font class="comment">// get transformed center pos of bbox</font>
00267 modelPos= model->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->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 => 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->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<(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->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->getAttenuationBegin();
00320 <font class="keywordtype">float</font> attEnd= pl->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->getType() == CPointLight::SpotLight)
00329 inf*= pl->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<attBegin)
00335 {
00336 <font class="comment">// NB: we are sure that attBegin>0, because dist>=0.</font>
00337 <font class="comment">// if < 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->getType() == CPointLight::SpotLight)
00344 inf*= pl->computeLinearAttenuation(modelPos, dist, modelRadius);
00345 }
00346 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(distMinusRadius<attEnd)
00347 {
00348 <font class="comment">// we are sure attEnd-attBegin>0 because of the test</font>
00349 <font class="comment">// compute influence of the light: attenuation and SpotAttenuation</font>
00350 inf= pl->computeLinearAttenuation(modelPos, dist, modelRadius);
00351 }
00352 <font class="keywordflow">else</font>
00353 {
00354 <font class="comment">// if >= 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 < <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() > <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 >=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<(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>=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 >= 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 => modelRadius==0</font>
00433 sint attFactor= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>( lightContrib.Factor[i] * pl->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->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<<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 &worldPos, std::vector<CPointLightInfluence> &lightList)
00461 {
00462 <font class="comment">// For all quadGrids.</font>
00463 <font class="keywordflow">for</font>(uint qgId=0; qgId<<a class="code" href="lighting__manager_8h.html#a0">NL3D_QUADGRID_LIGHT_NUM_LEVEL</a>; qgId++)
00464 {
00465 CQuadGrid<CPointLightInfo> &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<CPointLightInfo>::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>
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