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<hr><h1>lod_character_manager.cpp</h1><a href="lod__character__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000-2002 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="common_8h.html">nel/misc/common.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="lod__character__shape_8h.html">3d/lod_character_shape.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="lod__character__shape__bank_8h.html">3d/lod_character_shape_bank.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="lod__character__instance_8h.html">3d/lod_character_instance.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="lod__character__texture_8h.html">3d/lod_character_texture.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="file_8h.html">nel/misc/file.h</a>"</font>
00037
00038
00039 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00040 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00041
00042 <font class="keyword">namespace </font>NL3D
00043 {
00044
00045
00046 <a class="code" href="hierarchical__timer_8h.html#a6">H_AUTO_DECL</a> ( NL3D_CharacterLod_Render )
00047
00048
00049 <font class="comment">// ***************************************************************************</font>
00050 <font class="comment">// Dest is without Normal because precomputed</font>
<a name="l00051"></a><a class="code" href="lod__character__manager_8cpp.html#a0">00051</a> <font class="preprocessor">#define NL3D_CLOD_VERTEX_FORMAT (CVertexBuffer::PositionFlag | CVertexBuffer::TexCoord0Flag | CVertexBuffer::PrimaryColorFlag)</font>
<a name="l00052"></a><a class="code" href="lod__character__manager_8cpp.html#a1">00052</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_VERTEX_SIZE 24</font>
<a name="l00053"></a><a class="code" href="lod__character__manager_8cpp.html#a2">00053</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_UV_OFF 12</font>
<a name="l00054"></a><a class="code" href="lod__character__manager_8cpp.html#a3">00054</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_COLOR_OFF 20</font>
00055 <font class="preprocessor"></font>
00056 <font class="comment">// size (in block) of the big texture.</font>
<a name="l00057"></a><a class="code" href="lod__character__manager_8cpp.html#a4">00057</a> <font class="preprocessor">#define NL3D_CLOD_TEXT_NLOD_WIDTH 16</font>
<a name="l00058"></a><a class="code" href="lod__character__manager_8cpp.html#a5">00058</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_TEXT_NLOD_HEIGHT 16</font>
<a name="l00059"></a><a class="code" href="lod__character__manager_8cpp.html#a6">00059</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_TEXT_NUM_IDS NL3D_CLOD_TEXT_NLOD_WIDTH*NL3D_CLOD_TEXT_NLOD_HEIGHT</font>
<a name="l00060"></a><a class="code" href="lod__character__manager_8cpp.html#a7">00060</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_BIGTEXT_WIDTH NL3D_CLOD_TEXT_NLOD_WIDTH*NL3D_CLOD_TEXT_WIDTH</font>
<a name="l00061"></a><a class="code" href="lod__character__manager_8cpp.html#a8">00061</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_CLOD_BIGTEXT_HEIGHT NL3D_CLOD_TEXT_NLOD_HEIGHT*NL3D_CLOD_TEXT_HEIGHT</font>
00062 <font class="preprocessor"></font>
00063 <font class="comment">// Default texture color. Alpha must be 255</font>
<a name="l00064"></a><a class="code" href="lod__character__manager_8cpp.html#a9">00064</a> <font class="preprocessor">#define NL3D_CLOD_DEFAULT_TEXCOLOR CRGBA(255,255,255,255)</font>
00065 <font class="preprocessor"></font>
00066
00067 <font class="comment">// ***************************************************************************</font>
<a name="l00068"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#a0">00068</a> CLodCharacterManager::CLodCharacterManager()
00069 {
00070 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= NULL;
00071 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>= 3000;
00072 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">false</font>;
00073
00074 <font class="comment">// Setup the format of render</font>
00075 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.setVertexFormat(<a class="code" href="lod__character__manager_8cpp.html#a0">NL3D_CLOD_VERTEX_FORMAT</a>);
00076
00077 <font class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</font>
00078 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a> == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getTexCoordOff());
00079 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a> == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getColorOff());
00080
00081 <font class="comment">// setup the texture.</font>
00082 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>= <font class="keyword">new</font> CTextureBlank;
00083 <font class="comment">// The texture always reside in memory... This take 1Mo of RAM. (16*32*16*32 * 4)</font>
00084 <font class="comment">// NB: this is simplier like that, and this is not a problem, since only 1 or 2 Mo are allocated :o)</font>
00085 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->setReleasable(<font class="keyword">false</font>);
00086 <font class="comment">// create the bitmap.</font>
00087 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->resize(<a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="code" href="lod__character__manager_8cpp.html#a8">NL3D_CLOD_BIGTEXT_HEIGHT</a>, CBitmap::RGBA);
00088 <font class="comment">// Format of texture, 16 bits and no mipmaps.</font>
00089 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->setUploadFormat(ITexture::RGB565);
00090 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
00091 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->setWrapS(ITexture::Clamp);
00092 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->setWrapT(ITexture::Clamp);
00093
00094 <font class="comment">// Alloc free Ids</font>
00095 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.resize(<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>);
00096 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.size();i++)
00097 {
00098 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>[i]= i;
00099 }
00100
00101 <font class="comment">// setup the material</font>
00102 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.initUnlit();
00103 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setAlphaTest(<font class="keyword">true</font>);
00104 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setDoubleSided(<font class="keyword">true</font>);
00105 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>.setTexture(0, <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>);
00106
00107 <font class="comment">// setup for lighting, Default for Ryzom setup</font>
00108 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.rotateZ((<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>/2);
00109 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.invert();
00110 }
00111
00112
00113 <font class="comment">// ***************************************************************************</font>
<a name="l00114"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#a1">00114</a> CLodCharacterManager::~CLodCharacterManager()
00115 {
00116 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_0">reset</a>();
00117 }
00118
00119 <font class="comment">// ***************************************************************************</font>
<a name="l00120"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_0">00120</a> <font class="keywordtype">void</font> CLodCharacterManager::reset()
00121 {
00122 <font class="comment">// delete shapeBanks.</font>
00123 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size();i++)
00124 {
00125 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i])
00126 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i];
00127 }
00128
00129 <font class="comment">// clears containers</font>
00130 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>);
00131 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>);
00132
00133 <font class="comment">// reset render part.</font>
00134 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00135 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= NULL;
00136 }
00137
00138 <font class="comment">// ***************************************************************************</font>
<a name="l00139"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_1">00139</a> uint32 CLodCharacterManager::createShapeBank()
00140 {
00141 <font class="comment">// search a free entry</font>
00142 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size();i++)
00143 {
00144 <font class="comment">// if ree, use it.</font>
00145 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]==NULL)
00146 {
00147 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]= <font class="keyword">new</font> CLodCharacterShapeBank;
00148 <font class="keywordflow">return</font> i;
00149 }
00150 }
00151
00152 <font class="comment">// no free entrey, resize array.</font>
00153 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.push_back(<font class="keyword">new</font> CLodCharacterShapeBank);
00154 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size()-1;
00155 }
00156
00157 <font class="comment">// ***************************************************************************</font>
<a name="l00158"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_2">00158</a> <font class="keyword">const</font> CLodCharacterShapeBank *CLodCharacterManager::getShapeBank(uint32 bankId)<font class="keyword"> const</font>
00159 <font class="keyword"></font>{
00160 <font class="keywordflow">if</font>(bankId>=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00161 <font class="keywordflow">return</font> NULL;
00162 <font class="keywordflow">else</font>
00163 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00164 }
00165
00166 <font class="comment">// ***************************************************************************</font>
<a name="l00167"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_3">00167</a> CLodCharacterShapeBank *CLodCharacterManager::getShapeBank(uint32 bankId)
00168 {
00169 <font class="keywordflow">if</font>(bankId>=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00170 <font class="keywordflow">return</font> NULL;
00171 <font class="keywordflow">else</font>
00172 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00173 }
00174
00175 <font class="comment">// ***************************************************************************</font>
<a name="l00176"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_4">00176</a> <font class="keywordtype">void</font> CLodCharacterManager::deleteShapeBank(uint32 bankId)
00177 {
00178 <font class="keywordflow">if</font>(bankId>=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size())
00179 {
00180 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId])
00181 {
00182 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId];
00183 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[bankId]= NULL;
00184 }
00185 }
00186 }
00187
00188 <font class="comment">// ***************************************************************************</font>
<a name="l00189"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_5">00189</a> sint32 CLodCharacterManager::getShapeIdByName(<font class="keyword">const</font> std::string &name)<font class="keyword"> const</font>
00190 <font class="keyword"></font>{
00191 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#u2">CstItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.find(name);
00192 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.end())
00193 <font class="keywordflow">return</font> -1;
00194 <font class="keywordflow">else</font>
00195 <font class="keywordflow">return</font> it->second;
00196 }
00197
00198 <font class="comment">// ***************************************************************************</font>
<a name="l00199"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">00199</a> <font class="keyword">const</font> CLodCharacterShape *CLodCharacterManager::getShape(uint32 shapeId)<font class="keyword"> const</font>
00200 <font class="keyword"></font>{
00201 <font class="comment">// split the id</font>
00202 uint bankId= shapeId >> 16;
00203 uint shapeInBankId= shapeId &0xFFFF;
00204
00205 <font class="comment">// if valid bankId</font>
00206 <font class="keyword">const</font> CLodCharacterShapeBank *shapeBank= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_2">getShapeBank</a>(bankId);
00207 <font class="keywordflow">if</font>(shapeBank)
00208 {
00209 <font class="comment">// return the shape from the bank</font>
00210 <font class="keywordflow">return</font> shapeBank->getShape(shapeInBankId);
00211 }
00212 <font class="keywordflow">else</font>
00213 <font class="keywordflow">return</font> NULL;
00214 }
00215
00216 <font class="comment">// ***************************************************************************</font>
<a name="l00217"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_7">00217</a> <font class="keywordtype">bool</font> CLodCharacterManager::compile()
00218 {
00219 <font class="keywordtype">bool</font> error= <font class="keyword">false</font>;
00220
00221 <font class="comment">// clear the map</font>
00222 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>);
00223
00224 <font class="comment">// build the map</font>
00225 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>.size(); i++)
00226 {
00227 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i])
00228 {
00229 <font class="comment">// Parse all Shapes</font>
00230 <font class="keywordflow">for</font>(uint j=0; j<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]->getNumShapes(); j++)
00231 {
00232 <font class="comment">// build the shape Id</font>
00233 uint shapeId= (i<<16) + j;
00234
00235 <font class="comment">// get the shape</font>
00236 <font class="keyword">const</font> CLodCharacterShape *shape= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a>[i]->getShape(j);
00237 <font class="keywordflow">if</font>(shape)
00238 {
00239 <font class="keyword">const</font> string &name= shape->getName();
00240 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#u1">ItStrIdMap</a> it= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.find(name);
00241 <font class="keywordflow">if</font>(it == <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.end())
00242 <font class="comment">// insert the id in the map</font>
00243 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a>.insert(make_pair(name, shapeId));
00244 <font class="keywordflow">else</font>
00245 {
00246 error= <font class="keyword">true</font>;
00247 <a class="code" href="debug_8h.html#a2">nlwarning</a>(<font class="stringliteral">"Found a Character Lod with same name in the manager: %s"</font>, name.c_str());
00248 }
00249 }
00250 }
00251 }
00252 }
00253
00254 <font class="keywordflow">return</font> error;
00255 }
00256
00257 <font class="comment">// ***************************************************************************</font>
00258 <font class="comment">// ***************************************************************************</font>
00259 <font class="comment">// Render</font>
00260 <font class="comment">// ***************************************************************************</font>
00261 <font class="comment">// ***************************************************************************</font>
00262
00263
00264 <font class="comment">// ***************************************************************************</font>
<a name="l00265"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_0">00265</a> <font class="keywordtype">void</font> CLodCharacterManager::setMaxVertex(uint32 maxVertex)
00266 {
00267 <font class="comment">// we must not be beewteen beginRender() and endRender()</font>
00268 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00269 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>= maxVertex;
00270 }
00271
00272 <font class="comment">// ***************************************************************************</font>
<a name="l00273"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">00273</a> <font class="keywordtype">void</font> CLodCharacterManager::deleteVertexBuffer()
00274 {
00275 <font class="comment">// test (refptr) if the object still exist in memory.</font>
00276 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>!=NULL)
00277 {
00278 <font class="comment">// A vbufferhard should still exist only if driver still exist.</font>
00279 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>!=NULL);
00280
00281 <font class="comment">// must unlock VBhard before. ATI: No need to update any vertices.</font>
00282 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>->unlock(0,0);
00283
00284 <font class="comment">// delete it from driver.</font>
00285 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->deleteVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>);
00286 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>= NULL;
00287 }
00288
00289 <font class="comment">// delete the soft one.</font>
00290 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.deleteAllVertices();
00291 }
00292
00293
00294 <font class="comment">// ***************************************************************************</font>
<a name="l00295"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_2">00295</a> <font class="keywordtype">void</font> CLodCharacterManager::beginRender(IDriver *driver, <font class="keyword">const</font> CVector &managerPos)
00296 {
00297 <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00298
00299 <font class="comment">// we must not be beewteen beginRender() and endRender()</font>
00300 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00301
00302 <font class="comment">// Reset render</font>
00303 <font class="comment">//=================</font>
00304 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>=0;
00305 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>= 0;
00306
00307 <font class="comment">// update Driver.</font>
00308 <font class="comment">//=================</font>
00309 <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00310
00311 <font class="comment">// test change of driver.</font>
00312 <a class="code" href="debug_8h.html#a6">nlassert</a>(driver);
00313 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>==NULL || driver!=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a> )
00314 {
00315 <font class="comment">// must restart build of VB.</font>
00316 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00317 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>= driver;
00318 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_8">_VBHardOk</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->supportVertexBufferHard();
00319 }
00320
00321 <font class="comment">// If the vbhard exist, but size is different from cur max size, reset.</font>
00322 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a> && <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>->getNumVertices()!=<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>)
00323 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a>();
00324
00325 <font class="comment">// If VBHard is possible, and if not already allocated, try to create it.</font>
00326 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_8">_VBHardOk</a> && <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>==NULL)
00327 {
00328 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>= driver->createVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexFormat(), <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getValueTypePointer(),
00329 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>, IDriver::VBHardAGP);
00330 }
00331
00332 <font class="comment">// Last try to create a std VertexBuffer if the VBHard does not exist.</font>
00333 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>==NULL)
00334 {
00335 <font class="comment">// just resize the std VB.</font>
00336 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.setNumVertices(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>);
00337 }
00338
00339 <font class="comment">// prepare for render.</font>
00340 <font class="comment">//=================</font>
00341
00342 <font class="comment">// Lock Buffer.</font>
00343 <font class="keywordflow">if</font>(_VBHard)
00344 {
00345 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a>= (uint8*)<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>->lock();
00346 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>->getVertexSize();
00347 }
00348 <font class="keywordflow">else</font>
00349 {
00350 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a>= (uint8*)<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexCoordPointer();
00351 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>.getVertexSize();
00352 }
00353 <font class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</font>
00354 <a class="code" href="debug_8h.html#a6">nlassert</a>( <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a> == <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a> ); <font class="comment">// Vector + Normal + UV + RGBA</font>
00355
00356
00357 <font class="comment">// Alloc a minimum of primitives (2*vertices), to avoid as possible reallocation in addRenderCharacterKey</font>
00358 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.size()<<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a> * 2)
00359 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a> * 2);
00360
00361 <font class="comment">// Local manager matrix</font>
00362 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>= managerPos;
00363
00364 <font class="comment">// Ok, start rendering</font>
00365 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">true</font>;
00366 }
00367
00368
00369 <font class="comment">// ***************************************************************************</font>
00370 <font class="keyword">static</font> <font class="keyword">inline</font> CRGBA <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(<font class="keyword">const</font> CVector &lightObjectSpace, <font class="keyword">const</font> CVector &normalPtr, CRGBA ambient, CRGBA diffuse)
00371 {
00372 <font class="comment">// \todo yoyo: TODO_OPTIMIZE</font>
00373 <font class="keywordtype">float</font> f= lightObjectSpace * normalPtr;
00374 f= max(0.f,f);
00375 sint f8= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*255);
00376 CRGBA lightRes;
00377 lightRes.modulateFromuiRGBOnly(diffuse, f8);
00378 lightRes.addRGBOnly(lightRes, ambient);
00379 <font class="keywordflow">return</font> lightRes;
00380 }
00381
00382
00383 <font class="comment">// ***************************************************************************</font>
<a name="l00384"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_3">00384</a> <font class="keywordtype">bool</font> CLodCharacterManager::addRenderCharacterKey(CLodCharacterInstance &instance, <font class="keyword">const</font> CMatrix &worldMatrix,
00385 CRGBA ambient, CRGBA diffuse, <font class="keyword">const</font> CVector &lightDir)
00386 {
00387 <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00388
00389 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>);
00390 <font class="comment">// we must be beewteen beginRender() and endRender()</font>
00391 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00392
00393 CVector unPackScaleFactor;
00394 uint numVertices;
00395
00396 <font class="comment">// Get the Shape and current key.</font>
00397 <font class="comment">//=============</font>
00398
00399 <font class="comment">// get the shape</font>
00400 <font class="keyword">const</font> CLodCharacterShape *clod= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">getShape</a>(instance.ShapeId);
00401 <font class="comment">// if not found quit, return true</font>
00402 <font class="keywordflow">if</font>(!clod)
00403 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00404
00405 <font class="comment">// get UV/Normal array. NULL => error</font>
00406 <font class="keyword">const</font> CVector *normalPtr= clod->getNormals();
00407 <font class="comment">// get UV of the instance</font>
00408 <font class="keyword">const</font> CUV *uvPtr= instance.getUVs();
00409 <font class="comment">// uvPtr is NULL means that initInstance() has not been called!!</font>
00410 <a class="code" href="debug_8h.html#a6">nlassert</a>(normalPtr && uvPtr);
00411
00412 <font class="comment">// get the anim key</font>
00413 <font class="keyword">const</font> CLodCharacterShape::CVector3s *vertPtr;
00414 vertPtr= clod->getAnimKey(instance.AnimId, instance.AnimTime, instance.WrapMode, unPackScaleFactor);
00415 <font class="comment">// if not found quit, return true</font>
00416 <font class="keywordflow">if</font>(!vertPtr)
00417 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00418 <font class="comment">// get num verts</font>
00419 numVertices= clod->getNumVertices();
00420
00421 <font class="comment">// empty shape??</font>
00422 <font class="keywordflow">if</font>(numVertices==0)
00423 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00424
00425 <font class="comment">// If too many vertices, quit, returning false.</font>
00426 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>+numVertices > <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a>)
00427 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00428
00429 <font class="comment">// verify colors.</font>
00430 <font class="keywordtype">bool</font> vertexColor= instance.VertexColors.size() == numVertices;
00431 <font class="comment">// if error, take white as global color.</font>
00432
00433
00434 <font class="comment">// Transform and Add vertices.</font>
00435 <font class="comment">//=============</font>
00436
00437 <font class="comment">// Get matrix pos.</font>
00438 CVector matPos= worldMatrix.getPos();
00439 <font class="comment">// compute in manager space.</font>
00440 matPos -= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>;
00441 <font class="comment">// Get rotation line vectors</font>
00442 <font class="keywordtype">float</font> <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>= worldMatrix.get()[0]; <font class="keywordtype">float</font> <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>= worldMatrix.get()[4]; <font class="keywordtype">float</font> <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>= worldMatrix.get()[8];
00443 <font class="keywordtype">float</font> <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a>= worldMatrix.get()[1]; <font class="keywordtype">float</font> a11= worldMatrix.get()[5]; <font class="keywordtype">float</font> a12= worldMatrix.get()[9];
00444 <font class="keywordtype">float</font> <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>= worldMatrix.get()[2]; <font class="keywordtype">float</font> a21= worldMatrix.get()[6]; <font class="keywordtype">float</font> a22= worldMatrix.get()[10];
00445
00446 <font class="comment">// get the light in object space.</font>
00447 CVector lightObjectSpace;
00448 <font class="comment">// Multiply light dir with transpose of worldMatrix. This may be not exact (not uniform scale) but sufficient.</font>
00449 lightObjectSpace.x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * lightDir.x + <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * lightDir.y + <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * lightDir.z;
00450 lightObjectSpace.y= <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * lightDir.x + a11 * lightDir.y + a21 * lightDir.z;
00451 lightObjectSpace.z= <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * lightDir.x + a12 * lightDir.y + a22 * lightDir.z;
00452 <font class="comment">// animation User correction</font>
00453 lightObjectSpace= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.mulVector(lightObjectSpace);
00454 <font class="comment">// normalize, and neg for Dot Product.</font>
00455 lightObjectSpace.normalize();
00456 lightObjectSpace= -lightObjectSpace;
00457
00458 <font class="comment">// multiply matrix with scale factor for Pos.</font>
00459 <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a>*= unPackScaleFactor.x; <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a>*= unPackScaleFactor.y; <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a>*= unPackScaleFactor.z;
00460 <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a>*= unPackScaleFactor.x; a11*= unPackScaleFactor.y; a12*= unPackScaleFactor.z;
00461 <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a>*= unPackScaleFactor.x; a21*= unPackScaleFactor.y; a22*= unPackScaleFactor.z;
00462
00463
00464 <font class="comment">// get dst Array.</font>
00465 uint8 *dstPtr;
00466 dstPtr= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a> + <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a> * <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a>;
00467
00468 <font class="comment">// 2 modes, with or without per vertexColor</font>
00469 <font class="keywordflow">if</font>(vertexColor)
00470 {
00471 <font class="comment">// get color array</font>
00472 <font class="keyword">const</font> CRGBA *colorPtr= &instance.VertexColors[0];
00473 <font class="keywordflow">for</font>(;numVertices>0;numVertices--)
00474 {
00475 <font class="comment">// NB: order is important for AGP filling optimisation</font>
00476 <font class="comment">// transform vertex, and store.</font>
00477 CVector *dstVector= (CVector*)dstPtr;
00478 dstVector->x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * vertPtr->x + <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * vertPtr->y + <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * vertPtr->z + matPos.x;
00479 dstVector->y= <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * vertPtr->x + a11 * vertPtr->y + a12 * vertPtr->z + matPos.y;
00480 dstVector->z= <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * vertPtr->x + a21 * vertPtr->y + a22 * vertPtr->z + matPos.z;
00481 <font class="comment">// Copy UV</font>
00482 *(CUV*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a>)= *uvPtr;
00483
00484 <font class="comment">// Compute Lighting.</font>
00485 CRGBA lightRes= <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(lightObjectSpace, *normalPtr, ambient, diffuse);
00486 <font class="comment">// modulate color and store.</font>
00487 ((CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>))->modulateFromColorRGBOnly(*colorPtr, lightRes);
00488 <font class="comment">// Copy Alpha.</font>
00489 ((CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>))->A= colorPtr->A;
00490
00491 <font class="comment">// next</font>
00492 vertPtr++;
00493 uvPtr++;
00494 normalPtr++;
00495 colorPtr++;
00496 dstPtr+= <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a>;
00497 }
00498 }
00499 <font class="keywordflow">else</font>
00500 {
00501 <font class="keywordflow">for</font>(;numVertices>0;numVertices--)
00502 {
00503 <font class="comment">// NB: order is important for AGP filling optimisation</font>
00504 <font class="comment">// transform vertex, and store.</font>
00505 CVector *dstVector= (CVector*)dstPtr;
00506 dstVector->x= <a class="code" href="patch__lightmap_8cpp.html#a0">a00</a> * vertPtr->x + <a class="code" href="patch__lightmap_8cpp.html#a5">a01</a> * vertPtr->y + <a class="code" href="patch__lightmap_8cpp.html#a10">a02</a> * vertPtr->z + matPos.x;
00507 dstVector->y= <a class="code" href="patch__lightmap_8cpp.html#a1">a10</a> * vertPtr->x + a11 * vertPtr->y + a12 * vertPtr->z + matPos.y;
00508 dstVector->z= <a class="code" href="patch__lightmap_8cpp.html#a2">a20</a> * vertPtr->x + a21 * vertPtr->y + a22 * vertPtr->z + matPos.z;
00509 <font class="comment">// Copy UV</font>
00510 *(CUV*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a2">NL3D_CLOD_UV_OFF</a>)= *uvPtr;
00511
00512 <font class="comment">// Compute Lighting.</font>
00513 CRGBA lightRes= <a class="code" href="namespaceNL3D.html#a375">computeLodLighting</a>(lightObjectSpace, *normalPtr, ambient, diffuse);
00514 lightRes.A= 255;
00515 <font class="comment">// store global color</font>
00516 *(CRGBA*)(dstPtr + <a class="code" href="lod__character__manager_8cpp.html#a3">NL3D_CLOD_COLOR_OFF</a>)= lightRes;
00517
00518 <font class="comment">// next</font>
00519 vertPtr++;
00520 uvPtr++;
00521 normalPtr++;
00522 dstPtr+= <a class="code" href="lod__character__manager_8cpp.html#a1">NL3D_CLOD_VERTEX_SIZE</a>;
00523 }
00524 }
00525
00526
00527 <font class="comment">// Add Primitives.</font>
00528 <font class="comment">//=============</font>
00529
00530 <font class="comment">// get number of tri indexes</font>
00531 uint numTriIdxs= clod->getNumTriangles() * 3;
00532
00533 <font class="comment">// realloc tris if needed.</font>
00534 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+numTriIdxs > <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.size())
00535 {
00536 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>.resize(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+numTriIdxs);
00537 }
00538
00539 <font class="comment">// reindex and copy tris</font>
00540 <font class="keyword">const</font> uint32 *srcIdx= clod->getTriangleArray();
00541 uint32 *dstIdx= &<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>[<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>];
00542 <font class="keywordflow">for</font>(;numTriIdxs>0;numTriIdxs--, srcIdx++, dstIdx++)
00543 {
00544 *dstIdx= *srcIdx + <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>;
00545 }
00546
00547
00548 <font class="comment">// Next</font>
00549 <font class="comment">//=============</font>
00550
00551 <font class="comment">// Inc Vertex count.</font>
00552 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>+= clod->getNumVertices();
00553 <font class="comment">// Inc Prim count.</font>
00554 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>+= clod->getNumTriangles() * 3;
00555
00556
00557 <font class="comment">// key added</font>
00558 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00559 }
00560
00561 <font class="comment">// ***************************************************************************</font>
<a name="l00562"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_4">00562</a> <font class="keywordtype">void</font> CLodCharacterManager::endRender()
00563 {
00564 <a class="code" href="hierarchical__timer_8h.html#a7">H_AUTO_USE</a> ( NL3D_CharacterLod_Render )
00565
00566 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>);
00567 <font class="comment">// we must be beewteen beginRender() and endRender()</font>
00568 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>());
00569
00570 <font class="comment">// UnLock Buffer.</font>
00571 <font class="keywordflow">if</font>(_VBHard)
00572 {
00573 <font class="comment">// ATI: copy only used vertices.</font>
00574 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>->unlock(0, <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a>);
00575 }
00576
00577 <font class="comment">// Render the VBuffer and the primitives.</font>
00578 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>>0)
00579 {
00580 <font class="comment">// setup matrix.</font>
00581 CMatrix managerMatrix;
00582 managerMatrix.setPos(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a>);
00583 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->setupModelMatrix(managerMatrix);
00584
00585 <font class="comment">// active VB</font>
00586 <font class="keywordflow">if</font>(_VBHard)
00587 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->activeVertexBufferHard(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a>);
00588 <font class="keywordflow">else</font>
00589 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->activeVertexBuffer(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a>);
00590
00591 <font class="comment">// render triangles</font>
00592 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a>->renderTriangles(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a>, &<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a>[0], <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a>/3);
00593 }
00594
00595 <font class="comment">// Ok, end rendering</font>
00596 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a>= <font class="keyword">false</font>;
00597 }
00598
00599 <font class="comment">// ***************************************************************************</font>
<a name="l00600"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z532_6">00600</a> <font class="keywordtype">void</font> CLodCharacterManager::setupNormalCorrectionMatrix(<font class="keyword">const</font> CMatrix &normalMatrix)
00601 {
00602 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>= normalMatrix;
00603 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.setPos(CVector::Null);
00604 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a>.invert();
00605 }
00606
00607
00608 <font class="comment">// ***************************************************************************</font>
00609 <font class="comment">// ***************************************************************************</font>
00610 <font class="comment">// Texturing.</font>
00611 <font class="comment">// ***************************************************************************</font>
00612 <font class="comment">// ***************************************************************************</font>
00613
00614
00615 <font class="comment">// ***************************************************************************</font>
<a name="l00616"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a0">00616</a> CLodCharacterTmpBitmap::CLodCharacterTmpBitmap()
00617 {
00618 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">reset</a>();
00619 }
00620
00621 <font class="comment">// ***************************************************************************</font>
<a name="l00622"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">00622</a> <font class="keywordtype">void</font> CLodCharacterTmpBitmap::reset()
00623 {
00624 <font class="comment">// setup a 1*1 bitmap</font>
00625 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(1);
00626 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>[0]= CRGBA::Black;
00627 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o1">_WidthPower</a>=0;
00628 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o2">_UShift</a>= 8;
00629 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o3">_VShift</a>= 8;
00630 }
00631
00632 <font class="comment">// ***************************************************************************</font>
<a name="l00633"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a2">00633</a> <font class="keywordtype">void</font> CLodCharacterTmpBitmap::build(<font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CBitmap.html">NLMISC::CBitmap</a> &bmpIn)
00634 {
00635 uint <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>= bmpIn.<a class="code" href="classNLMISC_1_1CBitmap.html#a6">getWidth</a>();
00636 uint <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>= bmpIn.<a class="code" href="classNLMISC_1_1CBitmap.html#a7">getHeight</a>();
00637 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>>0 && <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a><=256);
00638 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>>0 && <a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a><=256);
00639
00640 <font class="comment">// resize bitmap.</font>
00641 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
00642 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o1">_WidthPower</a>= <a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
00643 <font class="comment">// compute shift</font>
00644 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o2">_UShift</a>= 8-<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>);
00645 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o3">_VShift</a>= 8-<a class="code" href="namespaceNLMISC.html#a224">getPowerOf2</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>);
00646
00647 <font class="comment">// convert the bitmap.</font>
00648 CBitmap bmp= bmpIn;
00649 bmp.<a class="code" href="classNLMISC_1_1CBitmap.html#a4">convertToType</a>(CBitmap::RGBA);
00650 CRGBA *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= (CRGBA*)&bmp.getPixels()[0];
00651 CRGBA *dst= <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_2">getPtr</a>();
00652 <font class="keywordflow">for</font>(sint nPix= <a class="code" href="driver__opengl__extension__def_8h.html#a389">width</a>*<a class="code" href="driver__opengl__extension__def_8h.html#a390">height</a>;nPix>0;nPix--, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>++, dst++)
00653 {
00654 *dst= *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>;
00655 }
00656 }
00657
00658 <font class="comment">// ***************************************************************************</font>
<a name="l00659"></a><a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a3">00659</a> <font class="keywordtype">void</font> CLodCharacterTmpBitmap::build(CRGBA col)
00660 {
00661 <font class="comment">// setup a 1*1 bitmap and set it with col</font>
00662 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#a1">reset</a>();
00663 <a class="code" href="classNL3D_1_1CLodCharacterTmpBitmap.html#o0">_Bitmap</a>[0]= col;
00664 }
00665
00666
00667 <font class="comment">// ***************************************************************************</font>
<a name="l00668"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_0">00668</a> <font class="keywordtype">void</font> CLodCharacterManager::initInstance(CLodCharacterInstance &instance)
00669 {
00670 <font class="comment">// first release in (maybe) other manager.</font>
00671 <font class="keywordflow">if</font>(instance._Owner)
00672 instance._Owner->releaseInstance(instance);
00673
00674 <font class="comment">// get the shape</font>
00675 <font class="keyword">const</font> CLodCharacterShape *clod= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z531_6">getShape</a>(instance.ShapeId);
00676 <font class="comment">// if not found quit</font>
00677 <font class="keywordflow">if</font>(!clod)
00678 <font class="keywordflow">return</font>;
00679 <font class="comment">// get Uvs.</font>
00680 <font class="keyword">const</font> CUV *uvSrc= clod->getUVs();
00681 <a class="code" href="debug_8h.html#a6">nlassert</a>(uvSrc);
00682
00683
00684 <font class="comment">// Ok, init header</font>
00685 instance._Owner= <font class="keyword">this</font>;
00686 instance._UVs.resize(clod->getNumVertices());
00687
00688 <font class="comment">// allocate an id. If cannot, then fill Uvs with 0 => filled with Black. (see endTextureCompute() why).</font>
00689 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.empty())
00690 {
00691 <font class="comment">// set a "Not enough memory" id</font>
00692 instance._TextureId= <a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>;
00693 CUV uv(0,0);
00694 fill(instance._UVs.begin(), instance._UVs.end(), uv);
00695 }
00696 <font class="comment">// else OK, can instanciate the Uvs.</font>
00697 <font class="keywordflow">else</font>
00698 {
00699 <font class="comment">// get the id.</font>
00700 instance._TextureId= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.back();
00701 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.pop_back();
00702 <font class="comment">// get the x/y.</font>
00703 uint xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00704 uint yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00705 <font class="comment">// compute the scale/bias to apply to Uvs.</font>
00706 <font class="keywordtype">float</font> scaleU= 1.0f / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00707 <font class="keywordtype">float</font> scaleV= 1.0f / <a class="code" href="lod__character__manager_8cpp.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00708 <font class="keywordtype">float</font> biasU= (float)xId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00709 <font class="keywordtype">float</font> biasV= (float)yId / <a class="code" href="lod__character__manager_8cpp.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00710 <font class="comment">// apply it to each UVs.</font>
00711 CUV *uvDst= &instance._UVs[0];
00712 <font class="keywordflow">for</font>(uint i=0; i<instance._UVs.size();i++)
00713 {
00714 uvDst[i].U= biasU + uvSrc[i].U*scaleU;
00715 uvDst[i].V= biasV + uvSrc[i].V*scaleV;
00716 }
00717 }
00718 }
00719
00720 <font class="comment">// ***************************************************************************</font>
<a name="l00721"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_1">00721</a> <font class="keywordtype">void</font> CLodCharacterManager::releaseInstance(CLodCharacterInstance &instance)
00722 {
00723 <font class="keywordflow">if</font>(instance._Owner==NULL)
00724 <font class="keywordflow">return</font>;
00725 <a class="code" href="debug_8h.html#a6">nlassert</a>(<font class="keyword">this</font>==instance._Owner);
00726
00727 <font class="comment">// if the id is not a "Not enough memory" id, release it.</font>
00728 <font class="keywordflow">if</font>(instance._TextureId>=0 && instance._TextureId<<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00729 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a>.push_back(instance._TextureId);
00730
00731 <font class="comment">// reset the instance</font>
00732 instance._Owner= NULL;
00733 instance._TextureId= -1;
00734 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(instance._UVs);
00735 }
00736
00737
00738 <font class="comment">// ***************************************************************************</font>
<a name="l00739"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">00739</a> CRGBA *CLodCharacterManager::getTextureInstance(CLodCharacterInstance &instance)
00740 {
00741 <a class="code" href="debug_8h.html#a6">nlassert</a>(instance._Owner==<font class="keyword">this</font>);
00742 <a class="code" href="debug_8h.html#a6">nlassert</a>(instance._TextureId!=-1);
00743 <font class="comment">// if the texture id is a "not enough memory", quit.</font>
00744 <font class="keywordflow">if</font>(instance._TextureId==<a class="code" href="lod__character__manager_8cpp.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00745 <font class="keywordflow">return</font> NULL;
00746
00747 <font class="comment">// get the x/y.</font>
00748 uint xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00749 uint yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00750
00751 <font class="comment">// get the ptr on the correct pixel.</font>
00752 CRGBA *pix= (CRGBA*)&<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->getPixels(0)[0];
00753 <font class="keywordflow">return</font> pix + yId*<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>*<a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a> + xId*<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00754 }
00755
00756
00757 <font class="comment">// ***************************************************************************</font>
<a name="l00758"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_2">00758</a> <font class="keywordtype">bool</font> CLodCharacterManager::startTextureCompute(CLodCharacterInstance &instance)
00759 {
00760 CRGBA *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00761 <font class="keywordflow">if</font>(!dst)
00762 <font class="keywordflow">return</font> <font class="keyword">false</font>;
00763
00764 <font class="comment">// erase the texture with 0,0,0,255. Alpha is actually the min "Quality" part of the CTUVQ.</font>
00765 CRGBA col= <a class="code" href="lod__character__manager_8cpp.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
00766 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00767 {
00768 <font class="comment">// erase the line</font>
00769 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00770 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= col;
00771 <font class="comment">// Next line</font>
00772 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00773 }
00774
00775 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00776 }
00777
00778 <font class="comment">// ***************************************************************************</font>
<a name="l00779"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_4">00779</a> <font class="keywordtype">void</font> CLodCharacterManager::addTextureCompute(CLodCharacterInstance &instance, <font class="keyword">const</font> CLodCharacterTexture &lodTexture)
00780 {
00781 CRGBA *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00782 <font class="keywordflow">if</font>(!dst)
00783 <font class="keywordflow">return</font>;
00784
00785 <font class="comment">// get lookup ptr.</font>
00786 <a class="code" href="debug_8h.html#a6">nlassert</a>(lodTexture.Texture.size()==<a class="code" href="lod__character__texture_8h.html#a2">NL3D_CLOD_TEXT_SIZE</a>);
00787 <font class="keyword">const</font> CLodCharacterTexture::CTUVQ *lookUpPtr= &lodTexture.Texture[0];
00788
00789 <font class="comment">// apply the lodTexture, taking only better quality (ie nearer 0)</font>
00790 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00791 {
00792 <font class="comment">// erase the line</font>
00793 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00794 {
00795 CLodCharacterTexture::CTUVQ lut= *lookUpPtr;
00796 <font class="comment">// if this quality is better than the one stored</font>
00797 <font class="keywordflow">if</font>(lut.Q<dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>].A)
00798 {
00799 <font class="comment">// get what texture to read, and read the pixel.</font>
00800 CRGBA col= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_3">_TmpBitmaps</a>[lut.T].getPixel(lut.U, lut.V);
00801 <font class="comment">// set quality.</font>
00802 col.A= lut.Q;
00803 <font class="comment">// set in dest</font>
00804 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= col;
00805 }
00806
00807 <font class="comment">// next lookup</font>
00808 lookUpPtr++;
00809 }
00810 <font class="comment">// Next line</font>
00811 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00812 }
00813 }
00814
00815 <font class="comment">// ***************************************************************************</font>
<a name="l00816"></a><a class="code" href="classNL3D_1_1CLodCharacterManager.html#z533_5">00816</a> <font class="keywordtype">void</font> CLodCharacterManager::endTextureCompute(CLodCharacterInstance &instance, uint numBmpToReset)
00817 {
00818 CRGBA *dst= <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a>(instance);
00819 <font class="keywordflow">if</font>(!dst)
00820 <font class="keywordflow">return</font>;
00821
00822 <font class="comment">// reset All Alpha values to 255 => no AlphaTest problems</font>
00823 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00824 {
00825 <font class="comment">// erase the line</font>
00826 <font class="keywordflow">for</font>(uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00827 {
00828 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>].A= 255;
00829 }
00830 <font class="comment">// Next line</font>
00831 dst+= <a class="code" href="lod__character__manager_8cpp.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00832 }
00833
00834 <font class="comment">// If the id == 0 then must reset the 0,0 Pixel to black. for the "Not Enough memory" case in initInstance().</font>
00835 <font class="keywordflow">if</font>(instance._TextureId==0)
00836 *(CRGBA*)&<a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->getPixels(0)[0]= <a class="code" href="lod__character__manager_8cpp.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
00837
00838 <font class="comment">// get the x/y.</font>
00839 uint xId= instance._TextureId % <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00840 uint yId= instance._TextureId / <a class="code" href="lod__character__manager_8cpp.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00841 <font class="comment">// touch the texture for Driver update.</font>
00842 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a>->touchRect(
00843 CRect(xId*<a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>, yId*<a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="code" href="lod__character__texture_8h.html#a0">NL3D_CLOD_TEXT_WIDTH</a>, <a class="code" href="lod__character__texture_8h.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>) );
00844
00845 <font class="comment">// reset tmpBitmaps / free memory.</font>
00846 <font class="keywordflow">for</font>(uint i=0; i<numBmpToReset; i++)
00847 {
00848 <a class="code" href="classNL3D_1_1CLodCharacterManager.html#z535_3">_TmpBitmaps</a>[i].reset();
00849 }
00850
00851 <font class="comment">// TestYoyo</font>
00852 <font class="comment">/*NLMISC::COFile f("tam.tga");</font>
00853 <font class="comment"> _BigTexture->writeTGA(f,32);*/</font>
00854 }
00855
00856
00857 } <font class="comment">// NL3D</font>
</pre></div>
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