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<hr><h1>meshvp_wind_tree.cpp</h1><a href="meshvp__wind__tree_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="meshvp__wind__tree_8h.html">3d/meshvp_wind_tree.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="mesh__base__instance_8h.html">3d/mesh_base_instance.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00032 <font class="preprocessor">#include &lt;math.h&gt;</font>
00033 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00035 
00036 
00037 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00038 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00039 
00040 
00041 <font class="keyword">namespace </font>NL3D 
00042 {
00043 
00044 
00045 <font class="comment">// ***************************************************************************</font>
00046 <font class="comment">// Light VP fragment constants start at 24</font>
00047 <font class="keyword">static</font>  <font class="keyword">const</font> uint      <a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>= 24;
00048 
00049 
00050 <font class="comment">// ***************************************************************************</font>
<a name="l00051"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">00051</a> std::auto_ptr&lt;CVertexProgram&gt;   CMeshVPWindTree::_VertexProgram[CMeshVPWindTree::NumVp];
00052 
00053 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>*      <a class="code" href="namespaceNL3D.html#a155">WindTreeVPCodeWave</a>=
00054 <font class="stringliteral">"!!VP1.0                                                                                                                                                                \n\</font>
00055 <font class="stringliteral">        # extract from color.R the 3 factors into R0.xyz                                                                        \n\</font>
00056 <font class="stringliteral">        MAD     R0, v[3].x, c[9].x, c[9].yzww;  # col.R*3                                                                               \n\</font>
00057 <font class="stringliteral">        MIN     R0, R0, c[8].yyyy;                              # clamp each to 0,1                                                             \n\</font>
00058 <font class="stringliteral">        MAX     R0, R0, c[8].xxxx;                                                                                                                              \n\</font>
00059 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00060 <font class="stringliteral">        # Add influence of Bone Level1                                                                                                          \n\</font>
00061 <font class="stringliteral">        MAD     R5, c[15], R0.x, v[0];                                                                                                                  \n\</font>
00062 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00063 <font class="stringliteral">        # Sample LevelPhase into R7.yz: 0 to 3.                                                                                         \n\</font>
00064 <font class="stringliteral">        MUL     R7, v[3].xyzw, c[10].x;                                                                                                                 \n\</font>
00065 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00066 <font class="stringliteral">        # Add influence of Bone Level2                                                                                                          \n\</font>
00067 <font class="stringliteral">        ARL     A0.x, R7.y;                                                                                                                                             \n\</font>
00068 <font class="stringliteral">        MAD     R5, c[A0.x+16], R0.y, R5;                                                                                                               \n\</font>
00069 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00070 <font class="stringliteral">        # Add influence of Bone Level3                                                                                                          \n\</font>
00071 <font class="stringliteral">        ARL     A0.x, R7.z;                                                                                                                                             \n\</font>
00072 <font class="stringliteral">        MAD     R5, c[A0.x+20], R0.z, R5;                                                                                                               \n\</font>
00073 <font class="stringliteral">                                                                                                                                                                                \n\</font>
00074 <font class="stringliteral">        # Get normal in R6 for lighting.                                                                                                        \n\</font>
00075 <font class="stringliteral">        MOV     R6, v[2];                                                                                                                                               \n\</font>
00076 <font class="stringliteral">"</font>;
00077 
00078 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>*      <a class="code" href="namespaceNL3D.html#a156">WindTreeVPCodeEnd</a>=
00079 <font class="stringliteral">"       # compute in Projection space                                                                                                           \n\</font>
00080 <font class="stringliteral">        DP4 o[HPOS].x, c[0], R5;                                                                                                                        \n\</font>
00081 <font class="stringliteral">        DP4 o[HPOS].y, c[1], R5;                                                                                                                        \n\</font>
00082 <font class="stringliteral">        DP4 o[HPOS].z, c[2], R5;                                                                                                                        \n\</font>
00083 <font class="stringliteral">        DP4 o[HPOS].w, c[3], R5;                                                                                                                        \n\</font>
00084 <font class="stringliteral">        MOV o[TEX0].xy, v[8];                                                                                                                           \n\</font>
00085 <font class="stringliteral">        MOV o[TEX1].xy, v[9];                                                                                                                           \n\</font>
00086 <font class="stringliteral">        DP4     o[FOGC].x, c[6], -R5;           # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z                            \n\</font>
00087 <font class="stringliteral">        END                                                                                                                                                                     \n\</font>
00088 <font class="stringliteral">"</font>;
00089 
00090 
00091 <font class="comment">// ***************************************************************************</font>
<a name="l00092"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">00092</a> <font class="keywordtype">float</font>   CMeshVPWindTree::speedCos(<font class="keywordtype">float</font> angle)
00093 {
00094         <font class="comment">// \todo yoyo TODO_OPTIM</font>
00095         <font class="keywordflow">return</font> cosf(angle * 2*(<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>);
00096 }
00097 
00098 
00099 <font class="comment">// ***************************************************************************</font>
<a name="l00100"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#a0">00100</a> CMeshVPWindTree::CMeshVPWindTree()
00101 {
00102         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
00103         {
00104                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_0">Frequency</a>[i]= 1;
00105                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_1">FrequencyWindFactor</a>[i]= 0;
00106                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_2">PowerXY</a>[i]= 0;
00107                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_3">PowerZ</a>[i]= 0;
00108                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[i]= 0;
00109                 <font class="comment">// Init currentTime.</font>
00110                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]= 0;
00111         }
00112         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>= <font class="keyword">false</font>;
00113 
00114         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>= 0;
00115 }
00116 
00117 
00118 <font class="comment">// ***************************************************************************</font>
<a name="l00119"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#a1">00119</a> CMeshVPWindTree::~CMeshVPWindTree()
00120 {
00121 }
00122 
00123 
00124 <font class="comment">// ***************************************************************************</font>
<a name="l00125"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_5">00125</a> <font class="keywordtype">void</font>    CMeshVPWindTree::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f) <font class="keywordflow">throw</font>(NLMISC::EStream)
00126 {
00127         (void)f.serialVersion(0);
00128 
00129         <a class="code" href="debug_8h.html#a6">nlassert</a>(HrcDepth==3);
00130         <font class="keywordflow">for</font>(uint i=0; i&lt;HrcDepth; i++)
00131         {
00132                 f.serial(Frequency[i]);
00133                 f.serial(FrequencyWindFactor[i]);
00134                 f.serial(PowerXY[i]);
00135                 f.serial(PowerZ[i]);
00136                 f.serial(Bias[i]);
00137         }
00138         f.serial(SpecularLighting);
00139 }
00140 
00141 
00142 <font class="comment">// ***************************************************************************</font>
<a name="l00143"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_0">00143</a> <font class="keywordtype">void</font>    CMeshVPWindTree::initInstance(CMeshBaseInstance *mbi)
00144 {
00145         <font class="comment">// init the vertexProgram code.</font>
00146         <font class="keyword">static</font>  <font class="keywordtype">bool</font>    vpCreated= <font class="keyword">false</font>;
00147         <font class="keywordflow">if</font>(!vpCreated)
00148         {
00149                 vpCreated= <font class="keyword">true</font>;
00150                 <font class="comment">// All vpcode and begin() written for HrcDepth==3</font>
00151                 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>==3);
00152 
00153                 <font class="comment">// combine fragments.</font>
00154                 string  vpCode;
00155 
00156                 <font class="comment">// For all possible VP.</font>
00157                 <font class="keywordflow">for</font>(uint i=0;i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#u1u0">NumVp</a>;i++)
00158                 {
00159                         <font class="comment">// setup of the VPLight fragment</font>
00160                         uint    numPls= i/4;
00161                         <font class="keywordtype">bool</font>    normalize= (i&amp;1)!=0;
00162                         <font class="keywordtype">bool</font>    specular= (i&amp;2)!=0;
00163 
00164                         <font class="comment">// combine fragments</font>
00165                         vpCode= string(<a class="code" href="namespaceNL3D.html#a155">WindTreeVPCodeWave</a>) 
00166                                         + CRenderTrav::getLightVPFragment(numPls, <a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>, specular, normalize) 
00167                                         + <a class="code" href="namespaceNL3D.html#a156">WindTreeVPCodeEnd</a>;
00168                         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">_VertexProgram</a>[i]= std::auto_ptr&lt;CVertexProgram&gt;(<font class="keyword">new</font> CVertexProgram(vpCode.c_str()));
00169                 }
00170         }
00171 
00172         <font class="comment">// init a random phase.</font>
00173         mbi-&gt;_VPWindTreePhase= <a class="code" href="namespaceNLMISC.html#a212">frand</a>(1);
00174 }
00175 <font class="comment">// ***************************************************************************</font>
<a name="l00176"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_1">00176</a> <font class="keywordtype">bool</font>    CMeshVPWindTree::begin(IDriver *driver, CScene *scene, CMeshBaseInstance *mbi, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;invertedModelMat, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp; <font class="comment">/*viewerPos*/</font>)
00177 {
00178         <font class="keywordflow">if</font> (!(driver-&gt;isVertexProgramSupported() &amp;&amp; !driver-&gt;isVertexProgramEmulated())) <font class="keywordflow">return</font> <font class="keyword">false</font>;
00179 
00180 
00181         <font class="comment">// precompute mesh/instance.</font>
00182         <font class="comment">//===============</font>
00183 
00184 
00185         <font class="comment">// Get info from scene/instance</font>
00186         <font class="keywordtype">float</font>   windPower= scene-&gt;getGlobalWindPower();
00187         <font class="keywordtype">float</font>   instancePhase= mbi-&gt;_VPWindTreePhase;
00188 
00189 
00190         <font class="comment">// process current times and current power. Only one time per render() and per CMeshVPWindTree.</font>
00191         <font class="keywordflow">if</font>(scene-&gt;getCurrentTime() != <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>)
00192         {
00193                 <font class="keywordtype">float</font>   dt= (float)(scene-&gt;getCurrentTime() - <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>);
00194                 <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>= scene-&gt;getCurrentTime();
00195 
00196                 <font class="comment">// Update each boneLevel time according to frequency.</font>
00197                 uint i;
00198                 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
00199                 {
00200                         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]+= dt*(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_0">Frequency</a>[i] + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_1">FrequencyWindFactor</a>[i]*windPower);
00201                         <font class="comment">// get it between 0 and 1. Important for float precision problems.</font>
00202                         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i]= (float)fmod(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[i], 1);
00203                 }
00204 
00205                 <font class="comment">// Update each boneLevel maximum amplitude vector.</font>
00206                 <font class="keywordflow">for</font>(i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
00207                 {
00208                         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i]= scene-&gt;getGlobalWindDirection() * <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_2">PowerXY</a>[i] * windPower;
00209                         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i].z= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_3">PowerZ</a>[i] * windPower;
00210                 }
00211         }
00212 
00213 
00214         <font class="comment">// maxDeltaPos in ObjectSpace. So same world Wind direction is applied to all objects</font>
00215         <font class="keyword">static</font>  CMatrix         invWorldMatrix;
00216         <font class="comment">// Keep only rotation part. (just need it and faster invert)</font>
00217         invWorldMatrix.setRot(mbi-&gt;getWorldMatrix());
00218         invWorldMatrix.invert();
00219         <font class="keyword">static</font>  CVector         maxDeltaPosOS[<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>];
00220         <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#s1s0">HrcDepth</a>; i++)
00221         {
00222                 maxDeltaPosOS[i]= invWorldMatrix.mulVector(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o2">_MaxDeltaPos</a>[i]);
00223         }
00224 
00225 
00226         <font class="comment">// Setup constants</font>
00227         <font class="comment">//===============</font>
00228 
00229         <font class="comment">// Setup lighting and lighting constants</font>
00230         <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#c0">setupLighting</a>(scene, mbi, invertedModelMat);
00231 
00232         <font class="comment">// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();</font>
00233         driver-&gt;setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
00234         <font class="comment">// c[4..7] take the ModelView Matrix. After setupModelMatrix();</font>
00235         driver-&gt;setConstantMatrix(4, IDriver::ModelView, IDriver::Identity);
00236         <font class="comment">// c[8] take usefull constants.</font>
00237         <font class="keyword">static</font>  <font class="keywordtype">float</font>   ct8[4]= {0, 1, 0.5f, 2};
00238         driver-&gt;setConstant(8, 1, ct8);
00239         <font class="comment">// c[9] take other usefull constants.</font>
00240         <font class="keyword">static</font>  <font class="keywordtype">float</font>   ct9[4]= {3.f, 0.f, -1.f, -2.f};
00241         driver-&gt;setConstant(9, 1, ct9);
00242         <font class="comment">// c[10] take Number of phase (4) for level2 and 3. -0.01 to avoid int value == 4.</font>
00243         <font class="keyword">static</font>  <font class="keywordtype">float</font>   ct10[4]= {4-0.01f, 0, 0, 0};
00244         driver-&gt;setConstant(10, 1, ct10);
00245 
00246 
00247         <font class="comment">// c[15] take Wind of level 0.</font>
00248         <font class="keywordtype">float</font>   f;
00249         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[0] + instancePhase;
00250         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>(f) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[0];
00251         driver-&gt;setConstant(15, maxDeltaPosOS[0]*f );
00252 
00253 
00254         <font class="comment">// c[16-19] take Wind of level 1.</font>
00255         <font class="comment">// Unrolled. </font>
00256         <font class="keywordtype">float</font>   instTime1= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[1] + instancePhase;
00257         <font class="comment">// phase 0.</font>
00258         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0 ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
00259         driver-&gt;setConstant(16+0, maxDeltaPosOS[1]*f);
00260         <font class="comment">// phase 1.</font>
00261         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.25f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
00262         driver-&gt;setConstant(16+1, maxDeltaPosOS[1]*f);
00263         <font class="comment">// phase 2.</font>
00264         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.50f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
00265         driver-&gt;setConstant(16+2, maxDeltaPosOS[1]*f);
00266         <font class="comment">// phase 3.</font>
00267         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime1+0.75f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[1];
00268         driver-&gt;setConstant(16+3, maxDeltaPosOS[1]*f);
00269 
00270 
00271         <font class="comment">// c[20, 23] take Wind of level 2.</font>
00272         <font class="comment">// Unrolled. </font>
00273         <font class="keywordtype">float</font>   instTime2= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o0">_CurrentTime</a>[2] + instancePhase;
00274         <font class="comment">// phase 0.</font>
00275         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0 ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
00276         driver-&gt;setConstant(20+0, maxDeltaPosOS[2]*f);
00277         <font class="comment">// phase 1.</font>
00278         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.25f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
00279         driver-&gt;setConstant(20+1, maxDeltaPosOS[2]*f);
00280         <font class="comment">// phase 2.</font>
00281         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.50f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
00282         driver-&gt;setConstant(20+2, maxDeltaPosOS[2]*f);
00283         <font class="comment">// phase 3.</font>
00284         f= <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#f0">speedCos</a>( instTime2+0.75f ) + <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_4">Bias</a>[2];
00285         driver-&gt;setConstant(20+3, maxDeltaPosOS[2]*f);
00286 
00287 
00288         <font class="comment">// Activate the good VertexProgram</font>
00289         <font class="comment">//===============</font>
00290 
00291         <font class="comment">// Get how many pointLights are setuped now.</font>
00292         <a class="code" href="debug_8h.html#a6">nlassert</a>(scene != NULL);
00293         CRenderTrav             *renderTrav= scene-&gt;getRenderTrav();
00294         sint    numPls= renderTrav-&gt;getNumVPLights()-1;
00295         <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(numPls, 0, CRenderTrav::MaxVPLight-1);
00296 
00297         <font class="comment">// Enable normalize only if requested by user. Because lighting don't manage correct "scale lighting"</font>
00298         uint    idVP= (<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>?2:0) + (driver-&gt;isForceNormalize()?1:0) ;
00299         <font class="comment">// correct VP id for correct unmber of pls.</font>
00300         idVP= numPls*4 + idVP;
00301 
00302         <font class="comment">// activate VP.</font>
00303         driver-&gt;activeVertexProgram(<a class="code" href="classNL3D_1_1CMeshVPWindTree.html#r0">_VertexProgram</a>[idVP].get());
00304 
00305 
00306         <font class="keywordflow">return</font> <font class="keyword">true</font>;
00307 }
00308 <font class="comment">// ***************************************************************************</font>
<a name="l00309"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_2">00309</a> <font class="keywordtype">void</font>    CMeshVPWindTree::end(IDriver *driver)
00310 {
00311         <font class="comment">// Disable the VertexProgram</font>
00312         driver-&gt;activeVertexProgram(NULL);
00313 }
00314 
00315 <font class="comment">// ***************************************************************************</font>
00316 <font class="comment">// tool fct</font>
00317 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(<font class="keyword">const</font> CMaterial &amp;mat, CScene *scene)
00318 {
00319         CRenderTrav             *renderTrav= scene-&gt;getRenderTrav();
00320         renderTrav-&gt;changeVPLightSetupMaterial(mat, <font class="keyword">false</font> <font class="comment">/* don't exclude strongest */</font>);
00321 }
00322 
00323 <font class="comment">// ***************************************************************************</font>
<a name="l00324"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_3">00324</a> <font class="keywordtype">void</font>    CMeshVPWindTree::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
00325                                                                                   IDriver *drv,
00326                                                                               CScene *scene,
00327                                                                                   CVertexBuffer *)
00328 {       
00329         <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(mat, scene);   
00330 }
00331 
00332 <font class="comment">// ***************************************************************************</font>
<a name="l00333"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z611_4">00333</a> <font class="keywordtype">void</font>    CMeshVPWindTree::setupForMaterial(<font class="keyword">const</font> CMaterial &amp;mat,
00334                                                                                   IDriver *drv,
00335                                                                                   CScene *scene,
00336                                                                                   IVertexBufferHard *vb)
00337 {
00338         <a class="code" href="namespaceNL3D.html#a382">SetupForMaterial</a>(mat, scene);
00339 }
00340 
00341 <font class="comment">// ***************************************************************************</font>
<a name="l00342"></a><a class="code" href="classNL3D_1_1CMeshVPWindTree.html#c0">00342</a> <font class="keywordtype">void</font>    CMeshVPWindTree::setupLighting(CScene *scene, CMeshBaseInstance *mbi, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;invertedModelMat)
00343 {
00344         <a class="code" href="debug_8h.html#a6">nlassert</a>(scene != NULL);
00345         CRenderTrav             *renderTrav= scene-&gt;getRenderTrav();
00346         <font class="comment">// setup cte for lighting</font>
00347         renderTrav-&gt;beginVPLightSetup(<a class="code" href="namespaceNL3D.html#a145">VPLightConstantStart</a>, <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#z610_5">SpecularLighting</a>, invertedModelMat);
00348 }
00349 
00350 } <font class="comment">// NL3D</font>
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