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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 <math.h></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<CVertexProgram> 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>0 => 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<<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> &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<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<<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&1)!=0;
00162 <font class="keywordtype">bool</font> specular= (i&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<CVertexProgram>(<font class="keyword">new</font> CVertexProgram(vpCode.c_str()));
00169 }
00170 }
00171
00172 <font class="comment">// init a random phase.</font>
00173 mbi->_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> &invertedModelMat, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> & <font class="comment">/*viewerPos*/</font>)
00177 {
00178 <font class="keywordflow">if</font> (!(driver->isVertexProgramSupported() && !driver->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->getGlobalWindPower();
00187 <font class="keywordtype">float</font> instancePhase= mbi->_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->getCurrentTime() != <a class="code" href="classNL3D_1_1CMeshVPWindTree.html#o1">_LastSceneTime</a>)
00192 {
00193 <font class="keywordtype">float</font> dt= (float)(scene->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->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<<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<<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->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->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<<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->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
00234 <font class="comment">// c[4..7] take the ModelView Matrix. After setupModelMatrix();</font>
00235 driver->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->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->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->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->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->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->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->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->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->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->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->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->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->getRenderTrav();
00294 sint numPls= renderTrav->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->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->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->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 &mat, CScene *scene)
00318 {
00319 CRenderTrav *renderTrav= scene->getRenderTrav();
00320 renderTrav->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 &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 &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> &invertedModelMat)
00343 {
00344 <a class="code" href="debug_8h.html#a6">nlassert</a>(scene != NULL);
00345 CRenderTrav *renderTrav= scene->getRenderTrav();
00346 <font class="comment">// setup cte for lighting</font>
00347 renderTrav->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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