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<hr><h1>patch_noise.cpp</h1><a href="patch__noise_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000 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
00029 <font class="preprocessor">#include "<a class="code" href="patch_8h.html">3d/patch.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="tessellation_8h.html">3d/tessellation.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="src_23d_2zone_8h.html">3d/zone.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="tile__noise__map_8h.html">3d/tile_noise_map.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="patchuv__locator_8h.html">3d/patchuv_locator.h</a>"</font>
00038 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00039 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00040
00041
00042 <font class="keyword">namespace </font>NL3D
00043 {
00044
00045
00046 <font class="comment">// ***************************************************************************</font>
00047
00048
00049 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
00050 <font class="preprocessor"></font>
00051 <font class="comment">/* This floor works only for floor with noise, because floor/ceil are only made on decimal coordinates:</font>
00052 <font class="comment"> sTile =1.25 .... NB: because of difference of mapping (rare case), we may have sometimes values with</font>
00053 <font class="comment"> precision < 1/4 (eg 1.125). Just use f*256 to compute the floor.</font>
00054 <font class="comment"></font>
00055 <font class="comment"> NB: using a fastFloor() (fistp changing the controlfp() is not very a good idea here, because </font>
00056 <font class="comment"> computeNoise() are not "packed", so change on controlFp() would bee to frequent... </font>
00057 <font class="comment"> And also because we need either floor() or ceil() here.</font>
00058 <font class="comment">*/</font>
00059 <font class="keyword">inline</font> sint <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(<font class="keywordtype">float</font> f)
00060 {
00061 <font class="comment">// build a fixed 24:8.</font>
00062 sint a;
00063 f*=256;
00064
00065 <font class="comment">// fast ftol. work if no decimal.</font>
00066 _asm
00067 {
00068 fld f
00069 fistp a
00070 }
00071
00072 <font class="comment">// floor.</font>
00073 a>>=8;
00074
00075 <font class="keywordflow">return</font> a;
00076 }
00077
00078
00079 <font class="keyword">inline</font> sint <a class="code" href="namespaceNL3D.html#a394">noiseCeil</a>(<font class="keywordtype">float</font> f)
00080 {
00081 <font class="comment">// build a fixed 24:8.</font>
00082 sint a;
00083 f*=256;
00084
00085 <font class="comment">// fast ftol. work if no decimal.</font>
00086 _asm
00087 {
00088 fld f
00089 fistp a
00090 }
00091
00092 <font class="comment">// ceil.</font>
00093 a+=255;
00094 a>>=8;
00095
00096 <font class="keywordflow">return</font> a;
00097 }
00098
00099
00100 <font class="keyword">inline</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(<font class="keywordtype">float</font> f)
00101 {
00102 <font class="keywordflow">return</font> (float)<a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(f);
00103 }
00104 <font class="keyword">inline</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(<font class="keywordtype">float</font> f)
00105 {
00106 <font class="keywordflow">return</font> (float)<a class="code" href="namespaceNL3D.html#a394">noiseCeil</a>(f);
00107 }
00108
00109
00110 <font class="preprocessor">#else</font>
00111 <font class="preprocessor"></font>
00112
00113 <font class="keyword">inline</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(<font class="keywordtype">float</font> f)
00114 {
00115 <font class="keywordflow">return</font> (float)floor(f);
00116 }
00117 <font class="keyword">inline</font> <font class="keywordtype">float</font> <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(<font class="keywordtype">float</font> f)
00118 {
00119 <font class="keywordflow">return</font> (float)ceil(f);
00120 }
00121
00122 <font class="keyword">inline</font> sint <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(<font class="keywordtype">float</font> f)
00123 {
00124 <font class="keywordflow">return</font> (sint)floor(f);
00125 }
00126 <font class="keyword">inline</font> sint <a class="code" href="namespaceNL3D.html#a394">noiseCeil</a>(<font class="keywordtype">float</font> f)
00127 {
00128 <font class="keywordflow">return</font> (sint)ceil(f);
00129 }
00130
00131 <font class="preprocessor">#endif</font>
00132 <font class="preprocessor"></font>
00133
00134
00135 <font class="comment">// ***************************************************************************</font>
<a name="l00136"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_0">00136</a> <font class="keywordtype">float</font> CPatch::computeDisplaceRawInteger(sint ts, sint tt, sint ms, sint mt)<font class="keyword"> const</font>
00137 <font class="keyword"></font>{
00138 <font class="comment">// Choose the noiseMap.</font>
00139 <font class="comment">// ===============================</font>
00140 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(ts, 0, <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1);
00141 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tt, 0, <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-1);
00142
00143 uint tileId= tt*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a> + ts;
00144 <font class="comment">// Get the tile for pass0. This is the principal tile, and this one tells what noise to take.</font>
00145 sint tileNumber= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].Tile[0];
00146 <font class="comment">// Get the subNoise from tileElement.</font>
00147 uint tileSubNoise= <a class="code" href="classNL3D_1_1CPatch.html#m4">Tiles</a>[tileId].getTileSubNoise();
00148
00149 <font class="comment">// retrieve the wanted noiseMap.</font>
00150 CTileNoiseMap *noiseMap;
00151 noiseMap = <a class="code" href="classNL3D_1_1CPatch.html#a5">getZone</a>()->getLandscape()->TileBank.getTileNoiseMap (tileNumber, tileSubNoise);
00152
00153
00154 <font class="comment">// Sample the noiseMap with (s,t).</font>
00155 <font class="comment">// ===============================</font>
00156
00157 <font class="comment">// sample from map.</font>
00158 sint8 pix= noiseMap->Pixels[mt*<a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a> + ms];
00159
00160 <font class="comment">// normalize.</font>
00161 <font class="keywordflow">return</font> (float)pix * (<a class="code" href="patch_8h.html#a11">NL3D_NOISE_MAX</a> / 127.f);
00162 }
00163
00164
00165 <font class="comment">// ***************************************************************************</font>
<a name="l00166"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_1">00166</a> <font class="keywordtype">void</font> CPatch::computeDisplaceRawCoordinates(<font class="keywordtype">float</font> sTile, <font class="keywordtype">float</font> tTile, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>,
00167 sint &ts, sint &tt, sint &ms, sint &mt)<font class="keyword"> const</font>
00168 <font class="keyword"></font>{
00169 <font class="comment">// Choose the noiseMap.</font>
00170 <font class="comment">// ===============================</font>
00171 <font class="comment">// Compute coordinate in the patch.</font>
00172 ts= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(sTile);
00173 tt= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(tTile);
00174
00175
00176 <font class="comment">// Sample the noiseMap with (s,t).</font>
00177 <font class="comment">// ===============================</font>
00178
00179 <font class="comment">// scale the map.</font>
00180 <font class="keywordtype">float</font> u= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a> * <a class="code" href="tile__noise__map_8h.html#a0">NL3D_TILE_NOISE_MAP_TILE_FACTOR</a>;
00181 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a> * <a class="code" href="tile__noise__map_8h.html#a0">NL3D_TILE_NOISE_MAP_TILE_FACTOR</a>;
00182
00183 <font class="comment">// Speed rotation.</font>
00184 CUV uv;
00185 <font class="keywordflow">switch</font>(<a class="code" href="classNL3D_1_1CPatch.html#z668_2">NoiseRotation</a> & 3)
00186 {
00187 <font class="keywordflow">case</font> 0:
00188 uv.U= u;
00189 uv.V= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00190 <font class="keywordflow">break</font>;
00191 <font class="keywordflow">case</font> 1:
00192 uv.U= <a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00193 uv.V= u;
00194 <font class="keywordflow">break</font>;
00195 <font class="keywordflow">case</font> 2:
00196 uv.U= <a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-u;
00197 uv.V= <a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00198 <font class="keywordflow">break</font>;
00199 <font class="keywordflow">case</font> 3:
00200 uv.U= <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>;
00201 uv.V= <a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-u;
00202 <font class="keywordflow">break</font>;
00203 }
00204
00205 <font class="comment">// direct map (no bilinear, no round, the case where s,t < 1/4 of a tile is very rare).</font>
00206 ms= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(uv.U);
00207 mt= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(uv.V);
00208
00209 <font class="comment">// Manage Tiling (add NL3D_TILE_NOISE_MAP_SIZE*1 should be sufficient, but take margin).</font>
00210 ms= (ms + (<a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>*256)) & (<a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-1);
00211 mt= (mt + (<a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>*256)) & (<a class="code" href="tile__noise__map_8h.html#a1">NL3D_TILE_NOISE_MAP_SIZE</a>-1);
00212 }
00213
00214
00215
00216 <font class="comment">// ***************************************************************************</font>
<a name="l00217"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_2">00217</a> <font class="keywordtype">float</font> CPatch::computeDisplaceRaw(<font class="keywordtype">float</font> sTile, <font class="keywordtype">float</font> tTile, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)<font class="keyword"> const</font>
00218 <font class="keyword"></font>{
00219 sint ts,tt,ms,mt;
00220 <a class="code" href="classNL3D_1_1CPatch.html#z685_1">computeDisplaceRawCoordinates</a>(sTile, tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, ts, tt, ms, mt);
00221 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#z685_0">computeDisplaceRawInteger</a>(ts, tt, ms, mt);
00222
00223 }
00224
00225 <font class="comment">// ***************************************************************************</font>
00226 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a395">computeDisplaceBilinear</a>(<font class="keywordtype">float</font> sTile, <font class="keywordtype">float</font> tTile,
00227 <font class="keywordtype">float</font> &sInc, <font class="keywordtype">float</font> &tInc, <font class="keywordtype">float</font> &sa, <font class="keywordtype">float</font> &ta, <font class="keywordtype">float</font> &sa1, <font class="keywordtype">float</font> &ta1)
00228 {
00229 <font class="keywordtype">float</font> sDecimal= sTile-<a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(sTile);
00230 <font class="keywordtype">float</font> tDecimal= tTile-<a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(tTile);
00231 <font class="keywordtype">float</font> sDist, tDist;
00232
00233 <font class="comment">// Do a bilinear centered on 0.5, 0.5.</font>
00234
00235 <font class="comment">// Compute increment, according to position against center.</font>
00236 <font class="keywordflow">if</font>(sDecimal>=0.5)
00237 sInc= 1;
00238 <font class="keywordflow">else</font>
00239 sInc= -1;
00240 <font class="keywordflow">if</font>(tDecimal>=0.5)
00241 tInc= 1;
00242 <font class="keywordflow">else</font>
00243 tInc= -1;
00244
00245 <font class="comment">// Compute weight factor.</font>
00246 sDist= (float)fabs(0.5 - sDecimal); <font class="comment">// s distance from center.</font>
00247 tDist= (float)fabs(0.5 - tDecimal); <font class="comment">// t distance from center.</font>
00248 sa= 1-sDist;
00249 ta= 1-tDist;
00250 sa1= 1-sa;
00251 ta1= 1-ta;
00252 }
00253
00254
00255 <font class="comment">// ***************************************************************************</font>
<a name="l00256"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_4">00256</a> <font class="keywordtype">float</font> CPatch::computeDisplaceInteriorSmooth(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)<font class="keyword"> const</font>
00257 <font class="keyword"></font>{
00258 <font class="keywordtype">float</font> sTile= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00259 <font class="keywordtype">float</font> tTile= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00260 <font class="keywordtype">float</font> ret;
00261
00262 <font class="comment">// compute bi-linear weight factors.</font>
00263 <font class="keywordtype">float</font> sInc, tInc, sa, ta, sa1, ta1;
00264 <a class="code" href="namespaceNL3D.html#a395">computeDisplaceBilinear</a>(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
00265
00266
00267 <font class="comment">// NB: to have smooth transition, must keep the same (s,t), so we do a transition with the noise tile of </font>
00268 <font class="comment">// our neigbhor, but under us.</font>
00269
00270 <font class="comment">// speed up, using just one computeDisplaceRawCoordinates(), and multiple computeDisplaceRawInteger().</font>
00271 sint ts,tt,ms,mt;
00272 <a class="code" href="classNL3D_1_1CPatch.html#z685_1">computeDisplaceRawCoordinates</a>(sTile, tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, ts, tt, ms, mt);
00273
00274 sint sIncInt= (sint) sInc;
00275 sint tIncInt= (sint) tInc;
00276 ret = <a class="code" href="classNL3D_1_1CPatch.html#z685_0">computeDisplaceRawInteger</a>(ts, tt, ms,mt) * sa * ta;
00277 ret+= <a class="code" href="classNL3D_1_1CPatch.html#z685_0">computeDisplaceRawInteger</a>(ts+sIncInt, tt, ms,mt) * sa1 * ta;
00278 ret+= <a class="code" href="classNL3D_1_1CPatch.html#z685_0">computeDisplaceRawInteger</a>(ts, tt+tIncInt, ms,mt) * sa * ta1;
00279 ret+= <a class="code" href="classNL3D_1_1CPatch.html#z685_0">computeDisplaceRawInteger</a>(ts+sIncInt, tt+tIncInt, ms,mt) * sa1 * ta1;
00280
00281 <font class="keywordflow">return</font> ret;
00282 }
00283
00284
00285 <font class="comment">// ***************************************************************************</font>
<a name="l00286"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_5">00286</a> <font class="keywordtype">float</font> CPatch::computeDisplaceEdgeSmooth(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, sint8 smoothBorderX, sint8 smoothBorderY)<font class="keyword"> const</font>
00287 <font class="keyword"></font>{
00288 <font class="keywordtype">float</font> sTile= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00289 <font class="keywordtype">float</font> tTile= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00290 CBindInfo bindInfo;
00291 uint edge=0;
00292
00293 <font class="comment">// only one must be not null</font>
00294 <a class="code" href="debug_8h.html#a6">nlassert</a>( (smoothBorderX==0) != (smoothBorderY==0) );
00295
00296
00297 <font class="comment">// Get the edge against we must share displace.</font>
00298 <font class="keywordflow">if</font>(smoothBorderX==-1) edge=0;
00299 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==1) edge=1;
00300 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) edge=2;
00301 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) edge=3;
00302 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00303
00304 <font class="comment">// Build the bindInfo against this edge.</font>
00305 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo);
00306
00307 <font class="comment">// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.</font>
00308 <font class="keywordflow">if</font>(!bindInfo.Zone)
00309 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#z685_4">computeDisplaceInteriorSmooth</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00310 <font class="comment">// else, look for result in neighborhood.</font>
00311 <font class="keywordflow">else</font>
00312 {
00313 <font class="keywordtype">float</font> ret;
00314
00315
00316 <font class="comment">// compute bi-linear weight factors.</font>
00317 <font class="keywordtype">float</font> sInc, tInc, sa, ta, sa1, ta1;
00318 <a class="code" href="namespaceNL3D.html#a395">computeDisplaceBilinear</a>(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
00319 <font class="comment">// Manage limit case: if bilinear has not chosen the good direction (because of floor and orientation).</font>
00320 <font class="comment">// eg on Right edge: This case arise if sDecimal==0, so if sa==sa1==0.5f. result is that</font>
00321 <font class="comment">// smoothBorderX is != than sInc on right border. same reasoning with downBorder (smoothBorderY=1).</font>
00322
00323 <font class="comment">// NO NEED TO DO HERE, because sInc or tInc is not used if it is bad (smoothBorder? used instead).</font>
00324 <font class="comment">// and no need to correct sa, sa1, because in this case they are both equal to 0.5.</font>
00325
00326
00327 <font class="comment">// compute Neighboring info.</font>
00328 CPatchUVLocator uvLocator;
00329 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo);
00330
00331 <font class="comment">/* NB: there is floor problems with neighbors:</font>
00332 <font class="comment"> - difference of orientation => uv.v=1. This point to the 1th tile. But this is not the same, if</font>
00333 <font class="comment"> v goes to up, or goes to down.</font>
00334 <font class="comment"> - if multiple bind, problem at limit (eg a bind 1/2 on edge 0 with OrdertT=8, when uv.v= 4).</font>
00335 <font class="comment"> because, selection of the patch is dependent of orientation too.</font>
00336 <font class="comment"> To avoid them, just take center of (sTile, tTile) to remove ambiguity.</font>
00337 <font class="comment"> This works because computeDisplaceRaw() use sTile, tTile to get the noiseMap, so the decimal part is not </font>
00338 <font class="comment"> used.</font>
00339 <font class="comment"></font>
00340 <font class="comment"> Notice that we do this AFTER computeDisplaceBilinear() of course.</font>
00341 <font class="comment"> */</font>
00342 sTile= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(sTile) + 0.5f;
00343 tTile= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(tTile) + 0.5f;
00344 <font class="comment">// If we were exactly on the superior edge, prec compute is false... so correct this here.</font>
00345 <font class="keywordflow">if</font>(sTile><a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) sTile--;
00346 <font class="keywordflow">if</font>(tTile><a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>) tTile--;
00347
00348
00349 <font class="comment">// Bilinear across an edge (enjoy!!).</font>
00350 CVector2f stTileIn, stIn;
00351 CVector2f stTileOut, stOut;
00352 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00353 uint patchId;
00354
00355
00356 <font class="comment">// if vertical edge.</font>
00357 <font class="keywordflow">if</font>(smoothBorderX!=0)
00358 {
00359 <font class="comment">// compute contribution of our patch.</font>
00360 ret = <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile,tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) * sa * ta;
00361 ret+= <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile,tTile+tInc, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) * sa * ta1;
00362
00363 <font class="comment">// compute contribution of next(s) patchs.</font>
00364
00365 <font class="comment">// contribution of next at tTile.</font>
00366 <font class="comment">// Keep the same coordinate.</font>
00367 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00368 <font class="comment">// But look for the neighbor noise tile.</font>
00369 stTileIn.set(sTile+smoothBorderX, tTile);
00370 <font class="comment">// change basis: find the s,t on the neighbor patch.</font>
00371 patchId= uvLocator.selectPatch(stTileIn);
00372 uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
00373 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00374 <font class="comment">// Compute displace, and bi-linear on the neighbor patch.</font>
00375 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta;
00376
00377 <font class="comment">// contribution of next at tTile+tInc (same reasoning).</font>
00378 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00379 stTileIn.set(sTile+smoothBorderX, tTile+tInc);
00380 patchId= uvLocator.selectPatch(stTileIn);
00381 uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
00382 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00383 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
00384
00385 }
00386 <font class="comment">// else if horizontal edge.</font>
00387 <font class="keywordflow">else</font>
00388 {
00389 <font class="comment">// same reasoning as above.</font>
00390
00391 <font class="comment">// compute contribution of our patch.</font>
00392 ret = <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile, tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) * sa * ta;
00393 ret+= <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile+sInc,tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) * sa1 * ta;
00394
00395 <font class="comment">// compute contribution of next(s) patchs.</font>
00396 <font class="comment">// contribution of next at tTile.</font>
00397 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00398 stTileIn.set(sTile, tTile+smoothBorderY);
00399 patchId= uvLocator.selectPatch(stTileIn);
00400 uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
00401 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00402 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa * ta1;
00403
00404 <font class="comment">// contribution of next at tTile+tInc (same reasoning).</font>
00405 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00406 stTileIn.set(sTile+sInc, tTile+smoothBorderY);
00407 patchId= uvLocator.selectPatch(stTileIn);
00408 uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
00409 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00410 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
00411 }
00412
00413 <font class="keywordflow">return</font> ret;
00414 }
00415
00416 }
00417
00418
00419 <font class="comment">// ***************************************************************************</font>
<a name="l00420"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_3">00420</a> <font class="keywordtype">float</font> CPatch::computeDisplaceRawOnNeighbor(<font class="keywordtype">float</font> sTile, <font class="keywordtype">float</font> tTile, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>)<font class="keyword"> const</font>
00421 <font class="keyword"></font>{
00422 sint edge= -1;
00423
00424 <font class="comment">// look on what neighbor patch we must find the value (if any).</font>
00425 <font class="keywordflow">if</font>(sTile<0) edge=0;
00426 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(tTile><a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>) edge=1;
00427 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(sTile><a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) edge=2;
00428 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(tTile<0) edge=3;
00429
00430 <font class="comment">// If the location is In the patch, just return normal value.</font>
00431 <font class="keywordflow">if</font>(edge==-1)
00432 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile, tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00433 <font class="comment">// else must find on neighbor.</font>
00434 <font class="keywordflow">else</font>
00435 {
00436 CBindInfo bindInfo;
00437 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo);
00438
00439 <font class="comment">// Fast reject: if no neighbor on the edge, just do a simple computeDisplaceRaw()</font>
00440 <font class="keywordflow">if</font>(!bindInfo.Zone)
00441 {
00442 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile, tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00443 }
00444 <font class="comment">// else must find on neighbor.</font>
00445 <font class="keywordflow">else</font>
00446 {
00447 CPatchUVLocator uvLocator;
00448 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo);
00449
00450 CVector2f stTileIn, stIn;
00451 CVector2f stTileOut, stOut;
00452 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00453 uint patchId;
00454
00455 <font class="comment">// look on neighbor. same reasoning as in computeDisplaceEdgeSmooth();</font>
00456 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00457 stTileIn.set(sTile, tTile);
00458 patchId= uvLocator.selectPatch(stTileIn);
00459 uvLocator.locateUV(stTileIn, patchId, patchOut, stTileOut);
00460 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00461 <font class="keywordflow">return</font> patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y);
00462 }
00463
00464 }
00465 }
00466
00467
00468 <font class="comment">// ***************************************************************************</font>
<a name="l00469"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_6">00469</a> <font class="keywordtype">float</font> CPatch::computeDisplaceCornerSmooth(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, sint8 smoothBorderX, sint8 smoothBorderY)<font class="keyword"> const</font>
00470 <font class="keyword"></font>{
00471 <font class="comment">// compute the value across the corner (enjoy!!)</font>
00472 <font class="comment">// NB: Only corners with Edges==4 and corners on a bind are correclty supported.</font>
00473 <font class="comment">// ignore problems with corner which nbEdges!=4, because Blend of normals blend to 0 on corner (see computenoise()).</font>
00474
00475 <font class="keywordtype">float</font> sTile= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00476 <font class="keywordtype">float</font> tTile= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00477 CBindInfo bindInfoX;
00478 CBindInfo bindInfoY;
00479 uint edgeX=0;
00480 uint edgeY=0;
00481
00482 <font class="comment">// both must be not null</font>
00483 <a class="code" href="debug_8h.html#a6">nlassert</a>( (smoothBorderX!=0) && (smoothBorderY!=0) );
00484
00485
00486 <font class="comment">// Get the edge against we must share displace.</font>
00487 <font class="keywordflow">if</font>(smoothBorderX==-1) edgeX=0;
00488 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) edgeX=2;
00489 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00490 <font class="keywordflow">if</font>(smoothBorderY==1) edgeY=1;
00491 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) edgeY=3;
00492 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00493
00494 <font class="comment">// Build the bindInfo against those 2 edge.</font>
00495 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edgeX, bindInfoX);
00496 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edgeY, bindInfoY);
00497
00498 <font class="comment">// Fast reject: if no neighbor on one of the edge, just do a simple computeDisplaceInteriorSmooth.</font>
00499 <font class="keywordflow">if</font>(!bindInfoX.Zone || !bindInfoY.Zone)
00500 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CPatch.html#z685_4">computeDisplaceInteriorSmooth</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00501 <font class="keywordflow">else</font>
00502 {
00503 <font class="keywordtype">float</font> ret;
00504
00505
00506 <font class="comment">// compute bi-linear weight factors.</font>
00507 <font class="keywordtype">float</font> sInc, tInc, sa, ta, sa1, ta1;
00508 <a class="code" href="namespaceNL3D.html#a395">computeDisplaceBilinear</a>(sTile, tTile, sInc, tInc, sa, ta, sa1, ta1);
00509 <font class="comment">// Manage limit case: if bilinear has not chosen the good direction (because of floor and orientation).</font>
00510 <font class="comment">// eg on Right edge: This case arise if sDecimal==0, so if sa==sa1==0.5f. result is that</font>
00511 <font class="comment">// smoothBorderX is != than sInc on right border. same reasoning with downBorder (smoothBorderY=1).</font>
00512
00513 <font class="comment">// NO NEED TO DO HERE, because sInc or tInc are not used at all.</font>
00514
00515
00516
00517 <font class="comment">// compute Neighboring info.</font>
00518 CPatchUVLocator uvLocatorX;
00519 CPatchUVLocator uvLocatorY;
00520 uvLocatorX.build(<font class="keyword">this</font>, edgeX, bindInfoX);
00521 uvLocatorY.build(<font class="keyword">this</font>, edgeY, bindInfoY);
00522
00523
00524 <font class="comment">/* NB: see floor problems note in computeDisplaceEdgeSmooth();</font>
00525 <font class="comment"> */</font>
00526 sTile= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(sTile) + 0.5f;
00527 tTile= <a class="code" href="namespaceNL3D.html#a393">noiseFloor</a>(tTile) + 0.5f;
00528 <font class="comment">// If we were exactly on the superior edge, prec compute is false... so correct this here.</font>
00529 <font class="keywordflow">if</font>(sTile><a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) sTile--;
00530 <font class="keywordflow">if</font>(tTile><a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>) tTile--;
00531
00532
00533 <font class="comment">// Bilinear across a corner.</font>
00534 CVector2f stTileIn, stIn;
00535 CVector2f stTileOut, stOut;
00536 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00537 uint patchId;
00538
00539
00540 <font class="comment">// compute contribution of our patch.</font>
00541 ret = <a class="code" href="classNL3D_1_1CPatch.html#z685_2">computeDisplaceRaw</a>(sTile,tTile, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>) * sa * ta;
00542
00543 <font class="comment">// compute contribution of the patch on the left/right side. same reasoning as in computeDisplaceEdgeSmooth();</font>
00544 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00545 stTileIn.set(sTile+smoothBorderX, tTile);
00546 patchId= uvLocatorX.selectPatch(stTileIn);
00547 uvLocatorX.locateUV(stTileIn, patchId, patchOut, stTileOut);
00548 uvLocatorX.locateUV(stIn, patchId, patchOut, stOut);
00549 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta;
00550
00551
00552 <font class="comment">// compute contribution of the patch on the up/down side. same reasoning as in computeDisplaceEdgeSmooth();</font>
00553 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00554 stTileIn.set(sTile, tTile+smoothBorderY);
00555 patchId= uvLocatorY.selectPatch(stTileIn);
00556 uvLocatorY.locateUV(stTileIn, patchId, patchOut, stTileOut);
00557 uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
00558 ret+= patchOut->computeDisplaceRaw(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa * ta1;
00559
00560
00561 <font class="comment">/* compute contribution of the patch adjacent to me.</font>
00562 <font class="comment"> There is multiple case to consider here. Take example with corner=0 (ie smBdX=smBdY=-1):</font>
00563 <font class="comment"> - if we are a normal corner with 4 edges, take the result from the left patch of our top patch.</font>
00564 <font class="comment"> - if the corner is on a bind Edge, the top patch may be the bigger patch, so don't take the result</font>
00565 <font class="comment"> from his neighbor (of course).</font>
00566 <font class="comment"> - if we are a normal corner with N!=4 edges, just do same thing than if N==4. this is false but don't bother.</font>
00567 <font class="comment"></font>
00568 <font class="comment"> To solve smoothly cases 1 and 2, use computeDisplaceRawOnNeighbor().</font>
00569 <font class="comment"> This method, if nessecary, look on his neighbor to compute the value.</font>
00570 <font class="comment"> */</font>
00571 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00572 stTileIn.set(sTile+smoothBorderX, tTile+smoothBorderY);
00573 <font class="comment">// look on our "top" patch (this is arbitrary).</font>
00574 patchId= uvLocatorY.selectPatch(stTileIn);
00575 uvLocatorY.locateUV(stTileIn, patchId, patchOut, stTileOut);
00576 uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
00577 ret+= patchOut->computeDisplaceRawOnNeighbor(stTileOut.x, stTileOut.y, stOut.x, stOut.y) * sa1 * ta1;
00578
00579
00580 <font class="keywordflow">return</font> ret;
00581 }
00582
00583 }
00584
00585 <font class="comment">// ***************************************************************************</font>
<a name="l00586"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_7">00586</a> CVector CPatch::computeNormalEdgeSmooth(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, sint8 smoothBorderX, sint8 smoothBorderY)<font class="keyword"> const</font>
00587 <font class="keyword"></font>{
00588 CBindInfo bindInfo;
00589 uint edge=0;
00590 CBezierPatch *bpatch;
00591 bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00592
00593 <font class="comment">// only one must be not null</font>
00594 <a class="code" href="debug_8h.html#a6">nlassert</a>( (smoothBorderX==0) != (smoothBorderY==0) );
00595
00596
00597 <font class="comment">// Get the edge against we must share displace.</font>
00598 <font class="keywordflow">if</font>(smoothBorderX==-1) edge=0;
00599 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==1) edge=1;
00600 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) edge=2;
00601 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) edge=3;
00602 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00603
00604 <font class="comment">// If the edge is smoothed, blend with neighbor.</font>
00605 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#a40">getSmoothFlag</a>(edge))
00606 {
00607 <font class="comment">// Build the bindInfo against this edge.</font>
00608 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo);
00609
00610 <font class="comment">// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.</font>
00611 <font class="keywordflow">if</font>(!bindInfo.Zone)
00612 <font class="keywordflow">return</font> bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00613 <font class="keywordflow">else</font>
00614 {
00615 CVector r0, r1;
00616
00617 <font class="comment">// Compute our contribution.</font>
00618 r0= bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00619
00620 <font class="comment">// Compute the coordinate on the border of the edge, and the coef of the blend.</font>
00621 <font class="keywordtype">float</font> se=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00622 <font class="keywordtype">float</font> te=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00623 <font class="keywordtype">float</font> coef=0.0;
00624 <font class="keywordflow">if</font>(smoothBorderX==-1) se= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(se), coef=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>-se;
00625 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) se= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(se), coef=se-<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00626 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) te= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(te), coef=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>-te;
00627 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==1) te= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(te), coef=te-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00628 coef= 0.5f + coef*0.5f;
00629
00630 <font class="comment">// Compute contribution of the normal on the neighbor, on the border of the edge.</font>
00631 CPatchUVLocator uvLocator;
00632 CVector2f stIn, stOut;
00633 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00634 uint patchId;
00635
00636 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo);
00637 stIn.set(se, te);
00638 patchId= uvLocator.selectPatch(stIn);
00639 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00640
00641 bpatch= patchOut->unpackIntoCache();
00642 r1= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT());
00643
00644 <font class="comment">// NB: don't bother problems with bind 1/X and the choice of the patch, because bind are C1, so normal is C0.</font>
00645
00646 <font class="comment">// Blend 2 result. For speed optim, don't normalize.</font>
00647 <font class="keywordflow">return</font> r0*coef + r1*(1-coef);
00648 }
00649 }
00650 <font class="comment">// else blend with vector Null.</font>
00651 <font class="keywordflow">else</font>
00652 {
00653 <font class="comment">// compute coef.</font>
00654 <font class="keywordtype">float</font> se=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00655 <font class="keywordtype">float</font> te=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00656 <font class="keywordtype">float</font> coef=0.0;
00657 <font class="keywordflow">if</font>(smoothBorderX==-1) se= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(se), coef=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>-se;
00658 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) se= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(se), coef=se-<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00659 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) te= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(te), coef=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>-te;
00660 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==1) te= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(te), coef=te-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00661
00662 <font class="comment">// Compute our contribution.</font>
00663 CVector r0;
00664 r0= bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00665
00666 <font class="comment">// Blend with 0.</font>
00667 <font class="keywordflow">return</font> r0*coef;
00668 }
00669 }
00670
00671
00672 <font class="comment">// ***************************************************************************</font>
<a name="l00673"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_9">00673</a> CVector CPatch::computeNormalOnNeighbor(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, uint edgeExclude)<font class="keyword"> const</font>
00674 <font class="keyword"></font>{
00675 sint edge= -1;
00676
00677 <font class="comment">// look on what neighbor patch we must find the value (if any).</font>
00678 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a><1 && edgeExclude!=0) edge=0;
00679 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>><a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-1 && edgeExclude!=1) edge=1;
00680 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>><a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1 && edgeExclude!=2) edge=2;
00681 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><1 && edgeExclude!=3) edge=3;
00682
00683
00684 <font class="comment">// If the location is In the patch, just return normal value. (case of a bind 1/X).</font>
00685 <font class="keywordflow">if</font>(edge==-1)
00686 {
00687 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00688 <font class="keywordflow">return</font> bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00689 }
00690 <font class="comment">// else must find on neighbor.</font>
00691 <font class="keywordflow">else</font>
00692 {
00693 CBindInfo bindInfo;
00694 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edge, bindInfo);
00695
00696 <font class="comment">// Fast reject: if no neighbor on the edge, just do a simple computeDisplaceRaw()</font>
00697 <font class="keywordflow">if</font>(!bindInfo.Zone)
00698 {
00699 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00700 <font class="keywordflow">return</font> bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00701 }
00702 <font class="comment">// else must find on neighbor.</font>
00703 <font class="keywordflow">else</font>
00704 {
00705 CPatchUVLocator uvLocator;
00706 uvLocator.build(<font class="keyword">this</font>, edge, bindInfo);
00707
00708 CVector2f stIn;
00709 CVector2f stOut;
00710 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00711 uint patchId;
00712
00713 <font class="comment">// look on neighbor. same reasoning as in computeDisplaceEdgeSmooth();</font>
00714 stIn.set(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00715 patchId= uvLocator.selectPatch(stIn);
00716 uvLocator.locateUV(stIn, patchId, patchOut, stOut);
00717 CBezierPatch *bpatch= patchOut->unpackIntoCache();
00718 <font class="keywordflow">return</font> bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT());
00719 }
00720
00721 }
00722 }
00723
00724
00725 <font class="comment">// ***************************************************************************</font>
<a name="l00726"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_8">00726</a> CVector CPatch::computeNormalCornerSmooth(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, sint8 smoothBorderX, sint8 smoothBorderY)<font class="keyword"> const</font>
00727 <font class="keyword"></font>{
00728 CBindInfo bindInfoX;
00729 CBindInfo bindInfoY;
00730 uint edgeX=0;
00731 uint edgeY=0;
00732 uint corner;
00733 CBezierPatch *bpatch;
00734 bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00735
00736 <font class="comment">// both must be not null</font>
00737 <a class="code" href="debug_8h.html#a6">nlassert</a>( (smoothBorderX!=0) && (smoothBorderY!=0) );
00738
00739
00740 <font class="comment">// Get the edge against we must share displace.</font>
00741 <font class="keywordflow">if</font>(smoothBorderX==-1) edgeX=0;
00742 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderX==1) edgeX=2;
00743 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00744 <font class="keywordflow">if</font>(smoothBorderY==1) edgeY=1;
00745 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothBorderY==-1) edgeY=3;
00746 <font class="keywordflow">else</font> <a class="code" href="debug_8h.html#a12">nlstop</a>;
00747
00748 <font class="comment">// Get the corner against we must share displace.</font>
00749 <font class="keywordflow">if</font>(smoothBorderX==-1)
00750 {
00751 <font class="keywordflow">if</font>(smoothBorderY==-1) corner=0;
00752 <font class="keywordflow">else</font> corner=1;
00753 }
00754 <font class="keywordflow">else</font>
00755 {
00756 <font class="keywordflow">if</font>(smoothBorderY==-1) corner=3;
00757 <font class="keywordflow">else</font> corner=2;
00758 }
00759
00760 <font class="comment">// If this corner is smoothed, blend with 4 neighbors patchs.</font>
00761 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#z668_1">getCornerSmoothFlag</a>(corner))
00762 {
00763 <font class="comment">// Build the bindInfo against the 2 edge.</font>
00764 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edgeX, bindInfoX);
00765 <a class="code" href="classNL3D_1_1CPatch.html#a13">getBindNeighbor</a>(edgeY, bindInfoY);
00766
00767 <font class="comment">// Fast reject: if no neighbor, just do a simple computeDisplaceInteriorSmooth.</font>
00768 <font class="keywordflow">if</font>(!bindInfoX.Zone || !bindInfoY.Zone)
00769 <font class="keywordflow">return</font> bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>());
00770 <font class="keywordflow">else</font>
00771 {
00772 CVector ret;
00773
00774
00775 <font class="comment">// Compute the coordinate on the border of the edge, and the coef of the blend.</font>
00776 <font class="keywordtype">float</font> se=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00777 <font class="keywordtype">float</font> te=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00778 <font class="keywordtype">float</font> coefX;
00779 <font class="keywordtype">float</font> coefY;
00780 <font class="keywordflow">if</font>(smoothBorderX==-1) se= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(se), coefX=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>-se;
00781 <font class="keywordflow">else</font> se= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(se), coefX=se-<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00782 <font class="keywordflow">if</font>(smoothBorderY==-1) te= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(te), coefY=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>-te;
00783 <font class="keywordflow">else</font> te= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(te), coefY=te-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00784 coefX= 0.5f + coefX*0.5f;
00785 coefY= 0.5f + coefY*0.5f;
00786
00787
00788 <font class="comment">// Compute our contribution.</font>
00789 ret= bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>/<a class="code" href="classNL3D_1_1CPatch.html#a6">getOrderS</a>(), <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>/<a class="code" href="classNL3D_1_1CPatch.html#a7">getOrderT</a>()) *coefX*coefY;
00790
00791
00792 <font class="comment">// compute Neighboring info.</font>
00793 CPatchUVLocator uvLocatorX;
00794 CPatchUVLocator uvLocatorY;
00795 CVector2f stIn, stOut;
00796 <a class="code" href="classNL3D_1_1CPatch.html#a0">CPatch</a> *patchOut;
00797 uint patchId;
00798
00799 uvLocatorX.build(<font class="keyword">this</font>, edgeX, bindInfoX);
00800 uvLocatorY.build(<font class="keyword">this</font>, edgeY, bindInfoY);
00801
00802 <font class="comment">// Patch on our X side.</font>
00803 stIn.set(se, te);
00804 patchId= uvLocatorX.selectPatch(stIn);
00805 uvLocatorX.locateUV(stIn, patchId, patchOut, stOut);
00806 bpatch= patchOut->unpackIntoCache();
00807 ret+= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT()) *(1-coefX)*coefY;
00808
00809 <font class="comment">// Patch on our Y side.</font>
00810 stIn.set(se, te);
00811 patchId= uvLocatorY.selectPatch(stIn);
00812 uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
00813 bpatch= patchOut->unpackIntoCache();
00814 ret+= bpatch->evalNormal(stOut.x/patchOut->getOrderS(), stOut.y/patchOut->getOrderT()) *coefX*(1-coefY);
00815
00816 <font class="comment">/* compute contribution of the patch adjacent to me.</font>
00817 <font class="comment"> Same reasoning as in computeDisplaceCornerSmooth().</font>
00818 <font class="comment"> */</font>
00819 stIn.set(se, te);
00820 patchId= uvLocatorY.selectPatch(stIn);
00821 uvLocatorY.locateUV(stIn, patchId, patchOut, stOut);
00822 <font class="comment">// Because we compute the normal exactly on the edge, we must inform this method not to take us as neighbor.</font>
00823 <font class="comment">// ugly but simpler.</font>
00824 ret+= patchOut->computeNormalOnNeighbor(stOut.x, stOut.y, bindInfoY.Edge[patchId]) *(1-coefX)*(1-coefY);
00825
00826 <font class="keywordflow">return</font> ret;
00827 }
00828 }
00829 <font class="comment">// else must blend with 0.</font>
00830 <font class="keywordflow">else</font>
00831 {
00832 <font class="comment">// compute coef.</font>
00833 <font class="keywordtype">float</font> se=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00834 <font class="keywordtype">float</font> te=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00835 <font class="keywordtype">float</font> coefX;
00836 <font class="keywordtype">float</font> coefY;
00837 <font class="keywordflow">if</font>(smoothBorderX==-1) se= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(se), coefX=<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>-se;
00838 <font class="keywordflow">else</font> se= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(se), coefX=se-<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>;
00839 <font class="keywordflow">if</font>(smoothBorderY==-1) te= <a class="code" href="namespaceNL3D.html#a391">noiseFloorF</a>(te), coefY=<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>-te;
00840 <font class="keywordflow">else</font> te= <a class="code" href="namespaceNL3D.html#a392">noiseCeilF</a>(te), coefY=te-<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00841
00842
00843 <font class="comment">// To have smooth continuities with smooth on edge (if any), we must do this.</font>
00844 CVector rx, ry;
00845 <font class="comment">// Compute a smooth with my X neighbor.</font>
00846 rx= <a class="code" href="classNL3D_1_1CPatch.html#z685_7">computeNormalEdgeSmooth</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, smoothBorderX, 0);
00847 <font class="comment">// Compute a smooth with my Y neighbor.</font>
00848 ry= <a class="code" href="classNL3D_1_1CPatch.html#z685_7">computeNormalEdgeSmooth</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, 0, smoothBorderY);
00849
00850 <font class="comment">// Blend the 2 result.</font>
00851 <font class="keywordflow">if</font>(coefY + coefX>0)
00852 {
00853 <font class="comment">// This the weight used to blend to 0.</font>
00854 <font class="keywordtype">float</font> maxCoef= max(coefY, coefX);
00855 <font class="comment">// This the weight used to blend beetween rx and ry.</font>
00856 <font class="keywordtype">float</font> ooSum= 1.0f / (coefY + coefX);
00857 <font class="keywordtype">float</font> blendCoefX= coefX * ooSum;
00858 <font class="keywordtype">float</font> blendCoefY= coefY * ooSum;
00859
00860 <font class="keywordflow">return</font> maxCoef* (rx*blendCoefY + ry*blendCoefX);
00861 }
00862 <font class="keywordflow">else</font>
00863 {
00864 <font class="keywordflow">return</font> CVector::Null;
00865 }
00866 }
00867 }
00868
00869
00870
00871 <font class="comment">// ***************************************************************************</font>
<a name="l00872"></a><a class="code" href="classNL3D_1_1CPatch.html#z685_10">00872</a> <font class="keywordtype">void</font> CPatch::computeNoise(<font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>, CVector &displace)<font class="keyword"> const</font>
00873 <font class="keyword"></font>{
00874 <font class="keywordtype">float</font> so= <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>*<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>;
00875 <font class="keywordtype">float</font> to= <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>*<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>;
00876
00877
00878 <font class="comment">// Pre-Compute Border Smothing.</font>
00879 <font class="comment">//=========================</font>
00880 <font class="comment">// If we are on a border, flag it.</font>
00881 sint8 smoothNormalBorderX= 0;
00882 sint8 smoothNormalBorderY= 0;
00883 <font class="comment">// NB: because OrderS and OrderT >=2, smoothNormalBorderX=-1 and smoothNormalBorderX=1 are exclusive (as smoothNormalBorderY).</font>
00884 <font class="keywordflow">if</font>(so < 1) smoothNormalBorderX= -1;
00885 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(so > <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1) smoothNormalBorderX= 1;
00886 <font class="keywordflow">if</font>(to < 1) smoothNormalBorderY= -1;
00887 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(to > <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-1) smoothNormalBorderY= 1;
00888
00889 <font class="keywordtype">bool</font> smoothNormalEdge= (smoothNormalBorderX!=0) != (smoothNormalBorderY!=0);
00890 <font class="keywordtype">bool</font> smoothNormalCorner= (smoothNormalBorderX!=0) && (smoothNormalBorderY!=0);
00891
00892
00893 <font class="comment">// Do same thing, but to know if we must compute a displace on an interior, on an edge or on a corner.</font>
00894 sint8 smoothDisplaceBorderX= 0;
00895 sint8 smoothDisplaceBorderY= 0;
00896 <font class="comment">// NB: because OrderS and OrderT >=2, smoothBorderX=-1 and smoothBorderX=1 are exclusive (as smoothBorderY).</font>
00897 <font class="keywordflow">if</font>(so < 0.5) smoothDisplaceBorderX= -1;
00898 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(so > <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-0.5) smoothDisplaceBorderX= 1;
00899 <font class="keywordflow">if</font>(to < 0.5) smoothDisplaceBorderY= -1;
00900 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(to > <a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-0.5) smoothDisplaceBorderY= 1;
00901
00902 <font class="keywordtype">bool</font> smoothDisplaceEdge= (smoothDisplaceBorderX!=0) != (smoothDisplaceBorderY!=0);
00903 <font class="keywordtype">bool</font> smoothDisplaceCorner= (smoothDisplaceBorderX!=0) && (smoothDisplaceBorderY!=0);
00904
00905
00906 <font class="comment">// Compute Displace value.</font>
00907 <font class="comment">//=========================</font>
00908 <font class="keywordtype">float</font> displaceValue;
00909
00910 <font class="keywordflow">if</font>(smoothDisplaceCorner)
00911 displaceValue= <a class="code" href="classNL3D_1_1CPatch.html#z685_6">computeDisplaceCornerSmooth</a>(so, to, smoothDisplaceBorderX, smoothDisplaceBorderY);
00912 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothDisplaceEdge)
00913 displaceValue= <a class="code" href="classNL3D_1_1CPatch.html#z685_5">computeDisplaceEdgeSmooth</a>(so, to, smoothDisplaceBorderX, smoothDisplaceBorderY);
00914 <font class="keywordflow">else</font>
00915 displaceValue= <a class="code" href="classNL3D_1_1CPatch.html#z685_4">computeDisplaceInteriorSmooth</a>(so, to);
00916
00917
00918
00919 <font class="comment">// Compute Displace normal.</font>
00920 <font class="comment">//=========================</font>
00921
00922 <font class="comment">// Evaluate the normal.</font>
00923 CVector displaceNormal;
00924
00925
00926 <font class="comment">// smooth on edges and on corners.</font>
00927 <font class="keywordflow">if</font>(smoothNormalCorner)
00928 displaceNormal= <a class="code" href="classNL3D_1_1CPatch.html#z685_8">computeNormalCornerSmooth</a>(so, to, smoothNormalBorderX, smoothNormalBorderY);
00929 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(smoothNormalEdge)
00930 displaceNormal= <a class="code" href="classNL3D_1_1CPatch.html#z685_7">computeNormalEdgeSmooth</a>(so, to, smoothNormalBorderX, smoothNormalBorderY);
00931 <font class="keywordflow">else</font>
00932 {
00933 <font class="comment">// unpack...</font>
00934 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatch.html#a45">unpackIntoCache</a>();
00935 <font class="comment">// eval.</font>
00936 displaceNormal= bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00937 }
00938
00939
00940
00941 <font class="comment">// Final result.</font>
00942 <font class="comment">//=========================</font>
00943 displace= displaceNormal * displaceValue;
00944 }
00945
00946
00947
00948 <font class="comment">// ***************************************************************************</font>
<a name="l00949"></a><a class="code" href="classNL3D_1_1CPatch.html#z668_0">00949</a> <font class="keywordtype">void</font> CPatch::setCornerSmoothFlag(uint corner, <font class="keywordtype">bool</font> smooth)
00950 {
00951 <a class="code" href="debug_8h.html#a6">nlassert</a>(corner<=3);
00952 uint mask= 1<<corner;
00953 <font class="keywordflow">if</font>(smooth)
00954 <a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>|= mask;
00955 <font class="keywordflow">else</font>
00956 <a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>&= ~mask;
00957 }
00958
00959 <font class="comment">// ***************************************************************************</font>
<a name="l00960"></a><a class="code" href="classNL3D_1_1CPatch.html#z668_1">00960</a> <font class="keywordtype">bool</font> CPatch::getCornerSmoothFlag(uint corner)<font class="keyword"> const</font>
00961 <font class="keyword"></font>{
00962 <a class="code" href="debug_8h.html#a6">nlassert</a>(corner<=3);
00963 uint mask= 1<<corner;
00964 <font class="keywordflow">return</font> (<a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>& mask)!=0;
00965 }
00966
00967
00968 } <font class="comment">// NL3D</font>
</pre></div>
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