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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 &lt; 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&gt;&gt;=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&gt;&gt;=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>()-&gt;getLandscape()-&gt;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-&gt;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 &amp;ts, sint &amp;tt, sint &amp;ms, sint &amp;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> &amp; 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 &lt; 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)) &amp; (<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)) &amp; (<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> &amp;sInc, <font class="keywordtype">float</font> &amp;tInc, <font class="keywordtype">float</font> &amp;sa, <font class="keywordtype">float</font> &amp;ta, <font class="keywordtype">float</font> &amp;sa1, <font class="keywordtype">float</font> &amp;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&gt;=0.5)
00237                 sInc= 1;
00238         <font class="keywordflow">else</font>
00239                 sInc= -1;
00240         <font class="keywordflow">if</font>(tDecimal&gt;=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 =&gt; 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&gt;<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) sTile--;
00346                 <font class="keywordflow">if</font>(tTile&gt;<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-&gt;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-&gt;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-&gt;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-&gt;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&lt;0)     edge=0;
00426         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(tTile&gt;<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&gt;<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&lt;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-&gt;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) &amp;&amp; (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&gt;<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>) sTile--;
00530                 <font class="keywordflow">if</font>(tTile&gt;<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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;unpackIntoCache();
00642                         r1= bpatch-&gt;evalNormal(stOut.x/patchOut-&gt;getOrderS(), stOut.y/patchOut-&gt;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-&gt;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>&lt;1 &amp;&amp; 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>&gt;<a class="code" href="classNL3D_1_1CPatch.html#o3">OrderT</a>-1 &amp;&amp; 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>&gt;<a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1 &amp;&amp; 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>&lt;1 &amp;&amp; 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-&gt;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-&gt;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-&gt;unpackIntoCache();
00718                         <font class="keywordflow">return</font> bpatch-&gt;evalNormal(stOut.x/patchOut-&gt;getOrderS(), stOut.y/patchOut-&gt;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) &amp;&amp; (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-&gt;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-&gt;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-&gt;unpackIntoCache();
00807                         ret+= bpatch-&gt;evalNormal(stOut.x/patchOut-&gt;getOrderS(), stOut.y/patchOut-&gt;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-&gt;unpackIntoCache();
00814                         ret+= bpatch-&gt;evalNormal(stOut.x/patchOut-&gt;getOrderS(), stOut.y/patchOut-&gt;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-&gt;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&gt;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 &amp;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 &gt;=2, smoothNormalBorderX=-1 and smoothNormalBorderX=1 are exclusive (as smoothNormalBorderY).</font>
00884         <font class="keywordflow">if</font>(so &lt; 1) smoothNormalBorderX= -1;
00885         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(so &gt; <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-1) smoothNormalBorderX= 1;
00886         <font class="keywordflow">if</font>(to &lt; 1) smoothNormalBorderY= -1;
00887         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(to &gt; <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) &amp;&amp; (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 &gt;=2, smoothBorderX=-1 and smoothBorderX=1 are exclusive (as smoothBorderY).</font>
00897         <font class="keywordflow">if</font>(so &lt; 0.5) smoothDisplaceBorderX= -1;
00898         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(so &gt; <a class="code" href="classNL3D_1_1CPatch.html#o2">OrderS</a>-0.5) smoothDisplaceBorderX= 1;
00899         <font class="keywordflow">if</font>(to &lt; 0.5) smoothDisplaceBorderY= -1;
00900         <font class="keywordflow">else</font> <font class="keywordflow">if</font>(to &gt; <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) &amp;&amp; (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-&gt;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&lt;=3);
00952         uint    mask= 1&lt;&lt;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>&amp;= ~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&lt;=3);
00963         uint    mask= 1&lt;&lt;corner;
00964         <font class="keywordflow">return</font>  (<a class="code" href="classNL3D_1_1CPatch.html#z668_3">_CornerSmoothFlag</a>&amp; mask)!=0;
00965 }
00966 
00967 
00968 } <font class="comment">// NL3D</font>
</pre></div>

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