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<hr><h1>patch_render.cpp</h1><a href="patch__render_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="landscape__profile_8h.html">3d/landscape_profile.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="vector_8h.html">nel/misc/vector.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="common_8h.html">nel/misc/common.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 <font class="comment">// ***************************************************************************</font>
00048 <font class="comment">// Patch Texture computation.</font>
00049 <font class="comment">// ***************************************************************************</font>
00050 <font class="comment">// ***************************************************************************</font>
00051
00052
00053 <font class="comment">// ***************************************************************************</font>
<a name="l00054"></a><a class="code" href="classNL3D_1_1CPatch.html#c8">00054</a> <font class="keywordtype">void</font> CPatch::computeNewFar(sint &newFar0, sint &newFar1)
00055 {
00056 <font class="comment">// Classify the patch.</font>
00057 <font class="comment">//========================</font>
00058 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= (CLandscapeGlobals::RefineCenter-<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Center).norm() - <a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius;
00059 <font class="keywordtype">float</font> rr=0.0;
00060 <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::TileDistNear)
00061 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::TileDistNear, newFar0= 0;
00062 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::Far0Dist)
00063 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far0Dist, newFar0= 1;
00064 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a><CLandscapeGlobals::Far1Dist)
00065 rr= <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>-CLandscapeGlobals::Far1Dist, newFar0= 2;
00066 <font class="keywordflow">else</font>
00067 newFar0= 3;
00068 <font class="comment">// Transition with the next level.</font>
00069 newFar1=0;
00070 <font class="keywordflow">if</font>(newFar0<3 && rr>-(CLandscapeGlobals::FarTransition+2*<a class="code" href="classNL3D_1_1CPatch.html#o13">BSphere</a>.Radius))
00071 {
00072 newFar1= newFar0+1;
00073 }
00074
00075
00076 <font class="comment">// Update Texture Info.</font>
00077 <font class="comment">//========================</font>
00078 <font class="keywordflow">if</font>(newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a> || newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00079 {
00080 <font class="comment">// Backup old pass0</font>
00081 CPatchRdrPass *oldPass0=<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass;
00082 CPatchRdrPass *oldPass1=<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass;
00083
00084 <font class="comment">// Checks</font>
00085 <font class="keywordflow">if</font> (oldPass0==NULL)
00086 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a><=0);
00087 <font class="keywordflow">if</font> (oldPass1==NULL)
00088 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a><=0);
00089
00090 <font class="keywordtype">float</font> oldFar0UScale=<a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>;
00091 <font class="keywordtype">float</font> oldFar0VScale=<a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>;
00092 <font class="keywordtype">float</font> oldFar0UBias=<a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
00093 <font class="keywordtype">float</font> oldFar0VBias=<a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
00094 uint8 oldFlags=<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>;
00095
00096
00097 <font class="comment">// Don't delete the pass0 if the new newFar1 will use it</font>
00098 <font class="keywordflow">if</font> ((newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)&&(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0))
00099 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
00100
00101 <font class="comment">// Don't delete the pass1 if the new newFar0 will use it</font>
00102 <font class="keywordflow">if</font> ((newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)&&(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0))
00103 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
00104
00105 <font class="comment">// Pass0 have changed ?</font>
00106 <font class="keywordflow">if</font> (newFar0!=<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
00107 {
00108 <font class="comment">// Compute / get the texture Far.</font>
00109 <font class="keywordflow">if</font>(newFar0>0)
00110 {
00111 <font class="comment">// Free the old pass, don't used any more</font>
00112 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00113 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
00114
00115 <font class="comment">// Can we use the old pass1 ?</font>
00116 <font class="keywordflow">if</font> (newFar0==<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00117 {
00118 <font class="comment">// Yes, recycle it!</font>
00119 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=oldPass1;
00120
00121 <font class="comment">// Copy uv coordinates</font>
00122 <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>;
00123 <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>=<a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>;
00124 <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
00125 <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>=<a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
00126
00127 <font class="comment">// Copy rotation flag</font>
00128 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// erase it</font>
00129 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
00130 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>; <font class="comment">// copy it</font>
00131 }
00132 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font>
00133 {
00134 <font class="comment">// Rotation boolean</font>
00135 <font class="keywordtype">bool</font> bRot;
00136 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getFarRenderPass(<font class="keyword">this</font>, newFar0, <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>, bRot);
00137
00138 <font class="comment">// Flags is set if the far texture is rotated of 90� to the left</font>
00139 <font class="keywordflow">if</font> (bRot)
00140 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
00141 <font class="keywordflow">else</font>
00142 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>;
00143 }
00144 }
00145 <font class="keywordflow">else</font> <font class="comment">// no more far pass0</font>
00146 {
00147 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00148 {
00149 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>);
00150 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass=NULL;
00151 }
00152 }
00153 }
00154
00155 <font class="comment">// Pass1 have changed ?</font>
00156 <font class="keywordflow">if</font> (newFar1!=<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>)
00157 {
00158 <font class="comment">// Now let's go with pass1</font>
00159 <font class="keywordflow">if</font>(newFar1>0)
00160 {
00161 <font class="comment">// Delete the pass1 if not used any more</font>
00162 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00163 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
00164
00165 <font class="comment">// Can we use the old pass1 ?</font>
00166 <font class="keywordflow">if</font> (newFar1==<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>)
00167 {
00168 <font class="comment">// Yes, recycle it!</font>
00169 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass= oldPass0;
00170 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00171
00172 <font class="comment">// Copy uv coordinates</font>
00173 <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>=oldFar0UScale;
00174 <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>=oldFar0VScale;
00175 <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>=oldFar0UBias;
00176 <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>=oldFar0VBias;
00177
00178 <font class="comment">// Copy rotation flag</font>
00179 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// erase it</font>
00180 <font class="keywordflow">if</font> (oldFlags&<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
00181 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>; <font class="comment">// copy it</font>
00182 }
00183 <font class="keywordflow">else</font> <font class="comment">// get a new render pass</font>
00184 {
00185 <font class="comment">// Rotation boolean</font>
00186 <font class="keywordtype">bool</font> bRot;
00187 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->getFarRenderPass(<font class="keyword">this</font>, newFar1, <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a>, <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>, <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>, bRot);
00188 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00189
00190 <font class="comment">// Flags is set if the far texture is rotated of 90� to the left</font>
00191 <font class="keywordflow">if</font> (bRot)
00192 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>|=<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
00193 <font class="keywordflow">else</font>
00194 <a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&=~<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>;
00195 }
00196
00197 <font class="comment">// Compute info for transition.</font>
00198 <font class="keywordtype">float</font> farDist;
00199 <font class="keywordflow">switch</font>(newFar1)
00200 {
00201 <font class="keywordflow">case</font> 1: farDist= CLandscapeGlobals::TileDistNear; <font class="keywordflow">break</font>;
00202 <font class="keywordflow">case</font> 2: farDist= CLandscapeGlobals::Far0Dist; <font class="keywordflow">break</font>;
00203 <font class="keywordflow">case</font> 3: farDist= CLandscapeGlobals::Far1Dist; <font class="keywordflow">break</font>;
00204 <font class="keywordflow">default</font>: <a class="code" href="debug_8h.html#a12">nlstop</a>;
00205 };
00206 <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>= <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist-CLandscapeGlobals::FarTransition);
00207 <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>= 1.0f/(<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(farDist)-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>);
00208 }
00209 <font class="keywordflow">else</font> <font class="comment">// no more far pass1</font>
00210 {
00211 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00212 {
00213 <a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->freeFarRenderPass (<font class="keyword">this</font>, <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass, <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>);
00214 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass=NULL;
00215 }
00216 }
00217 }
00218
00219 }
00220
00221 <font class="comment">// Don't copy Far0 and Far1.</font>
00222 }
00223
00224
00225 <font class="comment">// ***************************************************************************</font>
<a name="l00226"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_1">00226</a> <font class="keywordtype">void</font> CPatch::updateTextureFarOnly()
00227 {
00228 <font class="comment">// If visible, don't change Far, because VB must be changed too. preRender() should have been called isntead.</font>
00229 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
00230 <font class="keywordflow">return</font>;
00231
00232 sint newFar0,newFar1;
00233 <font class="comment">// compute new Far0 and new Far1.</font>
00234 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
00235
00236 <font class="comment">// Far change.</font>
00237 <font class="comment">//------------------</font>
00238 <font class="comment">// Set new far values</font>
00239 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
00240 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
00241 }
00242
00243
00244
00245 <font class="comment">// ***************************************************************************</font>
00246 <font class="comment">// ***************************************************************************</font>
00247 <font class="comment">// Patch / Face rendering.</font>
00248 <font class="comment">// ***************************************************************************</font>
00249 <font class="comment">// ***************************************************************************</font>
00250
00251
00252 <font class="comment">// ***************************************************************************</font>
<a name="l00253"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_0">00253</a> <font class="keywordtype">void</font> CPatch::preRender()
00254 {
00255 <font class="comment">// If not visible, do nothing.</font>
00256 <font class="keywordflow">if</font>(RenderClipped)
00257 <font class="keywordflow">return</font>;
00258
00259
00260 <font class="comment">// 0. Classify the patch, and update TextureInfo.</font>
00261 <font class="comment">//=======================</font>
00262 sint newFar0,newFar1;
00263 <font class="comment">// compute new Far0 and new Far1.</font>
00264 <a class="code" href="classNL3D_1_1CPatch.html#c8">computeNewFar</a>(newFar0, newFar1);
00265
00266
00267 <font class="comment">// 2. Update vertices in VB</font>
00268 <font class="comment">//========================</font>
00269 sint oldFar0= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>, oldFar1= <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>;
00270
00271 <font class="comment">// Test if go in or go out tileMode.</font>
00272 <font class="keywordtype">bool</font> changeTileMode;
00273 <font class="comment">// this is true if a change is made, and if old or current is in TileMode.</font>
00274 changeTileMode= (newFar0!=oldFar0) && (newFar0==0 || oldFar0==0);
00275 <font class="comment">// Or this is true if Far0 / Far1 was invalid before.</font>
00276 changeTileMode= changeTileMode || oldFar0==-1 || oldFar1==-1;
00277
00278 <font class="comment">// Pre VB change.</font>
00279 <font class="comment">//------------------</font>
00280 <font class="comment">// In this case, major change: delete all VB, then recreate after.</font>
00281 <font class="keywordflow">if</font>(changeTileMode)
00282 {
00283 <font class="comment">// delete the old VB (NB: RenderClipped==false here). </font>
00284 <font class="comment">// NB: Far0 and Far1 are still unmodified, so deleteVB() will do the good job.</font>
00285 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
00286 }
00287 <font class="keywordflow">else</font>
00288 {
00289 <font class="comment">// minor change: Far0 UV, or Far1.</font>
00290 <font class="comment">// Far0 UV: do nothing here.</font>
00291 <font class="comment">// If change in Far1, must delete Far1</font>
00292 <font class="keywordflow">if</font>(newFar1!=oldFar1)
00293 {
00294 <font class="comment">// NB: Far1 is still unmodified, so deleteVB() will do the good job.</font>
00295 <a class="code" href="classNL3D_1_1CPatch.html#z673_4">deleteVBAndFaceVectorFar1Only</a>();
00296 }
00297 }
00298
00299 <font class="comment">// Far change.</font>
00300 <font class="comment">//------------------</font>
00301 <font class="comment">// Set new far values</font>
00302 <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>= newFar0;
00303 <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>= newFar1;
00304
00305
00306 <font class="comment">// Post VB change.</font>
00307 <font class="comment">//------------------</font>
00308 <font class="keywordflow">if</font>(changeTileMode)
00309 {
00310 <font class="comment">// major change: recreate all the VB.</font>
00311 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
00312 <font class="comment">// Then try to refill if possible.</font>
00313 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
00314 }
00315 <font class="keywordflow">else</font>
00316 {
00317 <font class="comment">// minor change: Far0 UV, or Far1.</font>
00318 <font class="comment">// If change in Far0</font>
00319 <font class="keywordflow">if</font>(newFar0!=oldFar0)
00320 {
00321 <font class="comment">// Then must recompute VB with good UVs.</font>
00322 <font class="comment">// An optimisation is to check if UVs had really change (see UScale ...)</font>
00323 <font class="comment">// but the case they don't change is very rare: 1/16.</font>
00324 <a class="code" href="classNL3D_1_1CPatch.html#z673_6">fillVBFar0Only</a>();
00325 }
00326
00327 <font class="comment">// If change in Far1, must allcoate and recompute UVs.</font>
00328 <font class="keywordflow">if</font>(newFar1!=oldFar1)
00329 {
00330 <a class="code" href="classNL3D_1_1CPatch.html#z673_5">allocateVBAndFaceVectorFar1Only</a>();
00331 <font class="comment">// try to fill if no reallocation problem</font>
00332 <a class="code" href="classNL3D_1_1CPatch.html#z673_7">fillVBFar1Only</a>();
00333 }
00334 }
00335
00336
00337 <font class="comment">// 3. Append patch to renderList.</font>
00338 <font class="comment">//=====================</font>
00339 <font class="comment">// This patch is visible. So if good far, append.</font>
00340 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
00341 {
00342 <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass->appendRdrPatchFar0(&<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00343 }
00344 <font class="comment">// Same for Far1.</font>
00345 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00346 {
00347 <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass->appendRdrPatchFar1(&<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00348 }
00349
00350
00351 <font class="comment">// 4. Clip tess blocks.</font>
00352 <font class="comment">//=====================</font>
00353 <font class="comment">// If we are in Tile/FarTransition</font>
00354 <font class="keywordtype">bool</font> doClipFar= <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>==1;
00355 <font class="comment">// Parse all TessBlocks.</font>
00356 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00357 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00358 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--)
00359 {
00360 CTessBlock &tblock= *pTessBlock;
00361
00362 <font class="comment">// bkup the old result for clipping</font>
00363 <font class="keywordtype">bool</font> oldVisibleFar0= tblock.visibleFar0();
00364 <font class="keywordtype">bool</font> oldVisibleTile= tblock.visibleTile();
00365 <font class="keywordtype">bool</font> oldVisibleFar1= tblock.visibleFar1();
00366
00367 <font class="comment">// If this TessBlock is empty, do not need to clip</font>
00368 <font class="keywordflow">if</font>(tblock.FaceTileMaterialRefCount==0)
00369 {
00370 <font class="comment">// Simply force the clip.</font>
00371 tblock.forceClip();
00372 }
00373 <font class="keywordflow">else</font>
00374 {
00375 <font class="comment">// clip the tessBlock.</font>
00376 tblock.resetClip();
00377 tblock.clip();
00378 <font class="comment">// If we are in Tile/FarTransition</font>
00379 <font class="keywordflow">if</font>(doClipFar)
00380 tblock.clipFar(CLandscapeGlobals::RefineCenter, CLandscapeGlobals::TileDistNear, CLandscapeGlobals::FarTransition);
00381
00382 <font class="comment">// If TileMode, and if tile visible</font>
00383 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && tblock.visibleTile() )
00384 {
00385 <font class="comment">// Append all tiles (if any) to the renderPass list!</font>
00386 <font class="keywordflow">for</font>(uint j=0;j<<a class="code" href="tess__block_8h.html#a1">NL3D_TESSBLOCK_TILESIZE</a>; j++)
00387 {
00388 <font class="comment">// If tile exist</font>
00389 <font class="keywordflow">if</font>(tblock.RdrTileRoot[j])
00390 <font class="comment">// add it to the renderList</font>
00391 tblock.RdrTileRoot[j]->appendTileToEachRenderPass(<a class="code" href="classNL3D_1_1CPatch.html#z678_3">NumRenderableFaces</a>);
00392 }
00393 }
00394 }
00395
00396 <font class="comment">// If change of clip in tessBlock, must update the tessBlock</font>
00397 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>> 0 && oldVisibleFar0 != tblock.visibleFar0() )
00398 {
00399 <font class="keywordflow">if</font>( tblock.visibleFar0() )
00400 {
00401 <font class="comment">// allocate</font>
00402 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00403 <font class="comment">// fill only if possible.</font>
00404 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs())
00405 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
00406 <font class="comment">// rebuild triangles index list.</font>
00407 tblock.refillFaceVectorFar0();
00408 }
00409 <font class="keywordflow">else</font>
00410 {
00411 <font class="comment">// delete</font>
00412 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00413 }
00414 }
00415 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && oldVisibleTile != tblock.visibleTile() )
00416 {
00417 <font class="keywordflow">if</font>( tblock.visibleTile() )
00418 {
00419 <font class="comment">// allocate</font>
00420 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">true</font>);
00421 <font class="comment">// fill only if possible.</font>
00422 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs())
00423 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
00424 <font class="comment">// rebuild triangles index list.</font>
00425 tblock.refillFaceVectorTile();
00426 }
00427 <font class="keywordflow">else</font>
00428 {
00429 <font class="comment">// delete</font>
00430 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, <font class="keyword">false</font>);
00431 }
00432 }
00433 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>> 0 && oldVisibleFar1 != tblock.visibleFar1() )
00434 {
00435 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00436 {
00437 <font class="comment">// allocate</font>
00438 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00439 <font class="comment">// fill only if possible.</font>
00440 <font class="keywordflow">if</font>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs())
00441 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
00442 <font class="comment">// rebuild triangles index list.</font>
00443 tblock.refillFaceVectorFar1();
00444 }
00445 <font class="keywordflow">else</font>
00446 {
00447 <font class="comment">// delete</font>
00448 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00449 }
00450 }
00451 }
00452
00453 }
00454
00455
00456 <font class="comment">// Special profiling.</font>
00457 <font class="preprocessor">#ifdef NL3D_PROFILE_LAND</font>
00458 <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv) \</font>
00459 <font class="preprocessor"> if(_fv) \</font>
00460 <font class="preprocessor"> { \</font>
00461 <font class="preprocessor"> NL3D_PROFILE_LAND_ADD(_x, _fv->NumTri); \</font>
00462 <font class="preprocessor"> }</font>
00463 <font class="preprocessor"></font><font class="preprocessor">#else</font>
<a name="l00464"></a><a class="code" href="patch__render_8cpp.html#a0">00464</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_PROFILE_LAND_ADD_FACE_VECTOR(_x, _fv)</font>
00465 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
00466 <font class="preprocessor"></font>
00467
00468 <font class="comment">// ***************************************************************************</font>
00469 <font class="keyword">static</font> <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(CLandscapeFaceVector *fv)
00470 {
00471 <font class="comment">// If not NULL (ie not empty).</font>
00472 <font class="keywordflow">if</font>(fv)
00473 {
00474 <font class="comment">// TestYoyo: Bench.</font>
00475 <font class="comment">/*</font>
00476 <font class="comment"> extern uint TEMP_NRFV;</font>
00477 <font class="comment"> extern uint TEMP_NRFVTri;</font>
00478 <font class="comment"> extern float TEMP_NRFVMeanTri;</font>
00479 <font class="comment"> extern float TEMP_NRFVDeltaTri;</font>
00480 <font class="comment"> TEMP_NRFV++;</font>
00481 <font class="comment"> TEMP_NRFVTri+= fv->NumTri;</font>
00482 <font class="comment"> TEMP_NRFVDeltaTri+= sqr(fv->NumTri-TEMP_NRFVMeanTri);</font>
00483 <font class="comment"> */</font>
00484
00485 <font class="comment">// here we have NumTri>0, because fv!=NULL.</font>
00486
00487 <font class="comment">// making lot of render() is slower than copy a block, and render it.</font>
00488 <font class="comment">//CLandscapeGlobals::PatchCurrentDriver->renderSimpleTriangles(fv->TriPtr, fv->NumTri);</font>
00489
00490 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
00491 <font class="preprocessor"></font> __asm
00492 {
00493 mov ebx, fv
00494 mov edi, <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>
00495
00496 mov edx, <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>
00497 xor eax, eax <font class="comment">// Avoid AGI stall.</font>
00498
00499 mov ecx, [ebx]fv.NumTri
00500 mov esi, [ebx]fv.TriPtr
00501
00502 mov eax, ecx <font class="comment">// eax= bkup NumTris</font>
00503 lea ecx, [ecx + ecx*2] <font class="comment">// ecx= nTriIndex= NumTris*3</font>
00504
00505 <font class="comment">// copy tri indices</font>
00506 rep movsd
00507
00508 add edx, eax <font class="comment">// edx= NL3D_LandscapeGlobals_PassNTri + fv->NumTri;</font>
00509
00510 <font class="comment">// NL3D_LandscapeGlobals_PassTriCurPtr= edi= new ptr after copy</font>
00511 mov <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, edi
00512 mov <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>, edx
00513 }
00514 <font class="preprocessor">#else</font>
00515 <font class="preprocessor"></font> uint nTriIndex= fv->NumTri*3;
00516 <font class="comment">// Fill and increment the array.</font>
00517 memcpy( <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>, fv->TriPtr, nTriIndex * <font class="keyword">sizeof</font>(uint32) );
00518 <a class="code" href="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a>+= nTriIndex;
00519 <a class="code" href="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a>+= fv->NumTri;
00520 <font class="preprocessor">#endif</font>
00521 <font class="preprocessor"></font> }
00522 }
00523
00524
00525 <font class="comment">// ***************************************************************************</font>
<a name="l00526"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_2">00526</a> <font class="keywordtype">void</font> CPatch::renderFar0()
00527 {
00528 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
00529 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass);
00530
00531 <font class="comment">// Render tris of MasterBlock.</font>
00532 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
00533 <font class="comment">// profile</font>
00534 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far0FaceVector);
00535
00536 <font class="comment">// Render tris of TessBlocks.</font>
00537 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00538 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00539 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--)
00540 {
00541 CTessBlock &tblock= *pTessBlock;
00542 <font class="comment">// if block visible, render</font>
00543 <font class="keywordflow">if</font>( tblock.visibleFar0() )
00544 {
00545 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far0FaceVector);
00546 <font class="comment">// profile</font>
00547 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a74">ProfNRdrFar0</a>, tblock.Far0FaceVector);
00548 }
00549 }
00550
00551 <font class="comment">// Check the pass is in the set</font>
00552 <font class="preprocessor">#ifdef NL_DEBUG</font>
00553 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)
00554 {
00555 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end());
00556 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end())
00557 {
00558 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
00559 {
00560 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00561 {
00562 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o28">Pass0</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
00563 {
00564 bFound=<font class="keyword">true</font>;
00565 <font class="keywordflow">break</font>;
00566 }
00567 }
00568 }
00569 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
00570 }
00571 }
00572 <font class="preprocessor">#endif // NL_DEBUG</font>
00573 <font class="preprocessor"></font>}
00574
00575
00576 <font class="comment">// ***************************************************************************</font>
<a name="l00577"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_3">00577</a> <font class="keywordtype">void</font> CPatch::renderFar1()
00578 {
00579 <font class="comment">// Must be visible, and must be called only if the RdrPass is enabled.</font>
00580 <a class="code" href="debug_8h.html#a6">nlassert</a>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass);
00581
00582 <font class="comment">// Render tris of MasterBlock.</font>
00583 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
00584 <font class="comment">// profile.</font>
00585 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.Far1FaceVector);
00586
00587 <font class="comment">// Render tris of TessBlocks.</font>
00588 uint nTessBlock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();
00589 CTessBlock *pTessBlock= nTessBlock>0? &<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[0]: NULL ;
00590 <font class="keywordflow">for</font>(; nTessBlock>0; pTessBlock++, nTessBlock--)
00591 {
00592 CTessBlock &tblock= *pTessBlock;
00593 <font class="comment">// if block visible, render</font>
00594 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00595 {
00596 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(tblock.Far1FaceVector);
00597 <font class="comment">// profile.</font>
00598 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a75">ProfNRdrFar1</a>, tblock.Far1FaceVector);
00599 }
00600 }
00601
00602 <font class="comment">// Check the pass is in the set</font>
00603 <font class="preprocessor">#ifdef NL_DEBUG</font>
00604 <font class="preprocessor"></font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)
00605 {
00606 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end());
00607 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)==<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSet.end())
00608 {
00609 <font class="keywordtype">bool</font> bFound=<font class="keyword">false</font>;
00610 {
00611 <font class="keywordflow">for</font> (sint <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a><(sint)<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree.size(); <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>++)
00612 {
00613 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].find (<a class="code" href="classNL3D_1_1CPatch.html#o29">Pass1</a>.PatchRdrPass)!=<a class="code" href="classNL3D_1_1CPatch.html#o0">Zone</a>->Landscape->_FarRdrPassSetVectorFree[<a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>].end())
00614 {
00615 bFound=<font class="keyword">true</font>;
00616 <font class="keywordflow">break</font>;
00617 }
00618 }
00619 }
00620 <a class="code" href="debug_8h.html#a6">nlassert</a> (bFound);
00621 }
00622 }
00623 <font class="preprocessor">#endif // NL_DEBUG</font>
00624 <font class="preprocessor"></font>}
00625
00626
00627 <font class="comment">// ***************************************************************************</font>
<a name="l00628"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a2">00628</a> <font class="keywordtype">void</font> CTileMaterial::renderTile(uint pass)
00629 {
00630 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00631 <font class="comment">// If the pass is enabled.</font>
00632 <font class="keywordflow">if</font>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[pass].PatchRdrPass)
00633 {
00634 <font class="comment">// render tris of the good faceList.</font>
00635 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
00636
00637 <font class="comment">// profile.</font>
00638 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[pass], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[pass]);
00639 }
00640 }
00641
00642 <font class="comment">// ***************************************************************************</font>
<a name="l00643"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a3">00643</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassRGB0()
00644 {
00645 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00646 <font class="comment">// this pass must be enabled!</font>
00647 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>].PatchRdrPass);
00648 <font class="comment">// render tris of the good faceList.</font>
00649 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00650
00651 <font class="comment">// profile.</font>
00652 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00653 }
00654
00655 <font class="comment">// ***************************************************************************</font>
<a name="l00656"></a><a class="code" href="structNL3D_1_1CTileMaterial.html#a4">00656</a> <font class="keywordtype">void</font> CTileMaterial::renderTilePassLightmap()
00657 {
00658 <font class="comment">// because precisely inserted in preRender(), and correctly tested, this tile is to be rendered,</font>
00659 <font class="comment">// this pass must be enabled!</font>
00660 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m2">Pass</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>].PatchRdrPass);
00661 <font class="comment">// render tris of the good faceList, ie the one of PassRGB0, because vertices are reused.</font>
00662 <a class="code" href="namespaceNL3D.html#a396">renderFaceVector</a>(<a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00663
00664 <font class="comment">// profile.</font>
00665 <a class="code" href="patch__render_8cpp.html#a0">NL3D_PROFILE_LAND_ADD_FACE_VECTOR</a>(<a class="code" href="namespaceNL3D.html#a76">ProfNRdrTile</a>[<a class="code" href="landscape__def_8h.html#a6">NL3D_TILE_PASS_LIGHTMAP</a>], <a class="code" href="structNL3D_1_1CTileMaterial.html#m4">TileFaceVectors</a>[<a class="code" href="landscape__def_8h.html#a2">NL3D_TILE_PASS_RGB0</a>]);
00666 }
00667
00668
00669 <font class="comment">// ***************************************************************************</font>
00670 <font class="comment">// ***************************************************************************</font>
00671 <font class="comment">// FaceVector Allocation</font>
00672 <font class="comment">// ***************************************************************************</font>
00673 <font class="comment">// ***************************************************************************</font>
00674
00675
00676 <font class="comment">// ***************************************************************************</font>
<a name="l00677"></a><a class="code" href="classNL3D_1_1CPatch.html#c21">00677</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar1()
00678 {
00679 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00680 {
00681 <font class="comment">// Create the face for all TessBlocks.</font>
00682 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00683 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00684 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00685 }
00686 }
00687 <font class="comment">// ***************************************************************************</font>
<a name="l00688"></a><a class="code" href="classNL3D_1_1CPatch.html#c22">00688</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar1()
00689 {
00690 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00691 {
00692 <font class="comment">// delete the face for all TessBlocks.</font>
00693 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00694 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00695 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00696 }
00697 }
00698 <font class="comment">// ***************************************************************************</font>
<a name="l00699"></a><a class="code" href="classNL3D_1_1CPatch.html#c23">00699</a> <font class="keywordtype">void</font> CPatch::createFaceVectorFar0OrTile()
00700 {
00701 <font class="comment">// If Far Mode.</font>
00702 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
00703 {
00704 <font class="comment">// Create the face for all TessBlocks.</font>
00705 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00706 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00707 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00708 }
00709 <font class="comment">// Or If Tile Mode.</font>
00710 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00711 {
00712 <font class="comment">// Create the face for all TessBlocks.</font>
00713 <font class="comment">// No tiles in MasterBlock!</font>
00714 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00715 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00716 }
00717 }
00718 <font class="comment">// ***************************************************************************</font>
<a name="l00719"></a><a class="code" href="classNL3D_1_1CPatch.html#c24">00719</a> <font class="keywordtype">void</font> CPatch::deleteFaceVectorFar0OrTile()
00720 {
00721 <font class="comment">// If Far Mode.</font>
00722 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
00723 {
00724 <font class="comment">// delete the face for all TessBlocks.</font>
00725 <a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00726 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00727 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00728 }
00729 <font class="comment">// Or If Tile Mode.</font>
00730 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00731 {
00732 <font class="comment">// delete the face for all TessBlocks.</font>
00733 <font class="comment">// No tiles in MasterBlock!</font>
00734 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00735 <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i].deleteFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00736 }
00737 }
00738
00739
00740 <font class="comment">// ***************************************************************************</font>
<a name="l00741"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_13">00741</a> <font class="keywordtype">void</font> CPatch::recreateTessBlockFaceVector(CTessBlock &block)
00742 {
00743 <font class="comment">// Do it Only if patch is visible.</font>
00744 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>)
00745 {
00746 <font class="comment">// Far0.</font>
00747 <font class="comment">// If Far Mode.</font>
00748 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
00749 {
00750 <font class="comment">// Create the face for this TessBlock only.</font>
00751 block.createFaceVectorFar0(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00752 }
00753 <font class="comment">// Or If Tile Mode.</font>
00754 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00755 {
00756 <font class="comment">// No tiles in MasterBlock! So no need to call createFaceVectorTile(), if this block is the MasterBlock.</font>
00757 <font class="keywordflow">if</font>(&block != &<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>)
00758 block.createFaceVectorTile(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00759 }
00760
00761 <font class="comment">// Far1.</font>
00762 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00763 {
00764 <font class="comment">// Create the face for this TessBlock only.</font>
00765 block.createFaceVectorFar1(<a class="code" href="classNL3D_1_1CPatch.html#a4">getLandscape</a>()->_FaceVectorManager);
00766 }
00767 }
00768
00769 }
00770
00771
00772 <font class="comment">// ***************************************************************************</font>
00773 <font class="comment">// ***************************************************************************</font>
00774 <font class="comment">// VB Allocation</font>
00775 <font class="comment">// ***************************************************************************</font>
00776 <font class="comment">// ***************************************************************************</font>
00777
00778
00779 <font class="comment">// ***************************************************************************</font>
<a name="l00780"></a><a class="code" href="classNL3D_1_1CPatch.html#c15">00780</a> <font class="keywordtype">void</font> CPatch::updateFar0VBAlloc(CTessList<CTessFarVertex> &vertList, <font class="keywordtype">bool</font> alloc)
00781 {
00782 <font class="comment">// Traverse the vertList.</font>
00783 CTessFarVertex *pVert;
00784 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
00785 {
00786 <font class="keywordflow">if</font>(alloc)
00787 pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex();
00788 <font class="keywordflow">else</font>
00789 CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0);
00790 }
00791 }
00792
00793
00794 <font class="comment">// ***************************************************************************</font>
<a name="l00795"></a><a class="code" href="classNL3D_1_1CPatch.html#c16">00795</a> <font class="keywordtype">void</font> CPatch::updateFar1VBAlloc(CTessList<CTessFarVertex> &vertList, <font class="keywordtype">bool</font> alloc)
00796 {
00797 <font class="comment">// Traverse the vertList.</font>
00798 CTessFarVertex *pVert;
00799 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
00800 {
00801 <font class="keywordflow">if</font>(alloc)
00802 pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex();
00803 <font class="keywordflow">else</font>
00804 CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1);
00805 }
00806 }
00807
00808
00809 <font class="comment">// ***************************************************************************</font>
<a name="l00810"></a><a class="code" href="classNL3D_1_1CPatch.html#c17">00810</a> <font class="keywordtype">void</font> CPatch::updateTileVBAlloc(CTessList<CTessNearVertex> &vertList, <font class="keywordtype">bool</font> alloc)
00811 {
00812 <font class="comment">// Traverse the vertList.</font>
00813 CTessNearVertex *pVert;
00814 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
00815 {
00816 <font class="keywordflow">if</font>(alloc)
00817 pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex();
00818 <font class="keywordflow">else</font>
00819 CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index);
00820 }
00821 }
00822
00823
00824 <font class="comment">// ***************************************************************************</font>
<a name="l00825"></a><a class="code" href="classNL3D_1_1CPatch.html#c18">00825</a> <font class="keywordtype">void</font> CPatch::updateVBAlloc(<font class="keywordtype">bool</font> alloc)
00826 {
00827 <font class="comment">// update Far0.</font>
00828 <font class="comment">//=======</font>
00829 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
00830 {
00831 <font class="comment">// alloc Far0 VB.</font>
00832 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
00833 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00834 {
00835 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00836 <font class="comment">// need update VB only if tessBlock is visible.</font>
00837 <font class="keywordflow">if</font>( tblock.visibleFar0() )
00838 <a class="code" href="classNL3D_1_1CPatch.html#c15">updateFar0VBAlloc</a>(tblock.FarVertexList, alloc);
00839 }
00840 }
00841 <font class="keywordflow">else</font> <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
00842 {
00843 <font class="comment">// alloc Tile VB.</font>
00844 <font class="comment">// No Tiles in MasterBlock!!</font>
00845 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
00846 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00847 {
00848 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00849 <font class="comment">// Add the vertices.</font>
00850 <font class="comment">// need update VB only if tessBlock is visible.</font>
00851 <font class="keywordflow">if</font>( tblock.visibleTile() )
00852 <a class="code" href="classNL3D_1_1CPatch.html#c17">updateTileVBAlloc</a>(tblock.NearVertexList, alloc);
00853 }
00854 }
00855
00856 <font class="comment">// update Far1.</font>
00857 <font class="comment">//=======</font>
00858 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00859 {
00860 <font class="comment">// alloc VB.</font>
00861 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, alloc);
00862 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00863 {
00864 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00865 <font class="comment">// need update VB only if tessBlock is visible.</font>
00866 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00867 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, alloc);
00868 }
00869 }
00870 }
00871
00872 <font class="comment">// ***************************************************************************</font>
<a name="l00873"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_0">00873</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVector()
00874 {
00875 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">false</font>);
00876 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
00877 <a class="code" href="classNL3D_1_1CPatch.html#c24">deleteFaceVectorFar0OrTile</a>();
00878 }
00879
00880 <font class="comment">// ***************************************************************************</font>
<a name="l00881"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_1">00881</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVector()
00882 {
00883 <a class="code" href="classNL3D_1_1CPatch.html#c18">updateVBAlloc</a>(<font class="keyword">true</font>);
00884 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
00885 <a class="code" href="classNL3D_1_1CPatch.html#c23">createFaceVectorFar0OrTile</a>();
00886 }
00887
00888
00889 <font class="comment">// ***************************************************************************</font>
<a name="l00890"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_4">00890</a> <font class="keywordtype">void</font> CPatch::deleteVBAndFaceVectorFar1Only()
00891 {
00892 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00893 {
00894 <font class="comment">// alloc VB.</font>
00895 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">false</font>);
00896 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00897 {
00898 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00899 <font class="comment">// need update VB only if tessBlock is visible.</font>
00900 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00901 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">false</font>);
00902 }
00903 }
00904
00905 <a class="code" href="classNL3D_1_1CPatch.html#c22">deleteFaceVectorFar1</a>();
00906 }
00907
00908 <font class="comment">// ***************************************************************************</font>
<a name="l00909"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_5">00909</a> <font class="keywordtype">void</font> CPatch::allocateVBAndFaceVectorFar1Only()
00910 {
00911 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
00912 {
00913 <font class="comment">// alloc VB.</font>
00914 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, <font class="keyword">true</font>);
00915 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00916 {
00917 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00918 <font class="comment">// need update VB only if tessBlock is visible.</font>
00919 <font class="keywordflow">if</font>( tblock.visibleFar1() )
00920 <a class="code" href="classNL3D_1_1CPatch.html#c16">updateFar1VBAlloc</a>(tblock.FarVertexList, <font class="keyword">true</font>);
00921 }
00922 }
00923
00924 <a class="code" href="classNL3D_1_1CPatch.html#c21">createFaceVectorFar1</a>();
00925 }
00926
00927
00928 <font class="comment">// ***************************************************************************</font>
<a name="l00929"></a><a class="code" href="classNL3D_1_1CPatch.html#c19">00929</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesFarList(CTessList<CTessFarVertex> &vertList, uint marker)
00930 {
00931 <font class="comment">// Traverse the vertList.</font>
00932 CTessFarVertex *pVert;
00933 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
00934 {
00935 pVert->Index0= marker;
00936 pVert->Index1= marker;
00937 }
00938 }
00939
<a name="l00940"></a><a class="code" href="classNL3D_1_1CPatch.html#c20">00940</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndicesNearList(CTessList<CTessNearVertex> &vertList, uint marker)
00941 {
00942 <font class="comment">// Traverse the vertList.</font>
00943 CTessNearVertex *pVert;
00944 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
00945 {
00946 pVert->Index= marker;
00947 }
00948 }
00949
<a name="l00950"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_12">00950</a> <font class="keywordtype">void</font> CPatch::debugAllocationMarkIndices(uint marker)
00951 {
00952 sint i;
00953
00954 <font class="comment">// Do it For Far.</font>
00955 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList, marker);
00956 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00957 {
00958 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00959 <a class="code" href="classNL3D_1_1CPatch.html#c19">debugAllocationMarkIndicesFarList</a>(tblock.FarVertexList, marker);
00960 }
00961 <font class="comment">// Do it For Near.</font>
00962 <font class="comment">// No Tiles in MasterBlock!!</font>
00963 <font class="keywordflow">for</font>(i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
00964 {
00965 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
00966 <a class="code" href="classNL3D_1_1CPatch.html#c20">debugAllocationMarkIndicesNearList</a>(tblock.NearVertexList, marker);
00967 }
00968
00969 }
00970
00971
00972
00973 <font class="comment">// ***************************************************************************</font>
00974 <font class="comment">// ***************************************************************************</font>
00975 <font class="comment">// VB Filling.</font>
00976 <font class="comment">// ***************************************************************************</font>
00977 <font class="comment">// ***************************************************************************</font>
00978
00979
00980 <font class="comment">// ***************************************************************************</font>
00981 <font class="comment">// NB: need to be inlined only for fillFar0VB() in this file.</font>
<a name="l00982"></a><a class="code" href="classNL3D_1_1CPatch.html#c9">00982</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar0VertexVB(CTessFarVertex *pVert)
00983 {
00984 <font class="comment">// The Buffers must have been locked</font>
00985 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
00986 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked());
00987 <font class="comment">// VBInfo must be OK.</font>
00988 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs());
00989
00990 <font class="keyword">static</font> uint8 *CurVBPtr;
00991 <font class="comment">// Compute/build the new vertex.</font>
00992 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
00993 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
00994
00995 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
00996
00997 <font class="comment">// compute Uvs.</font>
00998 <font class="keyword">static</font> CUV uv;
00999 CParamCoord pc= pVert->PCoord;
01000 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a2">NL_PATCH_FAR0_ROTATED</a>)
01001 {
01002 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
01003 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
01004 }
01005 <font class="keywordflow">else</font>
01006 {
01007 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o16">Far0UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o18">Far0UBias</a>;
01008 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o17">Far0VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o19">Far0VBias</a>;
01009 }
01010
01011 <font class="comment">// compute Dynamic lightmap Uv.</font>
01012 <font class="keyword">static</font> CUV uvDLM;
01013 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font>
01014 {
01015 <font class="comment">// compute UV with DLM context info.</font>
01016 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias;
01017 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias;
01018 }
01019 <font class="keywordflow">else</font>
01020 {
01021 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01022 uvDLM.U= 1;
01023 uvDLM.V= 1;
01024 }
01025
01026 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01027 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01028 {
01029 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01030 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01031 <font class="comment">// Set Uvs.</font>
01032 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
01033 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01034 }
01035 <font class="keywordflow">else</font>
01036 {
01037 <font class="comment">// Else must setup Vertex program inputs</font>
01038 <font class="comment">// v[0]== StartPos.</font>
01039 *(CVector*)CurVBPtr= pVert->Src->StartPos;
01040 <font class="comment">// v[8]== Tex0</font>
01041 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff0)= uv;
01042 <font class="comment">// v[9]== Tex1</font>
01043 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01044
01045 <font class="comment">// v[10]== GeomInfo.</font>
01046 <font class="keyword">static</font> CUV geomInfo;
01047 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01048 geomInfo.V= pVert->Src->MaxNearLimit;
01049 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.GeomInfoOff)= geomInfo;
01050
01051 <font class="comment">// v[11]== EndPos - StartPos</font>
01052 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.DeltaPosOff)=
01053 pVert->Src->EndPos - pVert->Src->StartPos;
01054 }
01055 }
01056 <font class="comment">// ***************************************************************************</font>
01057 <font class="comment">// NB: need to be inlined only for fillFar1VB() in this file.</font>
<a name="l01058"></a><a class="code" href="classNL3D_1_1CPatch.html#c10">01058</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillFar1VertexVB(CTessFarVertex *pVert)
01059 {
01060 <font class="comment">// The Buffers must have been locked</font>
01061 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
01062 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked());
01063 <font class="comment">// VBInfo must be OK.</font>
01064 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs());
01065
01066 <font class="keyword">static</font> uint8 *CurVBPtr;
01067 <font class="comment">// Compute/build the new vertex.</font>
01068 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01069 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01070
01071 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01072
01073 <font class="comment">// compute Uvs.</font>
01074 <font class="keyword">static</font> CUV uv;
01075 CParamCoord pc= pVert->PCoord;
01076 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CPatch.html#o24">Flags</a>&<a class="code" href="patch_8h.html#a3">NL_PATCH_FAR1_ROTATED</a>)
01077 {
01078 uv.U= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
01079 uv.V= (1.f-pc.getS())* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
01080 }
01081 <font class="keywordflow">else</font>
01082 {
01083 uv.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#o20">Far1UScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o22">Far1UBias</a>;
01084 uv.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#o21">Far1VScale</a> + <a class="code" href="classNL3D_1_1CPatch.html#o23">Far1VBias</a>;
01085 }
01086
01087 <font class="comment">// compute Dynamic lightmap Uv.</font>
01088 <font class="keyword">static</font> CUV uvDLM;
01089 <font class="keywordflow">if</font>(_DLMContext) <font class="comment">// (NB: Suppose BTB kill this test).</font>
01090 {
01091 <font class="comment">// compute UV with DLM context info.</font>
01092 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias;
01093 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias;
01094 }
01095 <font class="keywordflow">else</font>
01096 {
01097 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01098 uvDLM.U= 1;
01099 uvDLM.V= 1;
01100 }
01101
01102 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01103 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01104 {
01105 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01106 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01107 <font class="comment">// Set Uvs.</font>
01108 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
01109 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01110 <font class="comment">// Set default color.</font>
01111 <font class="keyword">static</font> CRGBA col(255,255,255,255);
01112 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
01113 }
01114 <font class="keywordflow">else</font>
01115 {
01116 <font class="comment">// Else must setup Vertex program inputs</font>
01117 <font class="comment">// v[0]== StartPos.</font>
01118 *(CVector*)CurVBPtr= pVert->Src->StartPos;
01119 <font class="comment">// v[8]== Tex0</font>
01120 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff0)= uv;
01121 <font class="comment">// v[9]== Tex1</font>
01122 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01123
01124 <font class="comment">// v[10]== GeomInfo.</font>
01125 <font class="keyword">static</font> CUV geomInfo;
01126 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01127 geomInfo.V= pVert->Src->MaxNearLimit;
01128 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.GeomInfoOff)= geomInfo;
01129
01130 <font class="comment">// v[11]== EndPos - StartPos</font>
01131 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.DeltaPosOff)=
01132 pVert->Src->EndPos - pVert->Src->StartPos;
01133
01134 <font class="comment">// v[12]== Alpha information</font>
01135 <font class="comment">// Hopefully, fillVBFar1Only() is called each Time the Far1 change, in preRender().</font>
01136 <font class="comment">// So TransitionSqrMin and OOTransitionSqrDelta in CPath are valid.</font>
01137 geomInfo.U= <a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>;
01138 geomInfo.V= <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
01139 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.AlphaInfoOff)= geomInfo;
01140
01141 }
01142 }
01143 <font class="comment">// ***************************************************************************</font>
01144 <font class="comment">// NB: need to be inlined only for fillTileVB() in this file.</font>
<a name="l01145"></a><a class="code" href="classNL3D_1_1CPatch.html#c11">01145</a> <font class="keyword">inline</font> <font class="keywordtype">void</font> CPatch::fillTileVertexVB(CTessNearVertex *pVert)
01146 {
01147 <font class="comment">// The Buffers must have been locked</font>
01148 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator);
01149 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentTileVBAllocator->bufferLocked());
01150 <font class="comment">// VBInfo must be OK.</font>
01151 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs());
01152
01153 <font class="keyword">static</font> uint8 *CurVBPtr;
01154 <font class="comment">// Compute/build the new vertex.</font>
01155 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
01156 CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
01157
01158
01159 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01160
01161 <font class="comment">// If not VertexProgram (NB: Suppose BTB kill this test).</font>
01162 <font class="keywordflow">if</font>( !CLandscapeGlobals::VertexProgramEnabled )
01163 {
01164 <font class="comment">// Set Pos. Set it local to the current center of landscape</font>
01165 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01166 <font class="comment">// Set Uvs.</font>
01167 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0;
01168 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1;
01169 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2;
01170 }
01171 <font class="keywordflow">else</font>
01172 {
01173 <font class="comment">// Else must setup Vertex program inputs</font>
01174 <font class="comment">// v[0]== StartPos.</font>
01175 *(CVector*)CurVBPtr= pVert->Src->StartPos;
01176 <font class="comment">// v[8]== Tex0</font>
01177 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff0)= pVert->PUv0;
01178 <font class="comment">// v[9]== Tex1</font>
01179 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff1)= pVert->PUv1;
01180 <font class="comment">// v[13]== Tex2</font>
01181 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.TexCoordOff2)= pVert->PUv2;
01182
01183 <font class="comment">// v[10]== GeomInfo.</font>
01184 <font class="keyword">static</font> CUV geomInfo;
01185 geomInfo.U= pVert->Src->MaxFaceSize * CLandscapeGlobals::OORefineThreshold;
01186 geomInfo.V= pVert->Src->MaxNearLimit;
01187 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.GeomInfoOff)= geomInfo;
01188
01189 <font class="comment">// v[11]== EndPos - StartPos</font>
01190 *(CVector*)(CurVBPtr + CLandscapeGlobals::CurrentTileVBInfo.DeltaPosOff)=
01191 pVert->Src->EndPos - pVert->Src->StartPos;
01192 }
01193 }
01194
01195
01196 <font class="comment">// ***************************************************************************</font>
<a name="l01197"></a><a class="code" href="classNL3D_1_1CPatch.html#c12">01197</a> <font class="keywordtype">void</font> CPatch::fillFar0VertexListVB(CTessList<CTessFarVertex> &vertList)
01198 {
01199 <font class="comment">// Traverse the vertList.</font>
01200 CTessFarVertex *pVert;
01201 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01202 {
01203 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
01204 }
01205 }
01206
01207
01208 <font class="comment">// ***************************************************************************</font>
<a name="l01209"></a><a class="code" href="classNL3D_1_1CPatch.html#c13">01209</a> <font class="keywordtype">void</font> CPatch::fillFar1VertexListVB(CTessList<CTessFarVertex> &vertList)
01210 {
01211 <font class="comment">// Traverse the vertList.</font>
01212 CTessFarVertex *pVert;
01213 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01214 {
01215 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
01216 }
01217 }
01218
01219
01220 <font class="comment">// ***************************************************************************</font>
<a name="l01221"></a><a class="code" href="classNL3D_1_1CPatch.html#c14">01221</a> <font class="keywordtype">void</font> CPatch::fillTileVertexListVB(CTessList<CTessNearVertex> &vertList)
01222 {
01223 <font class="comment">// Traverse the vertList.</font>
01224 CTessNearVertex *pVert;
01225 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
01226 {
01227 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
01228 }
01229 }
01230
01231
01232
01233 <font class="comment">// ***************************************************************************</font>
<a name="l01234"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_2">01234</a> <font class="keywordtype">void</font> CPatch::fillVB()
01235 {
01236 <font class="comment">// Fill Far0.</font>
01237 <font class="comment">//=======</font>
01238 <font class="comment">// fill only if no reallcoation occurs</font>
01239 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
01240 {
01241 <font class="comment">// Fill Far0 VB.</font>
01242 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01243 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01244 {
01245 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01246 <font class="comment">// fill only if tblock visible.</font>
01247 <font class="keywordflow">if</font>( tblock.visibleFar0() )
01248 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
01249 }
01250 }
01251 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() )
01252 {
01253 <font class="comment">// Fill Tile VB.</font>
01254 <font class="comment">// No Tiles in MasterBlock!!</font>
01255 <font class="comment">// Traverse the TessBlocks to add vertices.</font>
01256 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01257 {
01258 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01259 <font class="comment">// fill only if tblock visible.</font>
01260 <font class="keywordflow">if</font>( tblock.visibleTile() )
01261 <a class="code" href="classNL3D_1_1CPatch.html#c14">fillTileVertexListVB</a>(tblock.NearVertexList);
01262 }
01263 }
01264
01265 <font class="comment">// Fill Far1.</font>
01266 <font class="comment">//=======</font>
01267 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
01268 {
01269 <font class="comment">// Fill VB.</font>
01270 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01271 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01272 {
01273 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01274 <font class="comment">// fill only if tblock visible.</font>
01275 <font class="keywordflow">if</font>( tblock.visibleFar1() )
01276 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
01277 }
01278 }
01279
01280 }
01281
01282
01283 <font class="comment">// ***************************************************************************</font>
<a name="l01284"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_3">01284</a> <font class="keywordtype">void</font> CPatch::fillVBIfVisible()
01285 {
01286 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>==<font class="keyword">false</font>)
01287 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
01288 }
01289
01290
01291 <font class="comment">// ***************************************************************************</font>
<a name="l01292"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_6">01292</a> <font class="keywordtype">void</font> CPatch::fillVBFar0Only()
01293 {
01294 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
01295 {
01296 <font class="comment">// Fill Far0 VB.</font>
01297 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01298 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01299 {
01300 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01301 <font class="comment">// fill only if tblock visible.</font>
01302 <font class="keywordflow">if</font>( tblock.visibleFar0() )
01303 <a class="code" href="classNL3D_1_1CPatch.html#c12">fillFar0VertexListVB</a>(tblock.FarVertexList);
01304 }
01305 }
01306 }
01307
01308
01309 <font class="comment">// ***************************************************************************</font>
<a name="l01310"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_7">01310</a> <font class="keywordtype">void</font> CPatch::fillVBFar1Only()
01311 {
01312 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
01313 {
01314 <font class="comment">// Fill VB.</font>
01315 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01316 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01317 {
01318 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01319 <font class="comment">// fill only if tblock visible.</font>
01320 <font class="keywordflow">if</font>( tblock.visibleFar1() )
01321 <a class="code" href="classNL3D_1_1CPatch.html#c13">fillFar1VertexListVB</a>(tblock.FarVertexList);
01322 }
01323 }
01324 }
01325
01326 <font class="comment">// ***************************************************************************</font>
01327 <font class="comment">// ***************************************************************************</font>
01328 <font class="comment">// VB Software Geomorph / Alpha.</font>
01329 <font class="comment">// ***************************************************************************</font>
01330 <font class="comment">// ***************************************************************************</font>
01331
01332
01333 <font class="comment">// ***************************************************************************</font>
<a name="l01334"></a><a class="code" href="classNL3D_1_1CPatch.html#c31">01334</a> <font class="keywordtype">void</font> CPatch::computeGeomorphVertexList(CTessList<CTessFarVertex> &vertList)
01335 {
01336 <font class="comment">// Traverse the vertList.</font>
01337 CTessFarVertex *pVert;
01338 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01339 {
01340 <font class="comment">// compute geomorph.</font>
01341 pVert->Src->computeGeomPos();
01342 }
01343 }
01344
01345
01346 <font class="comment">// ***************************************************************************</font>
<a name="l01347"></a><a class="code" href="classNL3D_1_1CPatch.html#c32">01347</a> <font class="keywordtype">void</font> CPatch::computeGeomorphFar0VertexListVB(CTessList<CTessFarVertex> &vertList)
01348 {
01349 <font class="comment">// Traverse the vertList.</font>
01350 CTessFarVertex *pVert;
01351 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01352 {
01353 <font class="keyword">static</font> uint8 *CurVBPtr;
01354 <font class="comment">// Compute/build the new vertex.</font>
01355 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01356 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01357
01358 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01359 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01360 }
01361 }
01362
01363
01364 <font class="comment">// ***************************************************************************</font>
<a name="l01365"></a><a class="code" href="classNL3D_1_1CPatch.html#c33">01365</a> <font class="keywordtype">void</font> CPatch::computeGeomorphAlphaFar1VertexListVB(CTessList<CTessFarVertex> &vertList)
01366 {
01367 <font class="comment">// Traverse the vertList.</font>
01368 CTessFarVertex *pVert;
01369 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01370 {
01371 <font class="keyword">static</font> uint8 *CurVBPtr;
01372 <font class="comment">// Compute/build the new vertex.</font>
01373 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01374 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01375
01376 <font class="comment">// NB: the filling order of data is important, for AGP write combiners.</font>
01377
01378 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01379 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01380
01381 <font class="comment">// Set Alpha color.</font>
01382 <font class="keyword">static</font> CRGBA col(255,255,255,255);
01383 <font class="comment">// For Far1, use alpha fro transition.</font>
01384 <font class="comment">// Prefer Use Pos, because of caching. So little difference between Soft and VertexProgram mode.</font>
01385 <font class="keywordtype">float</font> f= (pVert->Src->Pos - CLandscapeGlobals::RefineCenter).sqrnorm();
01386 f= (f-<a class="code" href="classNL3D_1_1CPatch.html#o30">TransitionSqrMin</a>) * <a class="code" href="classNL3D_1_1CPatch.html#o31">OOTransitionSqrDelta</a>;
01387 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(f,0,1);
01388 col.A= (uint8)(f*255);
01389 *(CRGBA*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.ColorOff)= col;
01390 }
01391 }
01392
01393
01394 <font class="comment">// ***************************************************************************</font>
<a name="l01395"></a><a class="code" href="classNL3D_1_1CPatch.html#c34">01395</a> <font class="keywordtype">void</font> CPatch::computeGeomorphTileVertexListVB(CTessList<CTessNearVertex> &vertList)
01396 {
01397 <font class="comment">// Traverse the vertList.</font>
01398 CTessNearVertex *pVert;
01399 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessNearVertex*)pVert->Next)
01400 {
01401 <font class="keyword">static</font> uint8 *CurVBPtr;
01402 <font class="comment">// Compute/build the new vertex.</font>
01403 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentTileVBInfo.VertexCoordPointer;
01404 CurVBPtr+= pVert->Index * CLandscapeGlobals::CurrentTileVBInfo.VertexSize;
01405
01406 <font class="comment">// Set Geomorphed Position. Set it local to the current center of landscape</font>
01407 *(CVector*)CurVBPtr= pVert->Src->Pos - CLandscapeGlobals::PZBModelPosition;
01408 }
01409 }
01410
01411
01412
01413 <font class="comment">// ***************************************************************************</font>
<a name="l01414"></a><a class="code" href="classNL3D_1_1CPatch.html#z669_4">01414</a> <font class="keywordtype">void</font> CPatch::computeSoftwareGeomorphAndAlpha()
01415 {
01416 <font class="keywordflow">if</font>(RenderClipped)
01417 <font class="keywordflow">return</font>;
01418
01419 <font class="comment">// Compute Geomorph.</font>
01420 <font class="comment">//=======</font>
01421 <font class="comment">// Need only to fill CTessVertex, so do it only for FarVertices</font>
01422 <font class="comment">// Hence Geomorph is done twice on edges of patches!!.</font>
01423 <font class="comment">// If not too near for precise, fast compute of geomorph.</font>
01424 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size()==0 )
01425 {
01426 <font class="comment">// Just update all vertices of master block.</font>
01427 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01428 }
01429 <font class="keywordflow">else</font>
01430 {
01431 <font class="comment">// update all vertices of master block.</font>
01432 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01433 <font class="comment">// update vertices of others block.</font>
01434 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01435 {
01436 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01437 <font class="comment">// Precise Clip.</font>
01438 <font class="keywordflow">if</font>(!tblock.getClipped())
01439 {
01440 <font class="comment">// compute the geomorph of the vertices in the tessblock.</font>
01441 <a class="code" href="classNL3D_1_1CPatch.html#c31">computeGeomorphVertexList</a>(tblock.FarVertexList);
01442 }
01443 }
01444 }
01445
01446
01447 <font class="comment">// Fill Far0.</font>
01448 <font class="comment">//=======</font>
01449 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0)
01450 {
01451 <font class="comment">// Fill Far0 VB.</font>
01452 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01453 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01454 {
01455 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01456 <font class="comment">// Precise Clip.</font>
01457 <font class="keywordflow">if</font>( tblock.visibleFar0() )
01458 <a class="code" href="classNL3D_1_1CPatch.html#c32">computeGeomorphFar0VertexListVB</a>(tblock.FarVertexList);
01459 }
01460 }
01461 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0)
01462 {
01463 <font class="comment">// Fill Tile VB.</font>
01464 <font class="comment">// No Tiles in MasterBlock!!</font>
01465 <font class="comment">// Traverse the TessBlocks to compute vertices.</font>
01466 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01467 {
01468 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01469 <font class="comment">// Precise Clip.</font>
01470 <font class="keywordflow">if</font>( tblock.visibleTile() )
01471 <a class="code" href="classNL3D_1_1CPatch.html#c34">computeGeomorphTileVertexListVB</a>(tblock.NearVertexList);
01472 }
01473 }
01474
01475 <font class="comment">// Fill Far1.</font>
01476 <font class="comment">//=======</font>
01477 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0)
01478 {
01479 <font class="comment">// Fill VB.</font>
01480 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01481 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01482 {
01483 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01484 <font class="comment">// Precise Clip.</font>
01485 <font class="keywordflow">if</font>( tblock.visibleFar1() )
01486 <a class="code" href="classNL3D_1_1CPatch.html#c33">computeGeomorphAlphaFar1VertexListVB</a>(tblock.FarVertexList);
01487 }
01488 }
01489 }
01490
01491
01492 <font class="comment">// ***************************************************************************</font>
01493 <font class="comment">// ***************************************************************************</font>
01494 <font class="comment">// VB clip Allocate/Filling.</font>
01495 <font class="comment">// ***************************************************************************</font>
01496 <font class="comment">// ***************************************************************************</font>
01497
01498
01499 <font class="comment">// ***************************************************************************</font>
<a name="l01500"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_11">01500</a> <font class="keywordtype">void</font> CPatch::updateClipPatchVB()
01501 {
01502 <font class="comment">// If there is a change in the clip state of this patch.</font>
01503 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> != <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> )
01504 {
01505 <font class="comment">// bkup this state for next time.</font>
01506 <a class="code" href="classNL3D_1_1CPatch.html#o27">OldRenderClipped</a> = <a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>;
01507
01508 <font class="comment">// If now the patch is invisible</font>
01509 <font class="keywordflow">if</font>(RenderClipped)
01510 {
01511 <font class="comment">// Then delete vertices.</font>
01512 <a class="code" href="classNL3D_1_1CPatch.html#z673_0">deleteVBAndFaceVector</a>();
01513
01514 <font class="comment">// Now, all vertices in VB are deleted.</font>
01515 <font class="comment">// Force clip state of all TessBlocks, so no allocation will be done on Vertices in VB.</font>
01516 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.empty())
01517 {
01518 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size();i++)
01519 {
01520 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01521 tblock.forceClip();
01522 }
01523 }
01524 }
01525 <font class="keywordflow">else</font>
01526 {
01527 <font class="comment">// else allocate / fill them.</font>
01528 <a class="code" href="classNL3D_1_1CPatch.html#z673_1">allocateVBAndFaceVector</a>();
01529 <font class="comment">// NB: fillVB() test if any reallocation occurs.</font>
01530 <a class="code" href="classNL3D_1_1CPatch.html#z673_2">fillVB</a>();
01531 }
01532 }
01533 }
01534
01535
01536 <font class="comment">// ***************************************************************************</font>
01537 <font class="comment">// ***************************************************************************</font>
01538 <font class="comment">// VB refine Allocate/Filling.</font>
01539 <font class="comment">// ***************************************************************************</font>
01540 <font class="comment">// ***************************************************************************</font>
01541
01542
01543
01544 <font class="comment">// ***************************************************************************</font>
<a name="l01545"></a><a class="code" href="classNL3D_1_1CPatch.html#c25">01545</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBFar(CTessFarVertex *pVert)
01546 {
01547 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01548 <font class="comment">// If visible, and Far0 in !Tile Mode, allocate.</font>
01549 <font class="comment">// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01550 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0() )
01551 {
01552 pVert->Index0= CLandscapeGlobals::CurrentFar0VBAllocator->allocateVertex();
01553 }
01554
01555 <font class="comment">// Idem for Far1</font>
01556 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1())
01557 {
01558 pVert->Index1= CLandscapeGlobals::CurrentFar1VBAllocator->allocateVertex();
01559 }
01560
01561 }
01562
01563
01564 <font class="comment">// ***************************************************************************</font>
<a name="l01565"></a><a class="code" href="classNL3D_1_1CPatch.html#c27">01565</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBFar(CTessFarVertex *pVert)
01566 {
01567 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01568 <font class="comment">// If visible, and Far0 in !Tile Mode, try to fill.</font>
01569 <font class="comment">// NB: must test Far0>0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01570 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0())
01571 {
01572 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
01573 <a class="code" href="classNL3D_1_1CPatch.html#c9">fillFar0VertexVB</a>(pVert);
01574 }
01575
01576 <font class="comment">// Idem for Far1</font>
01577 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1())
01578 {
01579 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
01580 <a class="code" href="classNL3D_1_1CPatch.html#c10">fillFar1VertexVB</a>(pVert);
01581 }
01582 }
01583
01584
01585 <font class="comment">// ***************************************************************************</font>
<a name="l01586"></a><a class="code" href="classNL3D_1_1CPatch.html#c26">01586</a> <font class="keywordtype">void</font> CPatch::checkCreateVertexVBNear(CTessNearVertex *pVert)
01587 {
01588 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01589 <font class="comment">// If visible, and Far0 in Tile Mode, allocate.</font>
01590 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01591 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile())
01592 {
01593 pVert->Index= CLandscapeGlobals::CurrentTileVBAllocator->allocateVertex();
01594 }
01595 }
01596
01597
01598 <font class="comment">// ***************************************************************************</font>
<a name="l01599"></a><a class="code" href="classNL3D_1_1CPatch.html#c28">01599</a> <font class="keywordtype">void</font> CPatch::checkFillVertexVBNear(CTessNearVertex *pVert)
01600 {
01601 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01602 <font class="comment">// If visible, and Far0 in Tile Mode, try to fill.</font>
01603 <font class="comment">// NB: must test Far0==0 because vertices are reallocated in preRender() if a change of Far occurs.</font>
01604 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a>&& <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile() )
01605 {
01606 <font class="comment">// try to fill.</font>
01607 <font class="keywordflow">if</font>( !CLandscapeGlobals::CurrentTileVBAllocator->reallocationOccurs() )
01608 <a class="code" href="classNL3D_1_1CPatch.html#c11">fillTileVertexVB</a>(pVert);
01609 }
01610 }
01611
01612
01613 <font class="comment">// ***************************************************************************</font>
<a name="l01614"></a><a class="code" href="classNL3D_1_1CPatch.html#c29">01614</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBFar(CTessFarVertex *pVert)
01615 {
01616 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01617 <font class="comment">// If visible, and Far0 in !Tile Mode, ok, the vertex exist in VB, so delete.</font>
01618 <font class="comment">// NB: must test Far0>0 because vertices are deleted in preRender() if a change of Far occurs.</font>
01619 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && pVert->OwnerBlock->visibleFar0() )
01620 {
01621 CLandscapeGlobals::CurrentFar0VBAllocator->deleteVertex(pVert->Index0);
01622 }
01623
01624 <font class="comment">// Idem for Far1</font>
01625 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && pVert->OwnerBlock->visibleFar1() )
01626 {
01627 CLandscapeGlobals::CurrentFar1VBAllocator->deleteVertex(pVert->Index1);
01628 }
01629 }
01630
01631 <font class="comment">// ***************************************************************************</font>
<a name="l01632"></a><a class="code" href="classNL3D_1_1CPatch.html#c30">01632</a> <font class="keywordtype">void</font> CPatch::checkDeleteVertexVBNear(CTessNearVertex *pVert)
01633 {
01634 <a class="code" href="debug_8h.html#a6">nlassert</a>(pVert);
01635 <font class="comment">// If visible, and Far0 in Tile Mode, ok, the vertex exist in VB, so delete.</font>
01636 <font class="comment">// NB: must test Far0==0 because vertices are deleted in preRender() if a change of Far occurs.</font>
01637 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatch.html#o26">RenderClipped</a> && <a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>==0 && pVert->OwnerBlock->visibleTile() )
01638 {
01639 CLandscapeGlobals::CurrentTileVBAllocator->deleteVertex(pVert->Index);
01640 }
01641 }
01642
01643
01644 <font class="comment">// ***************************************************************************</font>
01645 <font class="comment">// ***************************************************************************</font>
01646 <font class="comment">// VB DLM Filling</font>
01647 <font class="comment">// ***************************************************************************</font>
01648 <font class="comment">// ***************************************************************************</font>
01649
01650
01651 <font class="comment">// ***************************************************************************</font>
<a name="l01652"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_9">01652</a> <font class="keywordtype">void</font> CPatch::fillFar0DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList)
01653 {
01654 <font class="comment">// The Buffers must have been locked</font>
01655 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator);
01656 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar0VBAllocator->bufferLocked());
01657 <font class="comment">// VBInfo must be OK.</font>
01658 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs());
01659
01660 <font class="keyword">static</font> uint8 *CurVBPtr;
01661 <font class="keyword">static</font> CUV uvDLM;
01662
01663 <font class="comment">// If the DLMContext exist</font>
01664 <font class="keywordflow">if</font>(_DLMContext)
01665 {
01666 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
01667 CTessFarVertex *pVert;
01668 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01669 {
01670 <font class="comment">// Compute/build the new vertex.</font>
01671 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01672 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01673
01674 <font class="comment">// compute Uvs.</font>
01675 CParamCoord pc= pVert->PCoord;
01676
01677 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
01678 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias;
01679 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias;
01680
01681 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01682 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01683 }
01684 }
01685 <font class="comment">// else, reset all Uvs</font>
01686 <font class="keywordflow">else</font>
01687 {
01688 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01689 uvDLM.U= 1;
01690 uvDLM.V= 1;
01691
01692 <font class="comment">// Traverse the vertList, to reset uv</font>
01693 CTessFarVertex *pVert;
01694 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01695 {
01696 <font class="comment">// Compute/build the new vertex.</font>
01697 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar0VBInfo.VertexCoordPointer;
01698 CurVBPtr+= pVert->Index0 * CLandscapeGlobals::CurrentFar0VBInfo.VertexSize;
01699
01700 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01701 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar0VBInfo.TexCoordOff1)= uvDLM;
01702 }
01703 }
01704 }
01705
01706 <font class="comment">// ***************************************************************************</font>
<a name="l01707"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_10">01707</a> <font class="keywordtype">void</font> CPatch::fillFar1DLMUvOnlyVertexListVB(CTessList<CTessFarVertex> &vertList)
01708 {
01709 <font class="comment">// The Buffers must have been locked</font>
01710 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator);
01711 <a class="code" href="debug_8h.html#a6">nlassert</a>(CLandscapeGlobals::CurrentFar1VBAllocator->bufferLocked());
01712 <font class="comment">// VBInfo must be OK.</font>
01713 <a class="code" href="debug_8h.html#a6">nlassert</a>(!CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs());
01714
01715 <font class="keyword">static</font> uint8 *CurVBPtr;
01716 <font class="keyword">static</font> CUV uvDLM;
01717
01718 <font class="comment">// If the DLMContext exist</font>
01719 <font class="keywordflow">if</font>(_DLMContext)
01720 {
01721 <font class="comment">// Traverse the vertList, to compute new uvDLM</font>
01722 CTessFarVertex *pVert;
01723 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01724 {
01725 <font class="comment">// Compute/build the new vertex.</font>
01726 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01727 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01728
01729 <font class="comment">// compute Uvs.</font>
01730 CParamCoord pc= pVert->PCoord;
01731
01732 <font class="comment">// compute Dynamic lightmap Uv with DLM context info.</font>
01733 uvDLM.U= pc.getS()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMUBias;
01734 uvDLM.V= pc.getT()* <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVScale + <a class="code" href="classNL3D_1_1CPatch.html#z688_2">_DLMContext</a>->DLMVBias;
01735
01736 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01737 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01738 }
01739 }
01740 <font class="comment">// else, reset all Uvs</font>
01741 <font class="keywordflow">else</font>
01742 {
01743 <font class="comment">// just set UV so the vertex point to a black pixel (see CTextureDLM).</font>
01744 uvDLM.U= 1;
01745 uvDLM.V= 1;
01746
01747 <font class="comment">// Traverse the vertList, to reset uv</font>
01748 CTessFarVertex *pVert;
01749 <font class="keywordflow">for</font>(pVert= vertList.begin(); pVert; pVert= (CTessFarVertex*)pVert->Next)
01750 {
01751 <font class="comment">// Compute/build the new vertex.</font>
01752 CurVBPtr= (uint8*)CLandscapeGlobals::CurrentFar1VBInfo.VertexCoordPointer;
01753 CurVBPtr+= pVert->Index1 * CLandscapeGlobals::CurrentFar1VBInfo.VertexSize;
01754
01755 <font class="comment">// Set Uv DLM only (NB: same code for VertexProgram or not, only TexCoordOff1 may change).</font>
01756 *(CUV*)(CurVBPtr + CLandscapeGlobals::CurrentFar1VBInfo.TexCoordOff1)= uvDLM;
01757 }
01758 }
01759 }
01760
01761
01762 <font class="comment">// ***************************************************************************</font>
<a name="l01763"></a><a class="code" href="classNL3D_1_1CPatch.html#z673_8">01763</a> <font class="keywordtype">void</font> CPatch::fillVBFarsDLMUvOnly()
01764 {
01765 <font class="comment">// Do it for Far0.</font>
01766 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o14">Far0</a>>0 && !CLandscapeGlobals::CurrentFar0VBAllocator->reallocationOccurs() )
01767 {
01768 <font class="comment">// Fill Far0 VB.</font>
01769 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01770 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01771 {
01772 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01773 <font class="comment">// fill only if tblock visible.</font>
01774 <font class="keywordflow">if</font>( tblock.visibleFar0() )
01775 <a class="code" href="classNL3D_1_1CPatch.html#z673_9">fillFar0DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
01776 }
01777 }
01778
01779 <font class="comment">// Do it for Far1.</font>
01780 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatch.html#o15">Far1</a>>0 && !CLandscapeGlobals::CurrentFar1VBAllocator->reallocationOccurs() )
01781 {
01782 <font class="comment">// Fill VB.</font>
01783 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(<a class="code" href="classNL3D_1_1CPatch.html#z678_0">MasterBlock</a>.FarVertexList);
01784 <font class="keywordflow">for</font>(sint i=0; i<(sint)<a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>.size(); i++)
01785 {
01786 CTessBlock &tblock= <a class="code" href="classNL3D_1_1CPatch.html#z678_1">TessBlocks</a>[i];
01787 <font class="comment">// fill only if tblock visible.</font>
01788 <font class="keywordflow">if</font>( tblock.visibleFar1() )
01789 <a class="code" href="classNL3D_1_1CPatch.html#z673_10">fillFar1DLMUvOnlyVertexListVB</a>(tblock.FarVertexList);
01790 }
01791 }
01792 }
01793
01794
01795
01796 } <font class="comment">// NL3D</font>
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