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<hr><h1>patchdlm_context.cpp</h1><a href="patchdlm__context_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="patchdlm__context_8h.html">3d/patchdlm_context.h</a>"</font>
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="bezier__patch_8h.html">3d/bezier_patch.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="point__light_8h.html">3d/point_light.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="texture__dlm_8h.html">3d/texture_dlm.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="tile__far__bank_8h.html">3d/tile_far_bank.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="system__info_8h.html">nel/misc/system_info.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="fast__mem_8h.html">nel/misc/fast_mem.h</a>"</font>
00038
00039
00040 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00041 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00042
00043 <font class="keyword">namespace </font>NL3D
00044 {
00045
00046 <font class="comment">// ***************************************************************************</font>
00047 <font class="comment">// ***************************************************************************</font>
00048 <font class="comment">// ***************************************************************************</font>
00049
00050
00051 <font class="comment">// ***************************************************************************</font>
<a name="l00052"></a><a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#a0">00052</a> <font class="keywordtype">void</font> CPatchDLMPointLight::compile(<font class="keyword">const</font> CPointLight &pl, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> landDiffMat, <font class="keywordtype">float</font> maxAttEnd)
00053 {
00054 <a class="code" href="debug_8h.html#a6">nlassert</a>(maxAttEnd>0);
00055
00056 <font class="comment">// copy color</font>
00057 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m0">R</a>= (float) (( pl.getDiffuse().R*(landDiffMat.<a class="code" href="classNLMISC_1_1CRGBA.html#m0">R</a>+1) ) >>8);
00058 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m1">G</a>= (float) (( pl.getDiffuse().G*(landDiffMat.<a class="code" href="classNLMISC_1_1CRGBA.html#m1">G</a>+1) ) >>8);
00059 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m2">B</a>= (float) (( pl.getDiffuse().B*(landDiffMat.<a class="code" href="classNLMISC_1_1CRGBA.html#m2">B</a>+1) ) >>8);
00060 <font class="comment">// Copy Spot/Pos/Dir.</font>
00061 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m3">IsSpot</a>= pl.getType() == CPointLight::SpotLight;
00062 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m4">Pos</a>= pl.getPosition();
00063 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m5">Dir</a>= pl.getSpotDirection();
00064
00065 <font class="comment">// compute spot params</font>
00066 <font class="keywordflow">if</font>(IsSpot)
00067 {
00068 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m6">CosMax</a>= cosf(pl.getSpotAngleBegin());
00069 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>= cosf(pl.getSpotAngleEnd());
00070 }
00071 <font class="keywordflow">else</font>
00072 {
00073 <font class="comment">// with tesse Values, we have always (cosSpot-CosMin) * OOCosDelta > 1.0f</font>
00074 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m6">CosMax</a>= -1;
00075 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>= -2;
00076 }
00077 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m8">OOCosDelta</a>= 1.f / (<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m6">CosMax</a>-<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>);
00078
00079 <font class="comment">// compute att params</font>
00080 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>= pl.getAttenuationEnd();
00081 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m10">AttMin</a>= pl.getAttenuationBegin();
00082 <font class="comment">// infinite pointLight?</font>
00083 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>==0)
00084 {
00085 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>= maxAttEnd;
00086 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m10">AttMin</a>= maxAttEnd*0.99f;
00087 }
00088 <font class="comment">// To big pointLigt?</font>
00089 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>>maxAttEnd)
00090 {
00091 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>= maxAttEnd;
00092 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m10">AttMin</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m10">AttMin</a>, maxAttEnd*0.99f);
00093 }
00094 <font class="comment">// compile distance</font>
00095 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m11">OOAttDelta</a>= 1.f / (<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m10">AttMin</a>-<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>);
00096
00097
00098 <font class="comment">// Compute bounding sphere.</font>
00099 <font class="comment">// If not a spot or if angleMin>Pi/2</font>
00100 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m3">IsSpot</a> || <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a><0)
00101 {
00102 <font class="comment">// Take sphere of pointlight sphere</font>
00103 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>= <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m4">Pos</a>;
00104 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m1">Radius</a>= <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>;
00105 <font class="comment">// The bbox englobe the sphere.</font>
00106 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m13">BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m4">Pos</a>);
00107 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m13">BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_1">setHalfSize</a>(CVector(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>, <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>, <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>));
00108 }
00109 <font class="keywordflow">else</font>
00110 {
00111 <font class="comment">// Compute BSphere.</font>
00112 <font class="comment">//==============</font>
00113
00114 <font class="comment">// compute sinus of AngleMin</font>
00115 <font class="keywordtype">float</font> sinMin= sqrtf(1-<a class="code" href="namespaceNLMISC.html#a214">sqr</a>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>));
00116
00117 <font class="comment">// Test 2 centers: Center of radius along Dir: Pos+Dir*AttMax/2, and intersection of end cone with line (Pos,Dir)</font>
00118 <font class="comment">// Don't know why but I think they are sufficiently good :)</font>
00119 <font class="comment">// See below for computing of those centers.</font>
00120
00121 <font class="comment">/* compute radius of each sphere by taking max of 3 distances: distance to spotLight center, distance</font>
00122 <font class="comment"> to spotLight forward extremity, and distance to spotLight circle interstion Cone/Sphere. (named DCCS)</font>
00123 <font class="comment"> NB: Do the compute with radius=1 at first, then multiply later.</font>
00124 <font class="comment"> */</font>
00125 <font class="keywordtype">float</font> radius1= 0.5f; <font class="comment">// =max(0.5, 0.5); max distance to spot center and extremity center :)</font>
00126 <font class="comment">// for distance DCCS, this is the hypothenuse of (cosMin-0.5) + sinMin.</font>
00127 <font class="keywordtype">float</font> dccs= sqrtf( <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>-0.5f) + <a class="code" href="namespaceNLMISC.html#a214">sqr</a>(sinMin));
00128 <font class="comment">// take the bigger.</font>
00129 radius1= max(radius1, dccs );
00130
00131 <font class="comment">// Same reasoning for center2.</font>
00132 <font class="keywordtype">float</font> radius2= max(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>, 1-<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>); <font class="comment">// max distance to spot center and extremity center :)</font>
00133 <font class="comment">// for distance DCCS, it is simply sinMin!!</font>
00134 dccs= sinMin;
00135 <font class="comment">// take the bigger.</font>
00136 radius2= max(radius2, dccs );
00137
00138
00139 <font class="comment">// Then take the center which gives the smaller sphere</font>
00140 <font class="keywordflow">if</font>(radius1<radius2)
00141 {
00142 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>= <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m4">Pos</a> + (<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m5">Dir</a>*0.5f*<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>);
00143 <font class="comment">// radius1 E [0,1], must take real size.</font>
00144 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m1">Radius</a>= radius1 * <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>;
00145 }
00146 <font class="keywordflow">else</font>
00147 {
00148 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>= <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m4">Pos</a> + (<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m5">Dir</a>*<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m7">CosMin</a>*<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>);
00149 <font class="comment">// radius2 E [0,1], must take real size.</font>
00150 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m1">Radius</a>= radius2 * <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m9">AttMax</a>;
00151 }
00152
00153
00154 <font class="comment">// Compute BBox.</font>
00155 <font class="comment">//==============</font>
00156
00157 <font class="comment">// just take bbox of the sphere, even if not optimal.</font>
00158 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m13">BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_0">setCenter</a>(<a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m0">Center</a>);
00159 <font class="keywordtype">float</font> rad= <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m12">BSphere</a>.<a class="code" href="classNLMISC_1_1CBSphere.html#m1">Radius</a>;
00160 <a class="code" href="classNL3D_1_1CPatchDLMPointLight.html#m13">BBox</a>.<a class="code" href="classNLMISC_1_1CAABBox.html#z263_1">setHalfSize</a>( CVector(rad, rad, rad) );
00161 }
00162 }
00163
00164
00165 <font class="comment">// ***************************************************************************</font>
00166 <font class="comment">// ***************************************************************************</font>
00167 <font class="comment">// ***************************************************************************</font>
00168
00169
00170 <font class="comment">// ***************************************************************************</font>
<a name="l00171"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a0">00171</a> CPatchDLMContext::CPatchDLMContext()
00172 {
00173 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>= NULL;
00174 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>= NULL;
00175 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o2">_DLMContextList</a>= NULL;
00176 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m12">OldPointLightCount</a>= 0;
00177 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m13">CurPointLightCount</a>= 0;
00178 <font class="comment">// By default there is crash in textures</font>
00179 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a>= <font class="keyword">false</font>;
00180 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o7">_IsDstTextureFullBlack</a>= <font class="keyword">false</font>;
00181 }
00182
00183
00184 <font class="comment">// ***************************************************************************</font>
<a name="l00185"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a1">00185</a> CPatchDLMContext::~CPatchDLMContext()
00186 {
00187 <font class="comment">// release the lightmap in the texture</font>
00188 <font class="keywordflow">if</font>(_DLMTexture)
00189 {
00190 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->releaseLightMap(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>);
00191 }
00192 <font class="comment">// exit</font>
00193 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>= NULL;
00194 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>= NULL;
00195
00196 <font class="comment">// remove it from list.</font>
00197 <font class="keywordflow">if</font>(_DLMContextList)
00198 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o2">_DLMContextList</a>->remove(<font class="keyword">this</font>);
00199 }
00200
00201
00202 <font class="comment">// ***************************************************************************</font>
00203 <font class="preprocessor">#ifdef NL_DLM_TILE_RES</font>
00204 <font class="preprocessor"></font><font class="comment">// if tileRes defined, still start to clip at tessBlockLevel.</font>
00205 <font class="preprocessor">#define NL_DLM_CLIP_FACTOR 2</font>
00206 <font class="preprocessor"></font><font class="preprocessor">#else</font>
00207 <font class="preprocessor"></font><font class="comment">// start to clip at tessBlockLevel (same as dlm map precision)</font>
<a name="l00208"></a><a class="code" href="patchdlm__context_8cpp.html#a0">00208</a> <font class="preprocessor">#define NL_DLM_CLIP_FACTOR 1</font>
00209 <font class="preprocessor"></font><font class="preprocessor">#endif</font>
00210 <font class="preprocessor"></font>
<a name="l00211"></a><a class="code" href="patchdlm__context_8cpp.html#a1">00211</a> <font class="preprocessor">#define NL_DLM_CLIP_NUM_LEVEL 3</font>
00212 <font class="preprocessor"></font>
00213 <font class="comment">// ***************************************************************************</font>
<a name="l00214"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a2">00214</a> <font class="keywordtype">bool</font> CPatchDLMContext::generate(CPatch *patch, CTextureDLM *textureDLM, CPatchDLMContextList *ctxList)
00215 {
00216 <a class="code" href="debug_8h.html#a6">nlassert</a>(patch);
00217 <a class="code" href="debug_8h.html#a6">nlassert</a>(textureDLM);
00218 <a class="code" href="debug_8h.html#a6">nlassert</a>(ctxList);
00219
00220 <font class="comment">// keep info on patch/landscape.</font>
00221 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>= patch;
00222 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>= textureDLM;
00223 <font class="comment">// append to the list.</font>
00224 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o2">_DLMContextList</a>= ctxList;
00225 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o2">_DLMContextList</a>->append(<font class="keyword">this</font>);
00226
00227 <font class="comment">// Get Texture Size info; </font>
00228 <font class="preprocessor">#ifdef NL_DLM_TILE_RES</font>
00229 <font class="preprocessor"></font> <font class="comment">// get coord at cornes of tiles</font>
00230 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>= (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS())+1;
00231 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>= (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderT())+1;
00232 <font class="preprocessor">#else</font>
00233 <font class="preprocessor"></font> <font class="comment">// get coord at cornes of tessBlocks</font>
00234 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>= (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS()/2)+1;
00235 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>= (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderT()/2)+1;
00236 <font class="preprocessor">#endif</font>
00237 <font class="preprocessor"></font>
00238 <font class="comment">// Allocate space in texture</font>
00239 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->createLightMap(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>))
00240 {
00241 <font class="comment">// Mark as not allocated.</font>
00242 <font class="comment">// NB: the context still work with NULL _DLMTexture, but do nothing (excpetionnal case)</font>
00243 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>= NULL;
00244 }
00245
00246 <font class="comment">// If the lightmap is correclty allocated in the global texture, compute UVBias.</font>
00247 <font class="keywordflow">if</font>(_DLMTexture)
00248 {
00249 <font class="comment">// Compute patch UV matrix from pixels. Must map to center of pixels.</font>
00250 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m4">DLMUScale</a>= (float)(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>-1) / (float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->getWidth();
00251 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m5">DLMVScale</a>= (float)(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>-1) / (float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->getHeight();
00252 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m6">DLMUBias</a>= ((float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>+0.5f) / (float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->getWidth();
00253 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m7">DLMVBias</a>= ((float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>+0.5f) / (float)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->getHeight();
00254 }
00255 <font class="keywordflow">else</font>
00256 {
00257 <font class="comment">// Build UVBias such that the UVs point to Black</font>
00258 <font class="comment">// NB: TextureDLM ensure that point (MaxX,MaxY) of texture is black.</font>
00259 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m4">DLMUScale</a>= 0;
00260 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m5">DLMVScale</a>= 0;
00261 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m6">DLMUBias</a>= 1;
00262 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m7">DLMVBias</a>= 1;
00263 }
00264
00265 <font class="comment">// TestYoyo: to see lightmap usage in the big texture</font>
00266 <font class="comment">/*DLMUScale= _Patch->getOrderS();</font>
00267 <font class="comment"> DLMVScale= _Patch->getOrderT();</font>
00268 <font class="comment"> DLMUBias= 0;</font>
00269 <font class="comment"> DLMVBias= 0;*/</font>
00270
00271
00272 <font class="comment">// Bound 8bits UV for Vegetable. This is to ensure vegetable Dlm UVs won't peek in neighbor lightmaps.</font>
00273 sint tmpU, tmpV;
00274 <font class="comment">// Bound U minimum</font>
00275 tmpU= (sint)ceil ( (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m6">DLMUBias</a>) * 255 );
00276 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tmpU, 0, 255);
00277 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m8">MinU8</a>= tmpU;
00278 <font class="comment">// Bound U maximum</font>
00279 tmpU= (sint)floor( (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m6">DLMUBias</a>+<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m4">DLMUScale</a>) * 255 );
00280 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tmpU, (sint)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m8">MinU8</a>, 255);
00281 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m9">MaxU8</a>= tmpU;
00282 <font class="comment">// Bound V minimum</font>
00283 tmpV= (sint)ceil ( (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m7">DLMVBias</a>) * 255 );
00284 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tmpV, 0, 255);
00285 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m10">MinV8</a>= tmpV;
00286 <font class="comment">// Bound V maximum</font>
00287 tmpV= (sint)floor( (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m7">DLMVBias</a>+<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m5">DLMVScale</a>) * 255 );
00288 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(tmpV, (sint)<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m10">MinV8</a>, 255);
00289 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m11">MaxV8</a>= tmpV;
00290
00291
00292 <font class="comment">// Allocate RAM Lightmap</font>
00293 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
00294
00295 <font class="comment">// generate Vertices: pos and normals</font>
00296 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
00297 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>;
00298 <font class="keywordtype">float</font> ds= 1.0f / (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>-1);
00299 <font class="keywordtype">float</font> dt= 1.0f / (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>-1);
00300 <font class="comment">// eval all the patch.</font>
00301 <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>= 0;
00302 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
00303 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>+=dt)
00304 {
00305 <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>= 0;
00306 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>; <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++, <a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>+=ds)
00307 {
00308 CVertex &vert= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>+<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
00309 <font class="comment">// NB: use the bezier patch, and don't take Noise into account, for speed reason.</font>
00310 CBezierPatch *bpatch= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->unpackIntoCache();
00311 <font class="comment">// Eval pos.</font>
00312 vert.Pos= bpatch->eval(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00313 <font class="comment">// Eval Normal.</font>
00314 vert.Normal= bpatch->evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
00315 }
00316 }
00317
00318 <font class="comment">// Build bounding Spheres QuadTree</font>
00319 <font class="comment">//============</font>
00320
00321 <font class="comment">// Size of the cluster array (at level 0)</font>
00322 uint bsx, bsy;
00323 <font class="preprocessor">#ifdef NL_DLM_TILE_RES</font>
00324 <font class="preprocessor"></font> <font class="comment">// level 0 is at tile level.</font>
00325 bsx= max(1, (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS())/<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a> );
00326 bsy= max(1, (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderT())/<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a> );
00327 <font class="preprocessor">#else</font>
00328 <font class="preprocessor"></font> <font class="comment">// level 0 is at tessBlock level.</font>
00329 bsx= max(1, (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS()/2)/<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a> );
00330 bsy= max(1, (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderT()/2)/<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a> );
00331 <font class="preprocessor">#endif</font>
00332 <font class="preprocessor"></font>
00333 <font class="comment">// resize bboxes for level 0.</font>
00334 <font class="keyword">static</font> vector<CAABBox> tmpBBoxes[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00335 tmpBBoxes[0].resize(bsx * bsy);
00336
00337 <font class="comment">// Extend all leaves clusters BBoxes with patch coordinates</font>
00338 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><bsy;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00339 {
00340 <font class="comment">// For Y, compute how many patch Positions used to extend bbox.</font>
00341 uint beginY= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>;
00342 uint endY= <a class="code" href="bit__set_8cpp.html#a0">min</a>( (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1)*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>+1, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
00343 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><bsx;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00344 {
00345 <font class="comment">// For X, compute how many patch Positions used to extend bbox.</font>
00346 uint beginX= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>;
00347 uint endX= <a class="code" href="bit__set_8cpp.html#a0">min</a>((<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1)*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>+1, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>);
00348 <font class="comment">// Build a bbox.</font>
00349 CAABBox bbox;
00350 bbox.setCenter(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>[beginY*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a> + beginX].Pos);
00351 <font class="keywordflow">for</font>(uint yi= beginY; yi<endY; yi++)
00352 {
00353 <font class="keywordflow">for</font>(uint xi= beginX; xi<endX; xi++)
00354 {
00355 bbox.extend(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>[yi*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a> + xi].Pos);
00356 }
00357 }
00358 <font class="comment">// Set the BBox info.</font>
00359 tmpBBoxes[0][<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*bsx + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= bbox;
00360 }
00361 }
00362
00363 <font class="comment">// build parent BSpheres for quadTree hierarchy</font>
00364 uint curLevel= 0;
00365 uint nextLevel= 1;
00366 uint nextBsx= max(1U, bsx/2);
00367 uint nextBsy= max(1U, bsy/2);
00368 <font class="comment">// the number of cluster Sons, and descendants this cluster level owns.</font>
00369 uint tmpClusterNumToSkip[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00370 <font class="comment">// width for this cluster level.</font>
00371 uint tmpClusterWidth[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00372 <font class="comment">// Number of sons per line/column</font>
00373 uint tmpClusterWSon[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00374 uint tmpClusterHSon[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00375 <font class="comment">// Fill level 0 info</font>
00376 tmpClusterNumToSkip[0]= 0;
00377 tmpClusterWidth[0]= bsx;
00378 tmpClusterWSon[0]= 0;
00379 tmpClusterHSon[0]= 0;
00380 uint finalClusterSize= bsx * bsy;
00381
00382 <font class="comment">// If the next level has 1x1 cases, it is not usefull (since same sphere as entire Patch)</font>
00383 <font class="keywordflow">while</font>(nextBsx * nextBsy > 1 && nextLevel<<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a> )
00384 {
00385 finalClusterSize+= nextBsx * nextBsy;
00386
00387 uint wSon= (bsx/nextBsx);
00388 uint hSon= (bsy/nextBsy);
00389 <font class="comment">// compute cluster level info.</font>
00390 tmpClusterWidth[nextLevel]= nextBsx;
00391 tmpClusterWSon[nextLevel]= wSon;
00392 tmpClusterHSon[nextLevel]= hSon;
00393 <font class="comment">// NB: level 0 has 0 sons to skip, hence level1 must skip (1+0)*4= 4 (wSon==hSon==2)</font>
00394 <font class="comment">// level2 must skip (1+4)*4= 20 (wSon==hSon==2)</font>
00395 tmpClusterNumToSkip[nextLevel]= (1+tmpClusterNumToSkip[curLevel]) * wSon * hSon;
00396
00397 <font class="comment">// alloc bboxes.</font>
00398 tmpBBoxes[nextLevel].resize(nextBsx * nextBsy);
00399
00400 <font class="comment">// For all cluster of upper level, build bb, as union of finers clusters</font>
00401 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><nextBsy;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00402 {
00403 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><nextBsx;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00404 {
00405 <font class="comment">// compute coordinate in curLevel tmpBBoxes to look</font>
00406 uint x2= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*wSon;
00407 uint y2= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*hSon;
00408 <font class="comment">// Build a bbox for 4 (or 2) children clusters</font>
00409 <font class="keywordflow">if</font>(wSon>1 && hSon>1)
00410 {
00411 CAABBox bbox1;
00412 CAABBox bbox2;
00413 bbox1= CAABBox::computeAABBoxUnion(
00414 tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]);
00415 bbox2= CAABBox::computeAABBoxUnion(
00416 tmpBBoxes[curLevel][(y2+1)*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2+1]);
00417 <font class="comment">// final father bbox.</font>
00418 tmpBBoxes[nextLevel][<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*nextBsx + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= CAABBox::computeAABBoxUnion(bbox1, bbox2);
00419 }
00420 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(wSon==1)
00421 {
00422 CAABBox bbox1;
00423 bbox1= CAABBox::computeAABBoxUnion(
00424 tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2]);
00425 <font class="comment">// final father bbox.</font>
00426 tmpBBoxes[nextLevel][<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*nextBsx + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= bbox1;
00427 }
00428 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(hSon==1)
00429 {
00430 CAABBox bbox1;
00431 bbox1= CAABBox::computeAABBoxUnion(
00432 tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]);
00433 <font class="comment">// final father bbox.</font>
00434 tmpBBoxes[nextLevel][<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*nextBsx + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= bbox1;
00435 }
00436 <font class="keywordflow">else</font>
00437 <font class="comment">// impossible...</font>
00438 <a class="code" href="debug_8h.html#a12">nlstop</a>;
00439 }
00440 }
00441
00442 <font class="comment">// upper level.</font>
00443 bsx= nextBsx;
00444 bsy= nextBsy;
00445 nextBsx= max(1U, nextBsx/2);
00446 nextBsy= max(1U, nextBsy/2);
00447 curLevel++;
00448 nextLevel++;
00449 }
00450
00451
00452 <font class="comment">// Resize clusters with size according to all levels</font>
00453 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(finalClusterSize);
00454 uint iDstCluster= 0;
00455
00456 <font class="comment">// Fill cluster hierarchy, in _Clusters.</font>
00457 uint numLevels= nextLevel;
00458 <font class="comment">// NB: the principle is recursive, but it is "iterated", with a stack-like: tmpClusterX and tmpClusterY;</font>
00459 uint tmpClusterX[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00460 uint tmpClusterY[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00461 uint tmpClusterXMin[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00462 uint tmpClusterYMin[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00463 uint tmpClusterXMax[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00464 uint tmpClusterYMax[<a class="code" href="patchdlm__context_8cpp.html#a1">NL_DLM_CLIP_NUM_LEVEL</a>];
00465 <font class="comment">// we start at curLevel (the highest Level), and we must fill all the squares of this level</font>
00466 tmpClusterX[curLevel]= 0;
00467 tmpClusterY[curLevel]= 0;
00468 tmpClusterXMin[curLevel]= 0;
00469 tmpClusterYMin[curLevel]= 0;
00470 tmpClusterXMax[curLevel]= bsx;
00471 tmpClusterYMax[curLevel]= bsy;
00472 <font class="comment">// while the "root" level is not pop</font>
00473 <font class="keywordflow">while</font>(curLevel < numLevels)
00474 {
00475 <font class="comment">// If we ended with this level (all lines done).</font>
00476 <font class="keywordflow">if</font>(tmpClusterY[curLevel] >= tmpClusterYMax[curLevel])
00477 {
00478 <font class="comment">// Ok, finished with this level, pop up.</font>
00479 curLevel++;
00480 <font class="comment">// skip.</font>
00481 <font class="keywordflow">continue</font>;
00482 }
00483
00484 <a class="code" href="debug_8h.html#a6">nlassert</a>(iDstCluster<<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>());
00485
00486 <font class="comment">// get the bbox from current position.</font>
00487 CAABBox bbox= tmpBBoxes[curLevel][ tmpClusterY[curLevel] * tmpClusterWidth[curLevel] + tmpClusterX[curLevel] ];
00488 <font class="comment">// Fill _Clusters for this square.</font>
00489 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].BSphere.Center= bbox.getCenter();
00490 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].BSphere.Radius= bbox.getRadius();
00491 <font class="comment">// If leaf level, fill special info</font>
00492 <font class="keywordflow">if</font>(curLevel == 0)
00493 {
00494 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].NSkips= 0;
00495 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].X= tmpClusterX[0];
00496 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].Y= tmpClusterY[0];
00497 }
00498 <font class="comment">// else, set total number of sons to skips if "invisible"</font>
00499 <font class="keywordflow">else</font>
00500 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[iDstCluster].NSkips= tmpClusterNumToSkip[curLevel];
00501
00502 <font class="comment">// next dst cluster</font>
00503 iDstCluster ++;
00504
00505
00506 <font class="comment">// If not Leaf level, recurs. First pass, use curLevel params (tmpClusterX...)</font>
00507 <font class="keywordflow">if</font>(curLevel > 0)
00508 {
00509 <font class="comment">// compute info for next level.</font>
00510 tmpClusterXMin[curLevel-1]= tmpClusterX[curLevel] * tmpClusterWSon[curLevel];
00511 tmpClusterYMin[curLevel-1]= tmpClusterY[curLevel] * tmpClusterHSon[curLevel];
00512 tmpClusterXMax[curLevel-1]= (tmpClusterX[curLevel]+1) * tmpClusterWSon[curLevel];
00513 tmpClusterYMax[curLevel-1]= (tmpClusterY[curLevel]+1) * tmpClusterHSon[curLevel];
00514 <font class="comment">// begin iteration of child level</font>
00515 tmpClusterX[curLevel-1]= tmpClusterXMin[curLevel-1];
00516 tmpClusterY[curLevel-1]= tmpClusterYMin[curLevel-1];
00517 }
00518
00519
00520 <font class="comment">// next square for this level</font>
00521 tmpClusterX[curLevel]++;
00522 <font class="comment">// if ended for X.</font>
00523 <font class="keywordflow">if</font>(tmpClusterX[curLevel] >= tmpClusterXMax[curLevel])
00524 {
00525 <font class="comment">// reset X.</font>
00526 tmpClusterX[curLevel]= tmpClusterXMin[curLevel];
00527 <font class="comment">// next line.</font>
00528 tmpClusterY[curLevel]++;
00529 }
00530
00531
00532 <font class="comment">// If not Leaf level, recurs. Second pass, after tmpClusterX and tmpClusterY of curLevel are changed</font>
00533 <font class="keywordflow">if</font>(curLevel > 0)
00534 {
00535 <font class="comment">// descend in hierarchy. (recurs)</font>
00536 curLevel--;
00537 }
00538
00539 }
00540
00541 <font class="comment">// All dst clusters must have been filled</font>
00542 <a class="code" href="debug_8h.html#a6">nlassert</a>(iDstCluster == <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>());
00543
00544
00545 <font class="comment">// PreProcess Patch TileColors.</font>
00546 <font class="comment">//============</font>
00547 <font class="comment">// Verify that a CTileColor is nothing more than a 565 color.</font>
00548 <a class="code" href="debug_8h.html#a6">nlassert</a>(<font class="keyword">sizeof</font>(CTileColor)==<font class="keyword">sizeof</font>(uint16));
00549 <font class="preprocessor">#ifndef NL_DLM_TILE_RES</font>
00550 <font class="preprocessor"></font>
00551 <font class="comment">// retrieve patch tileColor pointer.</font>
00552 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors.size()>0);
00553 CTileColor *tileColor= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors[0];
00554
00555 <font class="comment">// skip 1 tiles colors per column and per row</font>
00556 uint wTileColor= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS()+1;
00557 CTileColor *tcOrigin= tileColor;
00558 <font class="comment">// alloc _LowResTileColors at same resolution than lightmap</font>
00559 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o8">_LowResTileColors</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
00560 uint16 *dstLRtc= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o8">_LowResTileColors</a>[0];
00561
00562 <font class="comment">// For all lines of dst.</font>
00563 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00564 {
00565 <font class="comment">// tileColor start of line.</font>
00566 tileColor= tcOrigin + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*2* wTileColor;
00567 sint npix= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;
00568 <font class="comment">// for all pixels at corner of tessBlock.</font>
00569 <font class="keywordflow">for</font>(;npix>0; npix--, tileColor+=2, dstLRtc++)
00570 {
00571 *dstLRtc= tileColor->Color565;
00572 }
00573
00574 }
00575 <font class="preprocessor">#endif</font>
00576 <font class="preprocessor"></font>
00577
00578 <font class="comment">// compute the TextureFar used for Far dynamic lightmaping.</font>
00579 <font class="comment">//============</font>
00580 <font class="comment">// NB: simpler to compute it at generate() time, even if not necessarly needed for near</font>
00581 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#c0">computeTextureFar</a>();
00582
00583
00584 <font class="comment">// fill texture with Black</font>
00585 <font class="comment">//============</font>
00586 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#a3">clearLighting</a>();
00587
00588 <font class="keywordflow">return</font> <font class="keyword">true</font>;
00589 }
00590
00591 <font class="comment">// ***************************************************************************</font>
<a name="l00592"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a3">00592</a> <font class="keywordtype">void</font> CPatchDLMContext::clearLighting()
00593 {
00594 <font class="comment">// If the srcTexture is not already black.</font>
00595 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a>)
00596 {
00597 <font class="comment">// Reset Lightmap with black.</font>
00598 uint count= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();
00599 <font class="keywordflow">if</font>(count>0)
00600 {
00601 memset(&<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0], 0, count * <font class="keyword">sizeof</font>(CRGBA));
00602 }
00603
00604 <font class="comment">// Now the src lightmap is fully black</font>
00605 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a>= <font class="keyword">true</font>;
00606 }
00607 }
00608
00609
00610 <font class="comment">// ***************************************************************************</font>
00611
00612 <font class="comment">// TestYoyo: I thought this code was better, but actually, this is not the case</font>
00613 <font class="comment">/*</font>
00614 <font class="comment">static float NL3D_Val1= 1.f;</font>
00615 <font class="comment">inline void __stdcall fastClamp01(float &x)</font>
00616 <font class="comment">{</font>
00617 <font class="comment"> __asm</font>
00618 <font class="comment"> {</font>
00619 <font class="comment"> mov esi, x</font>
00620 <font class="comment"> mov eax, [esi]</font>
00621 <font class="comment"></font>
00622 <font class="comment"> // clamp to 0.</font>
00623 <font class="comment"> cmp eax, 0x80000001 // set carry if sign bit is set.</font>
00624 <font class="comment"> sbb ecx, ecx // if attDist is negative, ecx==0 , else 0xFFFFFFFF.</font>
00625 <font class="comment"> and eax, ecx // if attDist is negative, eax=0, else unchanged</font>
00626 <font class="comment"></font>
00627 <font class="comment"> // clamp eax to 1 (NB: now we are sure eax>=0).</font>
00628 <font class="comment"> cmp eax, NL3D_Val1 // set carry if < Val1.</font>
00629 <font class="comment"> sbb ecx, ecx // if < Val1, ecx==0xFFFFFFFF, else 0.</font>
00630 <font class="comment"> and eax, ecx // if < Val1, ecx= eax, else ecx=0</font>
00631 <font class="comment"> not ecx</font>
00632 <font class="comment"> and ecx, NL3D_Val1 // if > Val1, ecx== Val1, else ecx= 0.</font>
00633 <font class="comment"> add eax, ecx // finally, eax= val clamped to 1.</font>
00634 <font class="comment"></font>
00635 <font class="comment"> // store.</font>
00636 <font class="comment"> mov [esi], eax</font>
00637 <font class="comment"> }</font>
00638 <font class="comment">}*/</font>
00639
00640 <font class="comment">// faster to do a simple clamp ???</font>
00641 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(<font class="keywordtype">float</font> &<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>)
00642 {
00643 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, 0.f, 1.f);
00644 }
00645
00646
00647 <font class="comment">// ***************************************************************************</font>
<a name="l00648"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a4">00648</a> <font class="keywordtype">void</font> CPatchDLMContext::addPointLightInfluence(<font class="keyword">const</font> CPatchDLMPointLight &pl)
00649 {
00650 uint nverts= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();
00651 <a class="code" href="debug_8h.html#a6">nlassert</a>(nverts==<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>());
00652
00653 <font class="keywordflow">if</font>(nverts==0)
00654 <font class="keywordflow">return</font>;
00655 CVertex *vert= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>[0];
00656
00657
00658 <font class="comment">// precise clip: parse the quadTree of sphere</font>
00659 <font class="comment">//================</font>
00660 uint i, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>,<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
00661 uint startX, startY, endX, endY;
00662 startX= 0xFFFFFFFF;
00663 startY= 0xFFFFFFFF;
00664 endX= 0;
00665 endY= 0;
00666 <font class="keywordflow">for</font>(i=0;i<<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>();)
00667 {
00668 <font class="comment">// If the sphere intersect pl, </font>
00669 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].BSphere.intersect(pl.BSphere) )
00670 {
00671 <font class="comment">// if this cluster is a leaf, extend start/end</font>
00672 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].NSkips==0)
00673 {
00674 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].X;
00675 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].Y;
00676 startX= <a class="code" href="bit__set_8cpp.html#a0">min</a>(startX, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>);
00677 startY= <a class="code" href="bit__set_8cpp.html#a0">min</a>(startY, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>);
00678 endX= max(endX, <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>+1);
00679 endY= max(endY, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>+1);
00680 }
00681 <font class="comment">// go to next cluster (a brother, a parent or a son)</font>
00682 i++;
00683 }
00684 <font class="keywordflow">else</font>
00685 {
00686 <font class="comment">// if this cluster is a leaf, just go to next cluster (a parent or a brother)</font>
00687 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].NSkips==0)
00688 i++;
00689 <font class="comment">// else, go to next brother or parent (NSkips say how to go)</font>
00690 <font class="keywordflow">else</font>
00691 i+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>[i].NSkips;
00692 }
00693 }
00694 <font class="comment">// if never intersect, just quit.</font>
00695 <font class="keywordflow">if</font>(startX==0xFFFFFFFF)
00696 <font class="keywordflow">return</font>;
00697
00698 <font class="comment">// get vertices in array to process.</font>
00699 startX*=<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>;
00700 startY*=<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>;
00701 endX= <a class="code" href="bit__set_8cpp.html#a0">min</a>(endX*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>+1, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>);
00702 endY= <a class="code" href="bit__set_8cpp.html#a0">min</a>(endY*<a class="code" href="patchdlm__context_8cpp.html#a0">NL_DLM_CLIP_FACTOR</a>+1, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
00703
00704 <font class="comment">// TestYoyo only.</font>
00705 <font class="comment">/*extern uint YOYO_LandDLCount;</font>
00706 <font class="comment"> YOYO_LandDLCount+= (endX - startX) * (endY - startY);*/</font>
00707
00708 <font class="comment">// process all vertices</font>
00709 <font class="comment">//================</font>
00710 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>,g,b;
00711 CRGBA *dst= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0];
00712 CVertex *originVert= vert;
00713 CRGBA *originDst= dst;
00714
00715 <font class="comment">// TestYoyo: finally, precache does not seems to impact final result.</font>
00716 <font class="comment">// precache loading, for better cache use. NB: precache the entire line, ignoring clip result.</font>
00717 <font class="comment">// Precache only if interesting.</font>
00718 <font class="comment">/*if( (endX - startX)*4>=Width && (endY-startY)>=2)</font>
00719 <font class="comment"> {</font>
00720 <font class="comment"> vert= originVert + startY*Width;</font>
00721 <font class="comment"> dst= originDst + startY*Width;</font>
00722 <font class="comment"> uint nPixelLine= (endY-startY)*Width;</font>
00723 <font class="comment"> CFastMem::precacheBest(vert, nPixelLine * sizeof(CVertex));</font>
00724 <font class="comment"> CFastMem::precacheBest(dst, nPixelLine * sizeof(CRGBA));</font>
00725 <font class="comment"> }*/</font>
00726
00727 <font class="comment">// Start 24 precision, for faster compute.</font>
00728 <a class="code" href="namespaceNL3D.html#a364">OptFastFloorBegin24</a>();
00729
00730 <font class="comment">// If the pointLight is a spot, compute is more complex/slower</font>
00731 <font class="keywordflow">if</font>(pl.IsSpot)
00732 {
00733 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=startY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><endY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00734 {
00735 nverts= endX - startX;
00736
00737 vert= originVert + startX + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;
00738 dst= originDst + startX + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;
00739 <font class="keywordflow">for</font>(;nverts>0; nverts--, vert++, dst++)
00740 {
00741 CVector dirToP= vert->Pos - pl.Pos;
00742 <font class="keywordtype">float</font> dist= dirToP.norm();
00743 dirToP/= dist;
00744
00745 <font class="comment">// compute cos for pl. attenuation</font>
00746 <font class="keywordtype">float</font> cosSpot= dirToP * pl.Dir;
00747 <font class="keywordtype">float</font> attSpot= (cosSpot-pl.CosMin) * pl.OOCosDelta;
00748 <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(attSpot);
00749
00750 <font class="comment">// distance attenuation</font>
00751 <font class="keywordtype">float</font> attDist= (dist-pl.AttMax) * pl.OOAttDelta;
00752 <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(attDist);
00753
00754 <font class="comment">// compute diffuse lighting</font>
00755 <font class="keywordtype">float</font> diff= -(vert->Normal * dirToP);
00756 <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(diff);
00757
00758 <font class="comment">// compute colors.</font>
00759 diff*= attSpot * attDist;
00760 <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= pl.R*diff;
00761 g= pl.G*diff;
00762 b= pl.B*diff;
00763
00764 CRGBA col;
00765 col.R= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>);
00766 col.G= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(g);
00767 col.B= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(b);
00768
00769 <font class="comment">// add to map.</font>
00770 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
00771 <font class="preprocessor"></font> <font class="comment">// Fast AddClamp.</font>
00772 __asm
00773 {
00774 mov esi, dst
00775
00776 mov al, [esi]dst.R
00777 add al, col.R
00778 sbb cl, cl
00779 or al, cl
00780 mov [esi]dst.R, al
00781
00782 mov al, [esi]dst.G
00783 add al, col.G
00784 sbb cl, cl
00785 or al, cl
00786 mov [esi]dst.G, al
00787
00788 mov al, [esi]dst.B
00789 add al, col.B
00790 sbb cl, cl
00791 or al, cl
00792 mov [esi]dst.B, al
00793 }
00794 <font class="preprocessor">#else</font>
00795 <font class="preprocessor"></font> <font class="comment">// add and clamp to map.</font>
00796 dst->addRGBOnly(*dst, col);
00797 <font class="preprocessor">#endif</font>
00798 <font class="preprocessor"></font> }
00799 }
00800 }
00801 <font class="comment">// else, pointLight with no Spot cone attenuation</font>
00802 <font class="keywordflow">else</font>
00803 {
00804 <font class="comment">// TestYoyo</font>
00805 <font class="comment">/*extern void YOYO_startDLMItCount();</font>
00806 <font class="comment"> YOYO_startDLMItCount();*/</font>
00807
00808 <font class="comment">// Compute lightmap pixels of interest </font>
00809 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=startY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><endY; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00810 {
00811 nverts= endX - startX;
00812
00813 vert= originVert + startX + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;
00814 dst= originDst + startX + <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;
00815 <font class="keywordflow">for</font>(;nverts>0; nverts--, vert++, dst++)
00816 {
00817 CVector dirToP= vert->Pos - pl.Pos;
00818 <font class="keywordtype">float</font> dist= dirToP.norm();
00819 <font class="keywordtype">float</font> OODist= 1.0f / dist;
00820 dirToP*= OODist;
00821
00822 <font class="comment">// distance attenuation</font>
00823 <font class="keywordtype">float</font> attDist= (dist-pl.AttMax) * pl.OOAttDelta;
00824 <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(attDist);
00825
00826 <font class="comment">// compute diffuse lighting</font>
00827 <font class="keywordtype">float</font> diff= -(vert->Normal * dirToP);
00828 <a class="code" href="namespaceNL3D.html#a397">fastClamp01</a>(diff);
00829
00830 <font class="comment">// compute colors.</font>
00831 diff*= attDist;
00832 <a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>= pl.R*diff;
00833 g= pl.G*diff;
00834 b= pl.B*diff;
00835
00836 CRGBA col;
00837 col.R= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a385">r</a>);
00838 col.G= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(g);
00839 col.B= (uint8)<a class="code" href="namespaceNL3D.html#a366">OptFastFloor24</a>(b);
00840
00841 <font class="comment">// add to map.</font>
00842 <font class="preprocessor">#ifdef NL_OS_WINDOWS</font>
00843 <font class="preprocessor"></font> <font class="comment">// Fast AddClamp.</font>
00844 __asm
00845 {
00846 mov esi, dst
00847
00848 mov al, [esi]dst.R
00849 add al, col.R
00850 sbb cl, cl
00851 or al, cl
00852 mov [esi]dst.R, al
00853
00854 mov al, [esi]dst.G
00855 add al, col.G
00856 sbb cl, cl
00857 or al, cl
00858 mov [esi]dst.G, al
00859
00860 mov al, [esi]dst.B
00861 add al, col.B
00862 sbb cl, cl
00863 or al, cl
00864 mov [esi]dst.B, al
00865 }
00866 <font class="preprocessor">#else</font>
00867 <font class="preprocessor"></font> <font class="comment">// add and clamp to map.</font>
00868 dst->addRGBOnly(*dst, col);
00869 <font class="preprocessor">#endif</font>
00870 <font class="preprocessor"></font> }
00871 }
00872
00873 <font class="comment">// TestYoyo</font>
00874 <font class="comment">/*extern void YOYO_endDLMItCount();</font>
00875 <font class="comment"> YOYO_endDLMItCount();*/</font>
00876 }
00877
00878 <font class="comment">// Stop 24 bit precision</font>
00879 <a class="code" href="namespaceNL3D.html#a365">OptFastFloorEnd24</a>();
00880
00881 <font class="comment">// Src texture is modified, hence it can't be black.</font>
00882 <font class="comment">//==============</font>
00883 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a>= <font class="keyword">false</font>;
00884 }
00885
00886
00887 <font class="comment">// ***************************************************************************</font>
<a name="l00888"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a5">00888</a> <font class="keywordtype">void</font> CPatchDLMContext::compileLighting(TCompileType compType, CRGBA modulateCte)
00889 {
00890 <font class="comment">// If srcTexture is full black, and if dst texture is already full black too, don't need to update dst texture</font>
00891 <font class="keywordflow">if</font>(! (<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a> && <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o7">_IsDstTextureFullBlack</a>) )
00892 {
00893 <font class="comment">// if lightMap allocated</font>
00894 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>()>0 && <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>)
00895 {
00896 <font class="comment">// If the srcTexture is full black (ie no pointLight influence touch it), </font>
00897 <font class="keywordflow">if</font>(_IsSrcTextureFullBlack)
00898 {
00899 <font class="comment">// reset the texture to full black.</font>
00900 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->fillRect(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, 0);
00901 }
00902 <font class="comment">// else the srcTexture is not full black (ie some pointLight influence touch it), </font>
00903 <font class="keywordflow">else</font>
00904 {
00905 <font class="comment">// if must modulate with tileColor</font>
00906 <font class="keywordflow">if</font>(compType == <a class="code" href="classNL3D_1_1CPatchDLMContext.html#s4s0">ModulateTileColor</a>)
00907 {
00908 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors.size()>=0);
00909 <font class="preprocessor"> #ifdef NL_DLM_TILE_RES</font>
00910 <font class="preprocessor"></font> <font class="comment">// retrieve userColor pointer.</font>
00911 uint16 *tileColor= (uint16*)(&<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors[0]);
00912 <font class="preprocessor"> #else</font>
00913 <font class="preprocessor"></font> uint16 *tileColor= (uint16*)(&<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o8">_LowResTileColors</a>[0]);
00914 <font class="preprocessor"> #endif</font>
00915 <font class="preprocessor"></font>
00916 <font class="comment">// modulate and fill dest.</font>
00917 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->modulateAndfillRect565(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0], tileColor);
00918 }
00919 <font class="comment">// else if must modulate with textureFar</font>
00920 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(compType == <a class="code" href="classNL3D_1_1CPatchDLMContext.html#s4s1">ModulateTextureFar</a>)
00921 {
00922 <font class="comment">// modulate and fill dest.</font>
00923 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->modulateAndfillRect8888(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0], &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o9">_TextureFar</a>[0]);
00924 }
00925 <font class="comment">// else if must modulate with constante</font>
00926 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(compType == <a class="code" href="classNL3D_1_1CPatchDLMContext.html#s4s2">ModulateConstant</a>)
00927 {
00928 <font class="comment">// modulate and fill dest.</font>
00929 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->modulateConstantAndfillRect(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0], modulateCte);
00930 }
00931 <font class="comment">// else, no Modulate.</font>
00932 <font class="keywordflow">else</font>
00933 {
00934 <font class="comment">// just copy lightmap to texture</font>
00935 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o1">_DLMTexture</a>->copyRect(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m0">TextPosX</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m1">TextPosY</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>, <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>, &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0]);
00936 }
00937 }
00938 }
00939
00940
00941 <font class="comment">// copy full black state</font>
00942 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o7">_IsDstTextureFullBlack</a>= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o6">_IsSrcTextureFullBlack</a>;
00943 }
00944 }
00945
00946
00947 <font class="comment">// ***************************************************************************</font>
<a name="l00948"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#a7">00948</a> uint CPatchDLMContext::getMemorySize()<font class="keyword"> const</font>
00949 <font class="keyword"></font>{
00950 uint size= <font class="keyword">sizeof</font>(CPatchDLMContext);
00951 size+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o3">_Vertices</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>() * <font class="keyword">sizeof</font>(CVertex);
00952 size+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>() * <font class="keyword">sizeof</font>(CRGBA);
00953 size+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o5">_Clusters</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>() * <font class="keyword">sizeof</font>(CCluster);
00954 size+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o9">_TextureFar</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>() * <font class="keyword">sizeof</font>(CRGBA);
00955 <font class="preprocessor">#ifndef NL_DLM_TILE_RES</font>
00956 <font class="preprocessor"></font> size+= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o8">_LowResTileColors</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z302_0">size</a>() * <font class="keyword">sizeof</font>(uint16);
00957 <font class="preprocessor">#endif</font>
00958 <font class="preprocessor"></font>
00959 <font class="keywordflow">return</font> size;
00960 }
00961
00962
00963 <font class="comment">// ***************************************************************************</font>
<a name="l00964"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#c0">00964</a> <font class="keywordtype">void</font> CPatchDLMContext::computeTextureFar()
00965 {
00966 <font class="comment">// First compute Far at order1 Level (ie 2x2 pixels per tiles).</font>
00967 <font class="comment">//==================</font>
00968 <font class="keyword">static</font> vector<CRGBA> tileFars;
00969 <font class="comment">// Get the FarBank from landscape.</font>
00970 CTileFarBank &farBank= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getLandscape()->TileFarBank;
00971 <font class="comment">// size of the texture.</font>
00972 uint os= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderS();
00973 uint ot= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->getOrderT();
00974 <font class="comment">// resize tmp texture. keep a border of 1 pixel around this texture (for average with border)</font>
00975 uint tfWidth= os*2+2;
00976 uint tfHeight= ot*2+2;
00977 uint tfSize= tfWidth * tfHeight;
00978 tileFars.resize(tfSize);
00979 CRGBA *dst= &tileFars[0];
00980
00981 <font class="comment">// default: fill dst with black (for possible non-existing tiles).</font>
00982 memset(dst, 0, tfSize*<font class="keyword">sizeof</font>(CRGBA));
00983
00984 <font class="comment">// For all tiles.</font>
00985 uint <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>;
00986 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><ot; <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
00987 {
00988 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><os;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
00989 {
00990 <font class="comment">// get the tile from patch.</font>
00991 CTileElement &tileElm= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->Tiles[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*os + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
00992
00993 <font class="comment">// For all layers</font>
00994 <font class="keywordflow">for</font>(uint <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>=0; <a class="code" href="namespaceNLAISCRIPT.html#a20">l</a><3;<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>++)
00995 {
00996 uint16 tileId= tileElm.Tile[0];
00997 <font class="keywordflow">if</font> (tileId!=<a class="code" href="tile__element_8h.html#a12">NL_TILE_ELM_LAYER_EMPTY</a>)
00998 {
00999 <font class="comment">// Get the read only pointer on the far tile</font>
01000 <font class="keyword">const</font> CTileFarBank::CTileFar* pTile= farBank.getTile (tileId);
01001 <font class="comment">// if exist.</font>
01002 <font class="keywordflow">if</font>(pTile && pTile->isFill (CTileFarBank::diffuse))
01003 {
01004 <font class="comment">// get tile element information.</font>
01005 sint nRot= tileElm.getTileOrient(<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>);
01006 <font class="keywordtype">bool</font> is256x256;
01007 uint8 uvOff;
01008 tileElm.getTile256Info(is256x256, uvOff);
01009
01010 <font class="comment">// compute src pixel</font>
01011 <font class="keyword">const</font> CRGBA *srcPixel= pTile->getPixels(CTileFarBank::diffuse, CTileFarBank::order1);
01012 <font class="comment">// compute src info, for this tile rot and 256x256 context.</font>
01013 sint srcDeltaX;
01014 sint srcDeltaY;
01015 srcPixel= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#f0">computeTileFarSrcDeltas</a>(nRot, is256x256, uvOff, srcPixel, srcDeltaX, srcDeltaY);
01016
01017 <font class="comment">// compute dst coordinate. start writing at pixel (1,1)</font>
01018 CRGBA *dstPixel= dst + (<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*2+1)*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>*2+1;
01019
01020 <font class="keywordflow">if</font>(<a class="code" href="namespaceNLAISCRIPT.html#a20">l</a>==0)
01021 {
01022 <font class="comment">// copy the tile content to the texture.</font>
01023 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#f1">copyTileToTexture</a>(srcPixel, srcDeltaX, srcDeltaY, dstPixel, tfWidth);
01024 }
01025 <font class="keywordflow">else</font>
01026 {
01027 <font class="comment">// blend the tile content to the texture.</font>
01028 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#f2">blendTileToTexture</a>(srcPixel, srcDeltaX, srcDeltaY, dstPixel, tfWidth);
01029 }
01030 }
01031 <font class="keywordflow">else</font>
01032 <font class="comment">// go to next tile.</font>
01033 <font class="keywordflow">break</font>;
01034 }
01035 <font class="keywordflow">else</font>
01036 <font class="comment">// go to next tile.</font>
01037 <font class="keywordflow">break</font>;
01038 }
01039 }
01040 }
01041
01042 <font class="comment">/* copy borders pixels from border of current patch</font>
01043 <font class="comment"> NB: this is not correct, but visually sufficient.</font>
01044 <font class="comment"> To look on neighbor would be more complex.</font>
01045 <font class="comment"> */</font>
01046
01047 <font class="comment">// copy lines up and down.</font>
01048 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= tfHeight-1;
01049 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=1;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><tfWidth-1;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++)
01050 {
01051 <font class="comment">// copy line 0 from line 1.</font>
01052 dst[0*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= dst[1*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
01053 <font class="comment">// copy last line from last line-1.</font>
01054 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= dst[(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>-1)*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>];
01055 }
01056
01057 <font class="comment">// copy column left and right</font>
01058 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= tfWidth-1;
01059 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=1;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><tfHeight-1;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
01060 {
01061 <font class="comment">// copy column 0 from column 1.</font>
01062 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + 0]= dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + 1];
01063 <font class="comment">// copy last column from last column-1.</font>
01064 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-1];
01065 }
01066
01067 <font class="comment">// copy 4 corners</font>
01068 <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>= tfWidth-1;
01069 <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>= tfHeight-1;
01070 <font class="comment">// top-left corner</font>
01071 dst[0]= dst[1];
01072 <font class="comment">// top-right corner</font>
01073 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= dst[<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-1];
01074 <font class="comment">// bottom-left corner</font>
01075 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + 0]= dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + 1];
01076 <font class="comment">// bottom-right corner</font>
01077 dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>]= dst[<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>*tfWidth + <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>-1];
01078
01079
01080 <font class="comment">// Average to DLM resolution (ie OrderS+1, OrderT+1)</font>
01081 <font class="comment">//==================</font>
01082 <font class="comment">// resize _TextureFar.</font>
01083 <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o9">_TextureFar</a>.<a class="code" href="classNLMISC_1_1CObjectVector.html#z301_1">resize</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>);
01084 CRGBA *<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= &tileFars[0];
01085 dst= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o9">_TextureFar</a>[0];
01086
01087 <font class="comment">// for all pixels of dst texture.</font>
01088 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a><<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a>++)
01089 {
01090 <font class="keywordflow">for</font>(<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>=0;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a><<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>;<a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a>++, dst++)
01091 {
01092 <font class="comment">// compute coordinate in tileFars.</font>
01093 uint x2, y2;
01094 <font class="preprocessor">#ifdef NL_DLM_TILE_RES</font>
01095 <font class="preprocessor"></font> x2= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> * 2;
01096 y2= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> * 2;
01097 <font class="preprocessor">#else</font>
01098 <font class="preprocessor"></font> <font class="comment">// easiest method: sample every 2 tiles.</font>
01099 x2= <a class="code" href="driver__opengl__extension__def_8h.html#a364">x</a> * 4;
01100 y2= <a class="code" href="driver__opengl__extension__def_8h.html#a365">y</a> * 4;
01101 <font class="preprocessor">#endif</font>
01102 <font class="preprocessor"></font>
01103 <font class="comment">// Average the 4 pixels around this tile corner</font>
01104 dst->avg4RGBOnly(<a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[y2*tfWidth + x2],
01105 <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[y2*tfWidth + x2+1],
01106 <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[(y2+1)*tfWidth + x2],
01107 <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>[(y2+1)*tfWidth + x2+1]);
01108 }
01109 }
01110
01111
01112 <font class="comment">// Modulate result with TileColors.</font>
01113 <font class="comment">//==================</font>
01114 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors.size()>=0);
01115 <font class="preprocessor"> #ifdef NL_DLM_TILE_RES</font>
01116 <font class="preprocessor"></font> <font class="comment">// retrieve userColor pointer.</font>
01117 uint16 *tileColor= (uint16*)(&<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>->TileColors[0]);
01118 <font class="preprocessor"> #else</font>
01119 <font class="preprocessor"></font> uint16 *tileColor= (uint16*)(&<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o8">_LowResTileColors</a>[0]);
01120 <font class="preprocessor"> #endif</font>
01121 <font class="preprocessor"></font>
01122 <font class="comment">// For all pixels</font>
01123 dst= &<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o9">_TextureFar</a>[0];
01124 <font class="keywordflow">for</font>(sint n= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#m2">Width</a>*<a class="code" href="classNL3D_1_1CPatchDLMContext.html#m3">Height</a>; n>0; n--, dst++, tileColor++)
01125 {
01126 uint16 tc= *tileColor;
01127 <font class="comment">// modulate R.</font>
01128 dst->R= ( (tc>>11) * dst->R)>>5;
01129 <font class="comment">// modulate G.</font>
01130 dst->G= (((tc>>5)&63) * dst->G)>>6;
01131 <font class="comment">// modulate B.</font>
01132 dst->B= ( (tc&31) * dst->B)>>5;
01133 }
01134
01135 }
01136
01137
01138
01139 <font class="comment">// ***************************************************************************</font>
<a name="l01140"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#f0">01140</a> <font class="keyword">const</font> CRGBA *CPatchDLMContext::computeTileFarSrcDeltas(sint nRot, <font class="keywordtype">bool</font> is256x256, uint8 uvOff, <font class="keyword">const</font> CRGBA *srcPixel, sint &srcDeltaX, sint &srcDeltaY)
01141 {
01142 <font class="comment">// NB: code copied from CTextureFar::rebuildRectangle()</font>
01143
01144 <font class="comment">// The tileSize at order1 is 2.</font>
01145 uint tileSize= 2;
01146
01147 <font class="comment">// Source size</font>
01148 sint sourceSize;
01149
01150 <font class="comment">// Source offset (for 256)</font>
01151 uint sourceOffset=0;
01152
01153 <font class="comment">// 256 ?</font>
01154 <font class="keywordflow">if</font> (is256x256)
01155 {
01156 <font class="comment">// On the left ?</font>
01157 <font class="keywordflow">if</font> (uvOff&0x02)
01158 sourceOffset+=tileSize;
01159
01160 <font class="comment">// On the bottom ?</font>
01161 <font class="keywordflow">if</font> ((uvOff==1)||(uvOff==2))
01162 sourceOffset+=2*tileSize*tileSize;
01163
01164 <font class="comment">// Yes, 256</font>
01165 sourceSize=tileSize<<1;
01166 }
01167 <font class="keywordflow">else</font>
01168 {
01169 <font class="comment">// No, 128</font>
01170 sourceSize=tileSize;
01171 }
01172
01173 <font class="comment">// Compute offset and deltas</font>
01174 <font class="keywordflow">switch</font> (nRot)
01175 {
01176 <font class="keywordflow">case</font> 0:
01177 <font class="comment">// Source pointers</font>
01178 srcPixel= srcPixel+sourceOffset;
01179
01180 <font class="comment">// Source delta</font>
01181 srcDeltaX=1;
01182 srcDeltaY=sourceSize;
01183 <font class="keywordflow">break</font>;
01184 <font class="keywordflow">case</font> 1:
01185 {
01186 <font class="comment">// Source pointers</font>
01187 uint newOffset=sourceOffset+(tileSize-1);
01188 srcPixel=srcPixel+newOffset;
01189
01190 <font class="comment">// Source delta</font>
01191 srcDeltaX=sourceSize;
01192 srcDeltaY=-1;
01193 }
01194 <font class="keywordflow">break</font>;
01195 <font class="keywordflow">case</font> 2:
01196 {
01197 <font class="comment">// Destination pointer</font>
01198 uint newOffset=sourceOffset+(tileSize-1)*sourceSize+tileSize-1;
01199 srcPixel=srcPixel+newOffset;
01200
01201 <font class="comment">// Source delta</font>
01202 srcDeltaX=-1;
01203 srcDeltaY=-sourceSize;
01204 }
01205 <font class="keywordflow">break</font>;
01206 <font class="keywordflow">case</font> 3:
01207 {
01208 <font class="comment">// Destination pointer</font>
01209 uint newOffset=sourceOffset+(tileSize-1)*sourceSize;
01210 srcPixel=srcPixel+newOffset;
01211
01212 <font class="comment">// Source delta</font>
01213 srcDeltaX=-sourceSize;
01214 srcDeltaY=1;
01215 }
01216 <font class="keywordflow">break</font>;
01217 }
01218
01219 <font class="keywordflow">return</font> srcPixel;
01220 }
01221
01222
01223 <font class="comment">// ***************************************************************************</font>
<a name="l01224"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#f1">01224</a> <font class="keywordtype">void</font> CPatchDLMContext::copyTileToTexture(<font class="keyword">const</font> CRGBA *srcPixel, sint srcDeltaX, sint srcDeltaY, CRGBA *dstPixel, uint dstStride)
01225 {
01226 <font class="comment">// copy the 2x2 tile to the texture.</font>
01227
01228 <font class="comment">// first line.</font>
01229 dstPixel[0]= srcPixel[0];
01230 dstPixel[1]= srcPixel[srcDeltaX];
01231 <font class="comment">// second line.</font>
01232 dstPixel[0+dstStride]= srcPixel[srcDeltaY];
01233 dstPixel[1+dstStride]= srcPixel[srcDeltaY+srcDeltaX];
01234 }
01235
01236 <font class="comment">// ***************************************************************************</font>
<a name="l01237"></a><a class="code" href="classNL3D_1_1CPatchDLMContext.html#f2">01237</a> <font class="keywordtype">void</font> CPatchDLMContext::blendTileToTexture(<font class="keyword">const</font> CRGBA *srcPixel, sint srcDeltaX, sint srcDeltaY, CRGBA *dstPixel, uint dstStride)
01238 {
01239 <font class="comment">// blend the 2x2 tile with the texture.</font>
01240 CRGBA *dst;
01241 CRGBA <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>;
01242
01243 <font class="comment">// first line.</font>
01244 dst= &dstPixel[0]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[0];
01245 dst->blendFromuiRGBOnly(*dst, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>.A);
01246
01247 dst= &dstPixel[1]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaX];
01248 dst->blendFromuiRGBOnly(*dst, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>.A);
01249
01250 <font class="comment">// second line.</font>
01251 dst= &dstPixel[0+dstStride]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaY];
01252 dst->blendFromuiRGBOnly(*dst, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>.A);
01253
01254 dst= &dstPixel[1+dstStride]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaY+srcDeltaX];
01255 dst->blendFromuiRGBOnly(*dst, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>.A);
01256 }
01257
01258
01259 } <font class="comment">// NL3D</font>
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