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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 &amp;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&gt;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) ) &gt;&gt;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) ) &gt;&gt;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) ) &gt;&gt;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 &gt; 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>&gt;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&gt;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>&lt;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&lt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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>-&gt;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-&gt;getOrderS();</font>
00267 <font class="comment">        DLMVScale= _Patch-&gt;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>&lt;<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>&lt;<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 &amp;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>-&gt;unpackIntoCache();
00311                         <font class="comment">// Eval pos.</font>
00312                         vert.Pos= bpatch-&gt;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-&gt;evalNormal(<a class="code" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="code" href="driver__opengl__extension__def_8h.html#a384">t</a>);
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>-&gt;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>-&gt;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>-&gt;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>-&gt;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&lt;CAABBox&gt;         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>&lt;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>&lt;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&lt;endY; yi++)
00352                         {
00353                                 <font class="keywordflow">for</font>(uint xi= beginX; xi&lt;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 &gt; 1 &amp;&amp; nextLevel&lt;<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>&lt;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>&lt;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&gt;1 &amp;&amp; hSon&gt;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 &lt; numLevels)
00474         {
00475                 <font class="comment">// If we ended with this level (all lines done).</font>
00476                 <font class="keywordflow">if</font>(tmpClusterY[curLevel] &gt;= 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&lt;<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 &gt; 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] &gt;= 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 &gt; 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>-&gt;TileColors.size()&gt;0);
00553         CTileColor      *tileColor= &amp;<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;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>-&gt;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= &amp;<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>&lt;<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&gt;0; npix--, tileColor+=2, dstLRtc++)
00570                 {
00571                         *dstLRtc= tileColor-&gt;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&gt;0)
00600                 {
00601                         memset(&amp;<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 &amp;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&gt;=0).</font>
00628 <font class="comment">                cmp     eax, NL3D_Val1          // set carry if &lt; Val1.</font>
00629 <font class="comment">                sbb     ecx, ecx                        // if &lt; Val1, ecx==0xFFFFFFFF, else 0.</font>
00630 <font class="comment">                and     eax, ecx                        // if &lt; Val1, ecx= eax, else ecx=0</font>
00631 <font class="comment">                not     ecx</font>
00632 <font class="comment">                and     ecx, NL3D_Val1          // if &gt; 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> &amp;<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 &amp;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= &amp;<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&lt;<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= &amp;<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&gt;=Width &amp;&amp; (endY-startY)&gt;=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>&lt;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&gt;0; nverts--, vert++, dst++)
00740                         {
00741                                 CVector dirToP= vert-&gt;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-&gt;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-&gt;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>&lt;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&gt;0; nverts--, vert++, dst++)
00816                         {
00817                                 CVector dirToP= vert-&gt;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-&gt;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-&gt;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> &amp;&amp; <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>()&gt;0 &amp;&amp; <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>-&gt;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>-&gt;TileColors.size()&gt;=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*)(&amp;<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;TileColors[0]);
00912 <font class="preprocessor">                                        #else</font>
00913 <font class="preprocessor"></font>                                        uint16  *tileColor= (uint16*)(&amp;<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>-&gt;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>, &amp;<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>-&gt;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>, &amp;<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o4">_LightMap</a>[0], &amp;<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>-&gt;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>, &amp;<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>-&gt;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>, &amp;<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&lt;CRGBA&gt;   tileFars;
00969         <font class="comment">// Get the FarBank from landscape.</font>
00970         CTileFarBank    &amp;farBank= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;getLandscape()-&gt;TileFarBank;
00971         <font class="comment">// size of the texture.</font>
00972         uint    os= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;getOrderS();
00973         uint    ot= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;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= &amp;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>&lt;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>&lt;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    &amp;tileElm= <a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;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>&lt;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 &amp;&amp; pTile-&gt;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-&gt;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>&lt;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>&lt;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>= &amp;tileFars[0];
01085         dst= &amp;<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>&lt;<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>&lt;<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-&gt;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>-&gt;TileColors.size()&gt;=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*)(&amp;<a class="code" href="classNL3D_1_1CPatchDLMContext.html#o0">_Patch</a>-&gt;TileColors[0]);
01118 <font class="preprocessor">        #else</font>
01119 <font class="preprocessor"></font>        uint16  *tileColor= (uint16*)(&amp;<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= &amp;<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&gt;0; n--, dst++, tileColor++)
01125         {
01126                 uint16  tc= *tileColor;
01127                 <font class="comment">// modulate R.</font>
01128                 dst-&gt;R= ( (tc&gt;&gt;11) * dst-&gt;R)&gt;&gt;5;
01129                 <font class="comment">// modulate G.</font>
01130                 dst-&gt;G= (((tc&gt;&gt;5)&amp;63) * dst-&gt;G)&gt;&gt;6;
01131                 <font class="comment">// modulate B.</font>
01132                 dst-&gt;B= ( (tc&amp;31) * dst-&gt;B)&gt;&gt;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 &amp;srcDeltaX, sint &amp;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&amp;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&lt;&lt;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= &amp;dstPixel[0]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[0];
01245         dst-&gt;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= &amp;dstPixel[1]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaX];
01248         dst-&gt;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= &amp;dstPixel[0+dstStride]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaY];
01252         dst-&gt;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= &amp;dstPixel[1+dstStride]; <a class="code" href="driver__opengl__extension__def_8h.html#a409">src</a>= srcPixel[srcDeltaY+srcDeltaX];
01255         dst-&gt;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>
</pre></div>

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