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<hr><h1>render_trav.cpp</h1><a href="render__trav_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028 <font class="preprocessor">#include "<a class="code" href="render__trav_8h.html">3d/render_trav.h</a>"</font>
00029 <font class="preprocessor">#include "<a class="code" href="hrc__trav_8h.html">3d/hrc_trav.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="clip__trav_8h.html">3d/clip_trav.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="light_8h.html">3d/light.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="skeleton__model_8h.html">3d/skeleton_model.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="coarse__mesh__manager_8h.html">3d/coarse_mesh_manager.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="lod__character__manager_8h.html">3d/lod_character_manager.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00039
00040 <font class="preprocessor">#include "<a class="code" href="transform_8h.html">3d/transform.h</a>"</font>
00041 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00042 <font class="preprocessor">#include "<a class="code" href="mesh__skin__manager_8h.html">3d/mesh_skin_manager.h</a>"</font>
00043
00044 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
00045 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
00046
00047
00048 <font class="keyword">namespace </font>NL3D
00049 {
00050
00051
00052 <font class="comment">// ***************************************************************************</font>
00053 <font class="comment">// ***************************************************************************</font>
00054 <font class="comment">// CRenderTrav</font>
00055 <font class="comment">// ***************************************************************************</font>
00056 <font class="comment">// ***************************************************************************</font>
00057
00058
00059 <font class="comment">// ***************************************************************************</font>
<a name="l00060"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#a0">00060</a> CRenderTrav::CRenderTrav()
00061 {
00062 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.reserve(1024);
00063 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.init(1024);
00064 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.init(1024);
00065 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a> = NULL;
00066 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">true</font>;
00067
00068 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a>= NULL;
00069
00070 <font class="comment">// Default light Setup.</font>
00071 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>= <font class="keyword">false</font>;
00072 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>= CRGBA(50, 50, 50);
00073 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>= CRGBA::Black;
00074 <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_5">SunDiffuse</a>= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_6">SunSpecular</a>= CRGBA::White;
00075 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.set(0, 0.5, -0.5);
00076 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.normalize();
00077
00078 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
00079
00080 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>= NULL;
00081
00082 <a class="code" href="classNL3D_1_1CRenderTrav.html#o6">_LayersRenderingOrder</a>= <font class="keyword">true</font>;
00083 }
00084 <font class="comment">// ***************************************************************************</font>
<a name="l00085"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z745_0">00085</a> IObs *CRenderTrav::createDefaultObs()<font class="keyword"> const</font>
00086 <font class="keyword"></font>{
00087 <font class="keywordflow">return</font> <font class="keyword">new</font> CDefaultRenderObs;
00088 }
00089 <font class="comment">// ***************************************************************************</font>
<a name="l00090"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z745_3">00090</a> <font class="keywordtype">void</font> CRenderTrav::traverse()
00091 {
00092 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_TravRender );
00093
00094 ITravCameraScene::update();
00095
00096 <font class="comment">// Bind to Driver.</font>
00097 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()->setFrustum(<a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_0">Left</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_1">Right</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_2">Bottom</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_3">Top</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_4">Near</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_5">Far</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_6">Perspective</a>);
00098 <font class="comment">// Use setupViewMatrixEx() for ZBuffer precision.</font>
00099 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()->setupViewMatrixEx(<a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_8">ViewMatrix</a>, <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>);
00100 <a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>()->setupViewport(<a class="code" href="classNL3D_1_1CRenderTrav.html#o4">_Viewport</a>);
00101
00102 <font class="comment">// reset the light setup, and set global ambient.</font>
00103 <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">resetLightSetup</a>();
00104
00105
00106 <font class="comment">// reset the Skin manager, if needed</font>
00107 <font class="keywordflow">if</font>(_MeshSkinManager)
00108 {
00109 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>!=<a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>->getDriver())
00110 {
00111 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>->release();
00112 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>->init(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>, <a class="code" href="render__trav_8h.html#a0">NL3D_MESH_SKIN_MANAGER_VERTEXFORMAT</a>, <a class="code" href="render__trav_8h.html#a1">NL3D_MESH_SKIN_MANAGER_MAXVERTICES</a>);
00113 }
00114 }
00115
00116
00117 <font class="comment">// Fill OT with observers, for both Opaque and transparent pass</font>
00118 <font class="comment">// =============================</font>
00119
00120 <font class="comment">// Sort the observers by distance from camera</font>
00121 <font class="comment">// This is done here and not in the addRenderObs because of the LoadBalancing traversal which can modify</font>
00122 <font class="comment">// the transparency flag (multi lod for instance)</font>
00123
00124 <font class="comment">// clear the OTs, and prepare to allocate max element space</font>
00125 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.reset(<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size());
00126 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.reset(<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size());
00127
00128 <font class="comment">// fill the OTs.</font>
00129 IBaseRenderObs **itRdrObs= NULL;
00130 uint32 nNbObs = <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.size();
00131 <font class="keywordflow">if</font>(nNbObs)
00132 itRdrObs= &<a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>[0];
00133 <font class="keywordtype">float</font> rPseudoZ, rPseudoZ2;
00134
00135 <font class="comment">// Some precalc</font>
00136 <font class="keywordtype">float</font> OOFar= 1.0f / this-><a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_5">Far</a>;
00137 uint32 opaqueOtSize= <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.getSize();
00138 uint32 opaqueOtMax= <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.getSize()-1;
00139 uint32 transparentOtSize= <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.getSize();
00140 uint32 transparentOtMax= <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.getSize()-1;
00141 uint32 otId;
00142 <font class="comment">// fast floor</font>
00143 <a class="code" href="namespaceNL3D.html#a360">OptFastFloorBegin</a>();
00144 <font class="comment">// For all rdr observers</font>
00145 <font class="keywordflow">for</font>( ; nNbObs>0; itRdrObs++, nNbObs-- )
00146 {
00147 IBaseRenderObs *pObs= *itRdrObs;
00148 <font class="comment">// Only rdrObserver of transform models can be inserted!! It's a requirement</font>
00149 CTransform *pTransform = safe_cast<CTransform*>(pObs->Model);
00150 CTransformHrcObs *trHrcObs= safe_cast<CTransformHrcObs*>(pObs->HrcObs);
00151
00152 <font class="comment">// Yoyo: skins are rendered through skeletons, so models WorldMatrix are all good here (even sticked objects)</font>
00153 rPseudoZ = (trHrcObs->WorldMatrix.getPos() - <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>).norm();
00154
00155 <font class="comment">// rPseudoZ from 0.0 -> 1.0</font>
00156 rPseudoZ = sqrtf( rPseudoZ * OOFar );
00157
00158 <font class="keywordflow">if</font>( pTransform->isOpaque() )
00159 {
00160 <font class="comment">// since norm, we are sure that rPseudoZ>=0</font>
00161 rPseudoZ2 = rPseudoZ * opaqueOtSize;
00162 otId= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(rPseudoZ2);
00163 otId= <a class="code" href="bit__set_8cpp.html#a0">min</a>(otId, opaqueOtMax);
00164 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.insert( otId, pObs );
00165 }
00166 <font class="keywordflow">if</font>( pTransform->isTransparent() )
00167 {
00168 <font class="comment">// since norm, we are sure that rPseudoZ>=0</font>
00169 rPseudoZ2 = rPseudoZ * transparentOtSize;
00170 otId= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(rPseudoZ2);
00171 otId= <a class="code" href="bit__set_8cpp.html#a0">min</a>(otId, transparentOtMax);
00172 <font class="comment">// must invert id, because transparent, sort from back to front</font>
00173 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.insert( pTransform->getOrderingLayer(), pObs, transparentOtMax-otId );
00174 }
00175
00176 }
00177 <font class="comment">// fast floor</font>
00178 <a class="code" href="namespaceNL3D.html#a361">OptFastFloorEnd</a>();
00179
00180
00181 <font class="comment">// Standard traverse (maybe not used)</font>
00182 <font class="comment">// =============================</font>
00183
00184 <font class="comment">// First traverse the root.</font>
00185 <font class="keywordflow">if</font>(Root)
00186 <a class="code" href="classNL3D_1_1ITrav.html#n0">Root</a>->traverse(NULL);
00187
00188
00189
00190 <font class="comment">// Render Opaque stuff.</font>
00191 <font class="comment">// =============================</font>
00192
00193 <font class="comment">// TestYoyo</font>
00194 <font class="comment">//OrderOpaqueList.reset(0);</font>
00195 <font class="comment">//OrderTransparentList.reset(0);</font>
00196
00197 <font class="comment">// Start LodCharacter Manager render.</font>
00198 CLodCharacterManager *clodMngr= <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>->getLodCharacterManager();
00199 <font class="keywordflow">if</font>(clodMngr)
00200 clodMngr->beginRender(<a class="code" href="classNL3D_1_1CRenderTrav.html#a2">getDriver</a>(), <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>);
00201
00202 <font class="comment">// Render the opaque materials</font>
00203 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">true</font>;
00204 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.begin();
00205 IBaseRenderObs *pBRO;
00206 <font class="keywordflow">while</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.get() != NULL )
00207 {
00208 pBRO = <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.get();
00209 pBRO->traverse(NULL);
00210 <a class="code" href="classNL3D_1_1CRenderTrav.html#o1">OrderOpaqueList</a>.next();
00211 }
00212
00213 <font class="comment">/* Render MeshBlock Manager. </font>
00214 <font class="comment"> Some Meshs may be render per block. Interesting to remove VertexBuffer and Material setup overhead.</font>
00215 <font class="comment"> Faster if rendered before lods, for ZBuffer optimisation: render first near objects then far. </font>
00216 <font class="comment"> Lods are usually far objects.</font>
00217 <font class="comment"> */</font>
00218 <a class="code" href="classNL3D_1_1CRenderTrav.html#z749_0">MeshBlockManager</a>.flush(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>, <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>, <font class="keyword">this</font>);
00219
00220
00221 <font class="comment">// End LodCharacter Manager render.</font>
00222 <font class="keywordflow">if</font>(clodMngr)
00223 clodMngr->endRender();
00224
00225
00226 <font class="comment">/* Render Scene CoarseMeshManager. </font>
00227 <font class="comment"> Important to render them at end of Opaque rendering, because coarses instances are created/removed during</font>
00228 <font class="comment"> this model opaque rendering pass.</font>
00229 <font class="comment"> */</font>
00230 <font class="comment">// Render dynamic one.</font>
00231 <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>->getDynamicCoarseMeshManager()->render(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>);
00232 <font class="comment">// Render static one.</font>
00233 <a class="code" href="classNL3D_1_1ITravScene.html#m0">Scene</a>->getStaticCoarseMeshManager()->render(<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>);
00234
00235
00236 <font class="comment">// Render Transparent stuff.</font>
00237 <font class="comment">// =============================</font>
00238
00239 <font class="comment">// Render transparent materials</font>
00240 <a class="code" href="classNL3D_1_1CRenderTrav.html#o5">_CurrentPassOpaque</a> = <font class="keyword">false</font>;
00241 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.begin(<a class="code" href="classNL3D_1_1CRenderTrav.html#o6">_LayersRenderingOrder</a>);
00242 <font class="keywordflow">while</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.get() != NULL )
00243 {
00244 pBRO = <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.get();
00245 pBRO->traverse(NULL);
00246 <a class="code" href="classNL3D_1_1CRenderTrav.html#o2">OrderTransparentList</a>.next();
00247 }
00248
00249
00250 <font class="comment">// END!</font>
00251 <font class="comment">// =============================</font>
00252
00253 <font class="comment">// clean: reset the light setup</font>
00254 <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">resetLightSetup</a>();
00255
00256 }
00257 <font class="comment">// ***************************************************************************</font>
<a name="l00258"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z746_0">00258</a> <font class="keywordtype">void</font> CRenderTrav::clearRenderList()
00259 {
00260 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.clear();
00261 }
00262 <font class="comment">// ***************************************************************************</font>
<a name="l00263"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z746_1">00263</a> <font class="keywordtype">void</font> CRenderTrav::addRenderObs(IBaseRenderObs *o)
00264 {
00265 <a class="code" href="classNL3D_1_1CRenderTrav.html#o0">RenderList</a>.push_back(o);
00266 }
00267
00268
00269 <font class="comment">// ***************************************************************************</font>
<a name="l00270"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z747_0">00270</a> <font class="keywordtype">void</font> CRenderTrav::setSunDirection(<font class="keyword">const</font> CVector &dir)
00271 {
00272 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>= dir;
00273 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>.normalize();
00274 }
00275
00276
00277 <font class="comment">// ***************************************************************************</font>
<a name="l00278"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#a8">00278</a> <font class="keywordtype">void</font> CRenderTrav::setMeshSkinManager(CMeshSkinManager *msm)
00279 {
00280 <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>= msm;
00281 }
00282
00283
00284 <font class="comment">// ***************************************************************************</font>
00285 <font class="comment">// ***************************************************************************</font>
00286 <font class="comment">// LightSetup</font>
00287 <font class="comment">// ***************************************************************************</font>
00288 <font class="comment">// ***************************************************************************</font>
00289
00290
00291 <font class="comment">// ***************************************************************************</font>
<a name="l00292"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_1">00292</a> <font class="keywordtype">void</font> CRenderTrav::resetLightSetup()
00293 {
00294 <font class="comment">// If lighting System disabled, skip</font>
00295 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>)
00296 {
00297 <font class="comment">// Dont modify Driver lights, but setup default lighting For VertexProgram Lighting.</font>
00298 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 1;
00299 <font class="comment">// Setup A default directionnal.</font>
00300 CVector defDir(-0.5f, 0.0, -0.85f);
00301 defDir.normalize();
00302 CRGBA aday= CRGBA(130, 105, 119);
00303 CRGBA dday= CRGBA(238, 225, 204);
00304 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(aday, dday, dday, defDir);
00305
00306 <font class="keywordflow">return</font>;
00307 }
00308 <font class="keywordflow">else</font>
00309 {
00310 uint i;
00311
00312 <font class="comment">// Disable all lights.</font>
00313 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->getMaxLight(); i++)
00314 {
00315 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->enableLight(i, <font class="keyword">false</font>);
00316 }
00317
00318
00319 <font class="comment">// setup the precise cache, and setup lights according to this cache?</font>
00320 <font class="comment">// setup blackSun (factor==0).</font>
00321 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= 0;
00322 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(0,0,0,255);
00323 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
00324 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setLight(0, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0]);
00325 <font class="comment">// setup NULL point lights (=> cache will fail), so no need to setup other lights in Driver.</font>
00326 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>; i++)
00327 {
00328 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[i]= NULL;
00329 }
00330
00331
00332 <font class="comment">// setup the precise cache, and setup lights according to this cache?</font>
00333 <font class="comment">// setup blackSun (factor==0).</font>
00334 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= 0;
00335 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(0,0,0,255);
00336 CLight light;
00337 light.setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
00338 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(CRGBA::Black, CRGBA::Black, CRGBA::Black, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
00339 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setLight(0, light);
00340 <font class="comment">// setup NULL point lights (=> cache will fail), so no need to setup other lights in Driver.</font>
00341 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>; i++)
00342 {
00343 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[i]= NULL;
00344 }
00345
00346 <font class="comment">// Set the global ambientColor</font>
00347 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setAmbientColor(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>);
00348
00349
00350 <font class="comment">// clear the cache.</font>
00351 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a>= NULL;
00352 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 0;
00353
00354 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
00355 }
00356 }
00357
00358
00359 <font class="comment">// ***************************************************************************</font>
<a name="l00360"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_2">00360</a> <font class="keywordtype">void</font> CRenderTrav::changeLightSetup(CLightContribution *lightContribution, <font class="keywordtype">bool</font> useLocalAttenuation)
00361 {
00362 <font class="comment">// If lighting System disabled, skip</font>
00363 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_2">LightingSystemEnabled</a>)
00364 <font class="keywordflow">return</font>;
00365
00366 uint i;
00367
00368 <font class="comment">// if same lightContribution, no-op.</font>
00369 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> == lightContribution && <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_1">_LastLocalAttenuation</a> == useLocalAttenuation)
00370 <font class="keywordflow">return</font>;
00371 <font class="comment">// else, must setup the lights into driver.</font>
00372 <font class="keywordflow">else</font>
00373 {
00374 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a> = <font class="keyword">true</font>;
00375 <font class="comment">// if the setup is !NULL</font>
00376 <font class="keywordflow">if</font>(lightContribution)
00377 {
00378 <font class="comment">// Compute SunAmbient / LocalAmbient</font>
00379 <font class="comment">//-----------</font>
00380 CRGBA finalAmbient;
00381 <font class="comment">// Different case if the contribution is frozen or not.</font>
00382 <font class="keywordflow">if</font>(lightContribution->FrozenStaticLightSetup)
00383 {
00384 <font class="comment">// Any FrozenAmbientLight provided??</font>
00385 <font class="keywordflow">if</font>(lightContribution->FrozenAmbientLight)
00386 <font class="comment">// Take his current (maybe animated) ambient</font>
00387 finalAmbient= lightContribution->FrozenAmbientLight->getAmbient();
00388 <font class="keywordflow">else</font>
00389 <font class="comment">// Take the sun ones.</font>
00390 finalAmbient= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>;
00391 }
00392 <font class="keywordflow">else</font>
00393 {
00394 <font class="comment">// must interpolate between SunAmbient and localAmbient</font>
00395 uint uAmbFactor= lightContribution->LocalAmbient.<a class="code" href="classNLMISC_1_1CRGBA.html#m3">A</a>;
00396 <font class="comment">// expand 0..255 to 0..256, to avoid loss of precision.</font>
00397 uAmbFactor+= uAmbFactor>>7;
00398 <font class="comment">// Blend, but LocalAmbient.r/g/b is already multiplied by a.</font>
00399 finalAmbient.modulateFromuiRGBOnly(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_4">SunAmbient</a>, 256 - uAmbFactor);
00400 finalAmbient.addRGBOnly(finalAmbient, lightContribution->LocalAmbient);
00401 }
00402 <font class="comment">// Force Alpha to 255 for good cache test.</font>
00403 finalAmbient.A= 255;
00404
00405
00406 <font class="comment">// Setup the directionnal Sunlight.</font>
00407 <font class="comment">//-----------</font>
00408 <font class="comment">// expand 0..255 to 0..256, to avoid loss of precision.</font>
00409 uint ufactor= lightContribution->SunContribution;
00410 <font class="comment">// different SunLight as in cache ??</font>
00411 <font class="comment">// NB: sunSetup can't change during renderPass, so need only to test factor.</font>
00412 <font class="keywordflow">if</font>(ufactor != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a> || finalAmbient != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>)
00413 {
00414 <font class="comment">// cache (before expanding!!)</font>
00415 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_3">_LastSunFactor</a>= ufactor;
00416 <font class="comment">// Cache final ambient light</font>
00417 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_4">_LastSunAmbient</a>= finalAmbient;
00418
00419 <font class="comment">// expand to 0..256.</font>
00420 ufactor+= ufactor>>7; <font class="comment">// add 0 or 1.</font>
00421 <font class="comment">// modulate color with factor of the lightContribution.</font>
00422 CRGBA sunDiffuse, sunSpecular;
00423 sunDiffuse.<a class="code" href="classNLMISC_1_1CRGBA.html#z321_1">modulateFromuiRGBOnly</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_5">SunDiffuse</a>, ufactor);
00424 sunSpecular.modulateFromuiRGBOnly(<a class="code" href="classNL3D_1_1CRenderTrav.html#z747_6">SunSpecular</a>, ufactor);
00425 <font class="comment">// setup driver light</font>
00426 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].setupDirectional(finalAmbient, sunDiffuse, sunSpecular, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_8">_SunDirection</a>);
00427 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setLight(0, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0]);
00428 }
00429
00430
00431 <font class="comment">// Setup other point lights</font>
00432 <font class="comment">//-----------</font>
00433 uint plId=0;
00434 <font class="comment">// for the list of light.</font>
00435 <font class="keywordflow">while</font>(lightContribution->PointLight[plId]!=NULL)
00436 {
00437 CPointLight *pl= lightContribution->PointLight[plId];
00438 uint inf;
00439 <font class="keywordflow">if</font>(useLocalAttenuation)
00440 inf= lightContribution->Factor[plId];
00441 <font class="keywordflow">else</font>
00442 inf= lightContribution->AttFactor[plId];
00443
00444 <font class="comment">// different PointLight setup than in cache??</font>
00445 <font class="comment">// NB: pointLight setup can't change during renderPass, so need only to test pointer, </font>
00446 <font class="comment">// attenuation mode and factor.</font>
00447 <font class="keywordflow">if</font>( pl!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[plId] ||
00448 inf!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_6">_LastPointLightFactor</a>[plId] ||
00449 useLocalAttenuation!=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_7">_LastPointLightLocalAttenuation</a>[plId] )
00450 {
00451 <font class="comment">// need to resetup the light. Cache it.</font>
00452 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_5">_LastPointLight</a>[plId]= pl;
00453 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_6">_LastPointLightFactor</a>[plId]= inf;
00454 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_7">_LastPointLightLocalAttenuation</a>[plId]= useLocalAttenuation;
00455
00456 <font class="comment">// compute the driver light</font>
00457 <font class="keywordflow">if</font>(useLocalAttenuation)
00458 pl->setupDriverLight(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1], inf);
00459 <font class="keywordflow">else</font>
00460 <font class="comment">// Compute it with user Attenuation</font>
00461 pl->setupDriverLightUserAttenuation(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1], inf);
00462
00463 <font class="comment">// setup driver. decal+1 because of sun.</font>
00464 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setLight(plId+1, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[plId+1]);
00465 }
00466
00467 <font class="comment">// next light?</font>
00468 plId++;
00469 <font class="keywordflow">if</font>(plId>=<a class="code" href="light__contribution_8h.html#a0">NL3D_MAX_LIGHT_CONTRIBUTION</a>)
00470 <font class="keywordflow">break</font>;
00471 }
00472
00473
00474 <font class="comment">// Disable olds, enable news, and cache.</font>
00475 <font class="comment">//-----------</font>
00476 <font class="comment">// count new number of light enabled.</font>
00477 uint newNumLightEnabled;
00478 <font class="comment">// number of pointLight + the sun </font>
00479 newNumLightEnabled= plId + 1;
00480
00481 <font class="comment">// enable lights which are used now and were not before.</font>
00482 <font class="keywordflow">for</font>(i=<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i<newNumLightEnabled; i++)
00483 {
00484 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->enableLight(i, <font class="keyword">true</font>);
00485 }
00486
00487 <font class="comment">// disable lights which are no more used.</font>
00488 <font class="keywordflow">for</font>(i=newNumLightEnabled; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i++)
00489 {
00490 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->enableLight(i, <font class="keyword">false</font>);
00491 }
00492
00493 <font class="comment">// cache the setup.</font>
00494 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> = lightContribution;
00495 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= newNumLightEnabled;
00496 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_1">_LastLocalAttenuation</a>= useLocalAttenuation;
00497 }
00498 <font class="keywordflow">else</font>
00499 {
00500 <font class="comment">// Disable old lights, and cache.</font>
00501 <font class="comment">//-----------</font>
00502 <font class="comment">// disable lights which are no more used.</font>
00503 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>; i++)
00504 {
00505 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->enableLight(i, <font class="keyword">false</font>);
00506 }
00507
00508 <font class="comment">// cache the setup.</font>
00509 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_0">_CacheLightContribution</a> = NULL;
00510 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>= 0;
00511 }
00512
00513
00514 }
00515 }
00516
00517 <font class="comment">// ***************************************************************************</font>
00518 <font class="comment">// ***************************************************************************</font>
00519 <font class="comment">// VertexProgram LightSetup</font>
00520 <font class="comment">// ***************************************************************************</font>
00521 <font class="comment">// ***************************************************************************</font>
00522
00523
00524 <font class="comment">// ***************************************************************************</font>
<a name="l00525"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_3">00525</a> <font class="keywordtype">void</font> CRenderTrav::beginVPLightSetup(uint ctStart, <font class="keywordtype">bool</font> supportSpecular, <font class="keyword">const</font> CMatrix &invObjectWM)
00526 {
00527 uint i;
00528 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>==4);
00529 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>, (uint)<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>);
00530 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>= ctStart;
00531 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_14">_VPSupportSpecular</a>= supportSpecular;
00532
00533 <font class="comment">// Prepare Colors (to be multiplied by material)</font>
00534 <font class="comment">//================</font>
00535 <font class="comment">// Ambient. _VPCurrentCtStart+0</font>
00536 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a>= <a class="code" href="classNL3D_1_1CRenderTrav.html#z747_3">AmbientGlobal</a>;
00537 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00538 {
00539 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a>+= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getAmbiant();
00540 }
00541 <font class="comment">// Diffuse. _VPCurrentCtStart+1 to 4</font>
00542 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00543 {
00544 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i]= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getDiffuse();
00545 }
00546 <font class="comment">// reset other to 0.</font>
00547 <font class="keywordflow">for</font>(; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>; i++)
00548 {
00549 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i]= CRGBA::Black;
00550 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+1+i, 0.f, 0.f, 0.f, 0.f);
00551 }
00552 <font class="comment">// Specular. _VPCurrentCtStart+5 to 8 (only if supportSpecular)</font>
00553 <font class="keywordflow">if</font>(supportSpecular)
00554 {
00555 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00556 {
00557 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i]= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getSpecular();
00558 }
00559 <font class="comment">// reset other to 0.</font>
00560 <font class="keywordflow">for</font>(; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>; i++)
00561 {
00562 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i]= CRGBA::Black;
00563 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5+i, 0.f, 0.f, 0.f, 0.f);
00564 }
00565 }
00566
00567
00568 <font class="comment">// Compute Eye position in Object space.</font>
00569 CVector eye= invObjectWM * <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>;
00570
00571
00572 <font class="comment">// Setup Sun Directionnal light.</font>
00573 <font class="comment">//================</font>
00574 CVector lightDir;
00575 <font class="comment">// in objectSpace.</font>
00576 lightDir= invObjectWM.mulVector(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0].getDirection());
00577 lightDir.normalize();
00578 lightDir= -lightDir;
00579 <font class="keywordflow">if</font>(supportSpecular)
00580 {
00581 <font class="comment">// Setup lightDir.</font>
00582 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+9, lightDir);
00583 }
00584 <font class="keywordflow">else</font>
00585 {
00586 <font class="comment">// Setup lightDir. NB: no specular color!</font>
00587 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5, lightDir);
00588 }
00589
00590
00591 <font class="comment">// Setup PointLights</font>
00592 <font class="comment">//================</font>
00593 uint startPLPos;
00594 <font class="keywordflow">if</font>(supportSpecular)
00595 {
00596 <font class="comment">// Setup eye in objectSpace for localViewer</font>
00597 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+11, eye);
00598 <font class="comment">// Start at 12.</font>
00599 startPLPos= 12;
00600 }
00601 <font class="keywordflow">else</font>
00602 {
00603 <font class="comment">// Start at 6.</font>
00604 startPLPos= 6;
00605 }
00606 <font class="comment">// For all pointLight enabled (other are black: don't matter)</font>
00607 <font class="keywordflow">for</font>(i=1; i<<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00608 {
00609 <font class="comment">// Setup position of light.</font>
00610 CVector lightPos;
00611 lightPos= invObjectWM * <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[i].getPosition();
00612 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+startPLPos+(i-1), lightPos);
00613 }
00614
00615
00616 <font class="comment">// Must force real light setup at least the first time, in changeVPLightSetupMaterial()</font>
00617 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>= <font class="keyword">true</font>;
00618 }
00619
00620 <font class="comment">// ***************************************************************************</font>
<a name="l00621"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_4">00621</a> <font class="keywordtype">void</font> CRenderTrav::changeVPLightSetupMaterial(<font class="keyword">const</font> CMaterial &mat, <font class="keywordtype">bool</font> excludeStrongest)
00622 {
00623 <font class="comment">// Must test if at least done one time.</font>
00624 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>)
00625 {
00626 <font class="comment">// Must test if same as in cache</font>
00627 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_21">_VPMaterialCacheEmissive</a> == mat.getEmissive().getPacked() &&
00628 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_22">_VPMaterialCacheAmbient</a> == mat.getAmbient().getPacked() &&
00629 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_23">_VPMaterialCacheDiffuse</a> == mat.getDiffuse().getPacked() )
00630 {
00631 <font class="comment">// Same Diffuse part, test if same specular if necessary</font>
00632 <font class="keywordflow">if</font>( !<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_14">_VPSupportSpecular</a> ||
00633 ( <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_24">_VPMaterialCacheSpecular</a> == mat.getSpecular().getPacked() &&
00634 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_25">_VPMaterialCacheShininess</a> == mat.getShininess() ) )
00635 {
00636 <font class="comment">// Then ok, skip.</font>
00637 <font class="keywordflow">return</font>;
00638 }
00639 }
00640 }
00641
00642 <font class="comment">// If not skiped, cache now. cache all for simplification</font>
00643 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_20">_VPMaterialCacheDirty</a>= <font class="keyword">false</font>;
00644 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_21">_VPMaterialCacheEmissive</a>= mat.getEmissive().getPacked();
00645 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_22">_VPMaterialCacheAmbient</a>= mat.getDiffuse().getPacked();
00646 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_23">_VPMaterialCacheDiffuse</a>= mat.getDiffuse().getPacked();
00647 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_24">_VPMaterialCacheSpecular</a>= mat.getSpecular().getPacked();
00648 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_25">_VPMaterialCacheShininess</a>= mat.getShininess();
00649
00650 <font class="comment">// Setup constants</font>
00651 CRGBAF color;
00652 uint i;
00653 CRGBAF matDiff= mat.getDiffuse();
00654 CRGBAF matSpec= mat.getSpecular();
00655 <font class="keywordtype">float</font> specExp= mat.getShininess();
00656
00657 uint strongestLightIndex = excludeStrongest ? <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">getStrongestLightIndex</a>() : <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>;
00658
00659 <font class="comment">// setup Ambient + Emissive</font>
00660 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_15">_VPFinalAmbient</a> * mat.getAmbient();
00661 color+= mat.getEmissive();
00662 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+0, 1, &color.R);
00663
00664
00665 <font class="comment">// is the strongest light is not excluded, its index should have been setup to _VPNumLights</font>
00666
00667 <font class="comment">// setup Diffuse.</font>
00668 <font class="keywordflow">for</font>(i = 0; i < strongestLightIndex; ++i)
00669 {
00670 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
00671 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+1+i, 1, &color.R);
00672 }
00673
00674
00675 <font class="keywordflow">if</font> (i != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>)
00676 {
00677 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
00678 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_18">_StrongestLightDiffuse</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A));
00679 <font class="comment">// setup strongest light to black for the gouraud part</font>
00680 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 1 + i, 0.f, 0.f, 0.f, 0.f);
00681 ++i;
00682 <font class="comment">// setup other lights</font>
00683 <font class="keywordflow">for</font>(; i < <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00684 {
00685 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[i] * matDiff;
00686 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 1 + i, 1, &color.R);
00687 }
00688 }
00689
00690 <font class="comment">// setup Specular</font>
00691 <font class="keywordflow">if</font>(_VPSupportSpecular)
00692 {
00693 <font class="keywordflow">for</font>(i = 0; i < strongestLightIndex; ++i)
00694 {
00695 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
00696 color.<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>= specExp;
00697 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5+i, 1, &color.R);
00698 }
00699
00700 <font class="keywordflow">if</font> (i != <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>)
00701 {
00702 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
00703 <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_19">_StrongestLightSpecular</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>((uint8) (255.f * color.R), (uint8) (255.f * color.G), (uint8) (255.f * color.B), (uint8) (255.f * color.A));
00704
00705 <font class="comment">// setup strongest light to black (for gouraud part)</font>
00706 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 5 + i, 0.f, 0.f, 0.f, 0.f);
00707 ++i;
00708 <font class="comment">// setup other lights</font>
00709 <font class="keywordflow">for</font>(; i < <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_13">_VPNumLights</a>; i++)
00710 {
00711 color= <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[i] * matSpec;
00712 color.<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>= specExp;
00713 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 5 + i, 1, &color.R);
00714 }
00715 }
00716 }
00717
00718 <font class="comment">// setup alpha.</font>
00719 <font class="keyword">static</font> <font class="keywordtype">float</font> alphaCte[4]= {0,0,1,0};
00720 alphaCte[3]= matDiff.A;
00721 <font class="comment">// setup at good place</font>
00722 <font class="keywordflow">if</font>(_VPSupportSpecular)
00723 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+10, 1, alphaCte);
00724 <font class="keywordflow">else</font>
00725 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>->setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+9, 1, alphaCte);
00726 }
00727
00728 <font class="comment">// ***************************************************************************</font>
<a name="l00729"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">00729</a> sint CRenderTrav::getStrongestLightIndex()<font class="keyword"> const</font>
00730 <font class="keyword"></font>{
00731 <font class="keywordflow">if</font> (!<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_11">_StrongestLightTouched</a>) <font class="keywordflow">return</font> -1;
00732 uint vpNumLights = <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_2">_NumLightEnabled</a>, (uint)<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>);
00733 <font class="comment">// If there is only a directionnal light, use it</font>
00734 <font class="comment">// If there is any point light, use the nearest, or the directionnal light if it is brighter</font>
00735 <font class="keywordflow">if</font> (vpNumLights == 0) <font class="keywordflow">return</font> -1;
00736 <font class="keywordflow">if</font> (vpNumLights == 1) <font class="keywordflow">return</font> 0;
00737 <font class="comment">// First point light is brightest ?</font>
00738 <font class="keywordtype">float</font> lumDir = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>
00739 + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[0].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>;
00740 <font class="keywordtype">float</font> lumOmni = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_16">_VPLightDiffuse</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>
00741 + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a> + <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_17">_VPLightSpecular</a>[1].<a class="code" href="classNLMISC_1_1CRGBAF.html#m3">A</a>;
00742 <font class="keywordflow">return</font> lumDir > lumOmni ? 0 : 1;
00743 }
00744
00745 <font class="comment">// ***************************************************************************</font>
<a name="l00746"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_7">00746</a> <font class="keywordtype">void</font> CRenderTrav::getStrongestLightColors(<a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &diffuse, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &specular)
00747 {
00748 sint strongestLightIndex = <a class="code" href="classNL3D_1_1CRenderTrav.html#z748_6">getStrongestLightIndex</a>();
00749 <font class="keywordflow">if</font> (strongestLightIndex == -1)
00750 {
00751 diffuse = specular = <a class="code" href="classNLMISC_1_1CRGBA.html#p0">NLMISC::CRGBA::Black</a>;
00752 }
00753 <font class="keywordflow">else</font>
00754 {
00755 diffuse = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_18">_StrongestLightDiffuse</a>;
00756 specular = <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_19">_StrongestLightSpecular</a>;
00757 }
00758 }
00759
00760
00761 <font class="comment">// ***************************************************************************</font>
00762 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a225">LightingVPFragmentNormalize</a>=
00763 <font class="stringliteral">" # normalize normal \n\</font>
00764 <font class="stringliteral"> DP3 R6.w, R6, R6; \n\</font>
00765 <font class="stringliteral"> RSQ R6.w, R6.w; \n\</font>
00766 <font class="stringliteral"> MUL R6, R6, R6.w; \n\</font>
00767 <font class="stringliteral">"</font>;
00768
00769
00770 <font class="comment">// ***************************************************************************</font>
00771 <font class="comment">// NB: all CTS+x are replaced with good cte index.</font>
00772 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a226">LightingVPFragmentNoSpecular_Begin</a>=
00773 <font class="stringliteral">" \n\</font>
00774 <font class="stringliteral"> # Global Ambient. \n\</font>
00775 <font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
00776 <font class="stringliteral"> \n\</font>
00777 <font class="stringliteral"> # Diffuse Sun \n\</font>
00778 <font class="stringliteral"> DP3 R0.x, R6, c[CTS+5]; # R0.x= normal*-lightDir \n\</font>
00779 <font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
00780 <font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
00781 <font class="stringliteral">"</font>;
00782
00783 <font class="comment">// The 3 point Light code.</font>
00784 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a227">LightingVPFragmentNoSpecular_PL</a>[]=
00785 {
00786 <font class="stringliteral">" # Diffuse PointLight 0. \n\</font>
00787 <font class="stringliteral"> ADD R0, c[CTS+6], -R5; # R0= lightPos-vertex \n\</font>
00788 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
00789 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
00790 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
00791 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00792 <font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
00793 <font class="stringliteral"> MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\</font>
00794 <font class="stringliteral">"</font>,
00795 <font class="stringliteral">" # Diffuse PointLight 1. \n\</font>
00796 <font class="stringliteral"> ADD R0, c[CTS+7], -R5; # R0= lightPos-vertex \n\</font>
00797 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
00798 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
00799 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
00800 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00801 <font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
00802 <font class="stringliteral"> MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\</font>
00803 <font class="stringliteral">"</font>,
00804 <font class="stringliteral">" # Diffuse PointLight 2. \n\</font>
00805 <font class="stringliteral"> ADD R0, c[CTS+8], -R5; # R0= lightPos-vertex \n\</font>
00806 <font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
00807 <font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
00808 <font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
00809 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00810 <font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
00811 <font class="stringliteral"> MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\</font>
00812 <font class="stringliteral">"</font>
00813 };
00814
00815 <font class="comment">// The End code.</font>
00816 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a228">LightingVPFragmentNoSpecular_End</a>=
00817 <font class="stringliteral">" # output to o[COL0] only, replacing alpha with material alpha. \n\</font>
00818 <font class="stringliteral"> MAD o[COL0], R2, c[CTS+9].zzzx, c[CTS+9].xxxw; \n\</font>
00819 <font class="stringliteral">"</font>;
00820
00821
00822 <font class="comment">// ***************************************************************************</font>
00823 <font class="comment">// NB: all CTS+x are replaced with good cte index.</font>
00824 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a229">LightingVPFragmentSpecular_Begin</a>=
00825 <font class="stringliteral">" \n\</font>
00826 <font class="stringliteral"> # Global Ambient. \n\</font>
00827 <font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
00828 <font class="stringliteral"> \n\</font>
00829 <font class="stringliteral"> # Always keep Specular exponent in R0.w \n\</font>
00830 <font class="stringliteral"> MOV R0.w, c[CTS+5].w; \n\</font>
00831 <font class="stringliteral"> \n\</font>
00832 <font class="stringliteral"> # Compute vertex-to-eye vector normed. \n\</font>
00833 <font class="stringliteral"> ADD R4, c[CTS+11], -R5; \n\</font>
00834 <font class="stringliteral"> DP3 R4.w, R4, R4; \n\</font>
00835 <font class="stringliteral"> RSQ R4.w, R4.w; \n\</font>
00836 <font class="stringliteral"> MUL R4, R4, R4.w; \n\</font>
00837 <font class="stringliteral"> \n\</font>
00838 <font class="stringliteral"> # Diffuse-Specular Sun \n\</font>
00839 <font class="stringliteral"> # Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\</font>
00840 <font class="stringliteral"> ADD R1.xyz, c[CTS+9], R4; # R1= halfAngleVector \n\</font>
00841 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
00842 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00843 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
00844 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
00845 <font class="stringliteral"> DP3 R0.x, R6, c[CTS+9]; # R0.x= normal*-lightDir \n\</font>
00846 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
00847 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
00848 <font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
00849 <font class="stringliteral"> MUL R3, R0.z, c[CTS+5]; # R3= specular color. \n\</font>
00850 <font class="stringliteral">"</font>;
00851
00852 <font class="comment">// The 3 point Light code.</font>
00853 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a230">LightingVPFragmentSpecular_PL</a>[]=
00854 {
00855 <font class="stringliteral">" # Diffuse-Specular PointLight 0. \n\</font>
00856 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
00857 <font class="stringliteral"> ADD R0.xyz, c[CTS+12], -R5; # R0= lightPos-vertex \n\</font>
00858 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
00859 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00860 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
00861 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
00862 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
00863 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
00864 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00865 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
00866 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
00867 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00868 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
00869 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
00870 <font class="stringliteral"> MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\</font>
00871 <font class="stringliteral"> MAD R3, R0.z, c[CTS+6], R3; # R3= summed specular color. \n\</font>
00872 <font class="stringliteral">"</font>,
00873 <font class="stringliteral">" # Diffuse-Specular PointLight 1. \n\</font>
00874 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
00875 <font class="stringliteral"> ADD R0.xyz, c[CTS+13], -R5; # R0= lightPos-vertex \n\</font>
00876 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
00877 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00878 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
00879 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
00880 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
00881 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
00882 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00883 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
00884 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
00885 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00886 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
00887 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
00888 <font class="stringliteral"> MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\</font>
00889 <font class="stringliteral"> MAD R3, R0.z, c[CTS+7], R3; # R3= summed specular color. \n\</font>
00890 <font class="stringliteral">"</font>,
00891 <font class="stringliteral">" # Diffuse-Specular PointLight 2. \n\</font>
00892 <font class="stringliteral"> # Compute R0= (lightPos-vertex).normed(). \n\</font>
00893 <font class="stringliteral"> ADD R0.xyz, c[CTS+14], -R5; # R0= lightPos-vertex \n\</font>
00894 <font class="stringliteral"> DP3 R1.w, R0, R0; # normalize R0. \n\</font>
00895 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00896 <font class="stringliteral"> MUL R0.xyz, R0, R1.w; \n\</font>
00897 <font class="stringliteral"> # Compute R1= halfAngleVector= (R0+R4).normed(). \n\</font>
00898 <font class="stringliteral"> ADD R1.xyz, R0, R4; # R1= halfAngleVector \n\</font>
00899 <font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
00900 <font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
00901 <font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
00902 <font class="stringliteral"> # Compute Factors and colors. \n\</font>
00903 <font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
00904 <font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
00905 <font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
00906 <font class="stringliteral"> MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\</font>
00907 <font class="stringliteral">"</font>
00908 };
00909
00910
00911 <font class="comment">// The End code.</font>
00912 <font class="keyword">static</font> <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a231">LightingVPFragmentSpecular_End</a>=
00913 <font class="stringliteral">" # output directly to secondary color. \n\</font>
00914 <font class="stringliteral"> MAD o[COL1], R0.z, c[CTS+8], R3; # final summed specular color. \n\</font>
00915 <font class="stringliteral"> \n\</font>
00916 <font class="stringliteral"> # output diffuse to o[COL0], replacing alpha with material alpha. \n\</font>
00917 <font class="stringliteral"> MAD o[COL0], R2, c[CTS+10].zzzx, c[CTS+10].xxxw; \n\</font>
00918 <font class="stringliteral">"</font>;
00919
00920 <font class="comment">// ***************************************************************************</font>
00921 <font class="keyword">static</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a456">strReplaceAll</a>(string &strInOut, <font class="keyword">const</font> string &tokenSrc, <font class="keyword">const</font> string &tokenDst)
00922 {
00923 uint32 pos;
00924 sint srcLen= tokenSrc.size();
00925 <font class="keywordflow">while</font>( (pos=strInOut.find(tokenSrc)) != string::npos)
00926 {
00927 strInOut.replace(pos, srcLen, tokenDst);
00928 }
00929 }
00930
00931 <font class="comment">// ***************************************************************************</font>
<a name="l00932"></a><a class="code" href="classNL3D_1_1CRenderTrav.html#z748_9">00932</a> std::string CRenderTrav::getLightVPFragment(uint numActivePointLights, uint ctStart, <font class="keywordtype">bool</font> supportSpecular, <font class="keywordtype">bool</font> normalize)
00933 {
00934 string ret;
00935
00936 <font class="comment">// Code frag written for 4 light max.</font>
00937 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>==4);
00938 <a class="code" href="debug_8h.html#a6">nlassert</a>(numActivePointLights<=<a class="code" href="classNL3D_1_1CRenderTrav.html#z748_0s0">MaxVPLight</a>-1);
00939
00940 <font class="comment">// Add LightingVPFragmentNormalize fragment?</font>
00941 <font class="keywordflow">if</font>(normalize)
00942 ret+= <a class="code" href="namespaceNL3D.html#a225">LightingVPFragmentNormalize</a>;
00943
00944 <font class="comment">// Which fragment to use...</font>
00945 <font class="keywordflow">if</font>(supportSpecular)
00946 {
00947 <font class="comment">// Add start of VP.</font>
00948 ret+= <a class="code" href="namespaceNL3D.html#a229">LightingVPFragmentSpecular_Begin</a>;
00949
00950 <font class="comment">// Add needed pointLights.</font>
00951 <font class="keywordflow">for</font>(uint i=0;i<numActivePointLights;i++)
00952 {
00953 ret+= <a class="code" href="namespaceNL3D.html#a230">LightingVPFragmentSpecular_PL</a>[i];
00954 }
00955
00956 <font class="comment">// Add end of VP.</font>
00957 ret+= <a class="code" href="namespaceNL3D.html#a231">LightingVPFragmentSpecular_End</a>;
00958 }
00959 <font class="keywordflow">else</font>
00960 {
00961 <font class="comment">// Add start of VP.</font>
00962 ret+= <a class="code" href="namespaceNL3D.html#a226">LightingVPFragmentNoSpecular_Begin</a>;
00963
00964 <font class="comment">// Add needed pointLights.</font>
00965 <font class="keywordflow">for</font>(uint i=0;i<numActivePointLights;i++)
00966 {
00967 ret+= <a class="code" href="namespaceNL3D.html#a227">LightingVPFragmentNoSpecular_PL</a>[i];
00968 }
00969
00970 <font class="comment">// Add end of VP.</font>
00971 ret+= <a class="code" href="namespaceNL3D.html#a228">LightingVPFragmentNoSpecular_End</a>;
00972 }
00973
00974 <font class="comment">// Replace all CTS+x with good index. do it for 15 possible indices: 0 to 14 if specular.</font>
00975 <font class="comment">// run from 14 to 0 so CTS+14 will not be taken for a CTS+1 !!</font>
00976 <font class="keywordflow">for</font>(sint i=14; i>=0; i--)
00977 {
00978 <font class="keywordtype">char</font> tokenSrc[256];
00979 sprintf(tokenSrc, <font class="stringliteral">"CTS+%d"</font>, i);
00980 <font class="keywordtype">char</font> tokenDst[256];
00981 sprintf(tokenDst, <font class="stringliteral">"%d"</font>, ctStart+i);
00982 <font class="comment">// replace all in the string</font>
00983 <a class="code" href="namespaceNL3D.html#a456">strReplaceAll</a>(ret, tokenSrc, tokenDst);
00984 }
00985
00986 <font class="comment">// verify no CTS+ leaved... (not all ctes parsed!!!)</font>
00987 <a class="code" href="debug_8h.html#a6">nlassert</a>( ret.find(<font class="stringliteral">"CTS+"</font>)==string::npos );
00988
00989 <font class="keywordflow">return</font> ret;
00990 }
00991
00992
00993 }
</pre></div>
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