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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>()-&gt;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>()-&gt;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>()-&gt;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>-&gt;getDriver())
00110                 {
00111                         <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>-&gt;release();
00112                         <a class="code" href="classNL3D_1_1CRenderTrav.html#o7">_MeshSkinManager</a>-&gt;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= &amp;<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-&gt;<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&gt;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&lt;CTransform*&gt;(pObs-&gt;Model);
00150                 CTransformHrcObs        *trHrcObs= safe_cast&lt;CTransformHrcObs*&gt;(pObs-&gt;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-&gt;WorldMatrix.getPos() - <a class="code" href="classNL3D_1_1ITravCameraScene.html#z877_9">CamPos</a>).norm();
00154 
00155                 <font class="comment">// rPseudoZ from 0.0 -&gt; 1.0</font>
00156                 rPseudoZ =  sqrtf( rPseudoZ * OOFar );
00157 
00158                 <font class="keywordflow">if</font>( pTransform-&gt;isOpaque() )
00159                 {
00160                         <font class="comment">// since norm, we are sure that rPseudoZ&gt;=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-&gt;isTransparent() )
00167                 {
00168                         <font class="comment">// since norm, we are sure that rPseudoZ&gt;=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-&gt;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>-&gt;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>-&gt;getLodCharacterManager();
00199         <font class="keywordflow">if</font>(clodMngr)
00200                 clodMngr-&gt;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-&gt;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-&gt;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>-&gt;getDynamicCoarseMeshManager()-&gt;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>-&gt;getStaticCoarseMeshManager()-&gt;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-&gt;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 &amp;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&lt;<a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;getMaxLight(); i++)
00314                 {
00315                         <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;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>-&gt;setLight(0, <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_9">_DriverLight</a>[0]);
00325                 <font class="comment">// setup NULL point lights (=&gt; cache will fail), so no need to setup other lights in Driver.</font>
00326                 <font class="keywordflow">for</font>(i=0; i&lt;<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>-&gt;setLight(0, light);
00340                 <font class="comment">// setup NULL point lights (=&gt; cache will fail), so no need to setup other lights in Driver.</font>
00341                 <font class="keywordflow">for</font>(i=0; i&lt;<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>-&gt;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 &amp;&amp;  <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-&gt;FrozenStaticLightSetup)
00383                         {
00384                                 <font class="comment">// Any FrozenAmbientLight provided??</font>
00385                                 <font class="keywordflow">if</font>(lightContribution-&gt;FrozenAmbientLight)
00386                                         <font class="comment">// Take his current (maybe animated) ambient</font>
00387                                         finalAmbient= lightContribution-&gt;FrozenAmbientLight-&gt;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-&gt;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&gt;&gt;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-&gt;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-&gt;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&gt;&gt;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>-&gt;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-&gt;PointLight[plId]!=NULL)
00436                         {
00437                                 CPointLight             *pl= lightContribution-&gt;PointLight[plId];
00438                                 uint                    inf;
00439                                 <font class="keywordflow">if</font>(useLocalAttenuation)
00440                                         inf= lightContribution-&gt;Factor[plId];
00441                                 <font class="keywordflow">else</font>
00442                                         inf= lightContribution-&gt;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-&gt;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-&gt;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>-&gt;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&gt;=<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&lt;newNumLightEnabled; i++)
00483                         {
00484                                 <a class="code" href="classNL3D_1_1CRenderTrav.html#o3">Driver</a>-&gt;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&lt;<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>-&gt;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&lt;<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>-&gt;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 &amp;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&lt;<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&lt;<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&lt;<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>-&gt;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&lt;<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&lt;<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>-&gt;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>-&gt;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>-&gt;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>-&gt;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&lt;<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>-&gt;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 &amp;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() &amp;&amp;
00628                         <a class="code" href="classNL3D_1_1CRenderTrav.html#z750_22">_VPMaterialCacheAmbient</a> == mat.getAmbient().getPacked() &amp;&amp;
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() &amp;&amp;
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>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+0, 1, &amp;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 &lt; 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>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+1+i, 1, &amp;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>-&gt;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 &lt; <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>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 1 + i, 1, &amp;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 &lt; 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>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a>+5+i, 1, &amp;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>-&gt;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 &lt; <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>-&gt;setConstant(<a class="code" href="classNL3D_1_1CRenderTrav.html#z750_12">_VPCurrentCtStart</a> + 5 + i, 1, &amp;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>-&gt;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>-&gt;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 &gt; 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> &amp;diffuse, <a class="code" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;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 &amp;strInOut, <font class="keyword">const</font> string &amp;tokenSrc, <font class="keyword">const</font> string &amp;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&lt;=<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&lt;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&lt;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&gt;=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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