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<hr><h1>vegetable_manager.cpp</h1><a href="vegetable__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
00007 <font class="comment">/* Copyright, 2001 Nevrax Ltd.</font>
00008 <font class="comment"> *</font>
00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
00013 <font class="comment"> * any later version.</font>
00014 <font class="comment"></font>
00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
00018 <font class="comment"> * General Public License for more details.</font>
00019 <font class="comment"></font>
00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
00023 <font class="comment"> * MA 02111-1307, USA.</font>
00024 <font class="comment"> */</font>
00025
00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
00027
00028
00029 <font class="preprocessor">#include "<a class="code" href="vegetable__manager_8h.html">3d/vegetable_manager.h</a>"</font>
00030 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
00031 <font class="preprocessor">#include "<a class="code" href="texture__file_8h.html">3d/texture_file.h</a>"</font>
00032 <font class="preprocessor">#include "<a class="code" href="fast__floor_8h.html">3d/fast_floor.h</a>"</font>
00033 <font class="preprocessor">#include "<a class="code" href="vegetable__quadrant_8h.html">3d/vegetable_quadrant.h</a>"</font>
00034 <font class="preprocessor">#include "<a class="code" href="dru_8h.html">3d/dru.h</a>"</font>
00035 <font class="preprocessor">#include "<a class="code" href="radix__sort_8h.html">3d/radix_sort.h</a>"</font>
00036 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
00037 <font class="preprocessor">#include "<a class="code" href="vegetable__blend__layer__model_8h.html">3d/vegetable_blend_layer_model.h</a>"</font>
00038 <font class="preprocessor">#include "<a class="code" href="vegetable__light__ex_8h.html">3d/vegetable_light_ex.h</a>"</font>
00039 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
00040
00041 <font class="preprocessor">#include <algorithm></font>
00042
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
<a name="l00052"></a><a class="code" href="vegetable__manager_8cpp.html#a0">00052</a> <font class="preprocessor">#define NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE 16</font>
<a name="l00053"></a><a class="code" href="vegetable__manager_8cpp.html#a1">00053</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE 64</font>
<a name="l00054"></a><a class="code" href="vegetable__manager_8cpp.html#a2">00054</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE 128</font>
00055 <font class="preprocessor"></font>
00056
00057 <font class="comment">// ***************************************************************************</font>
<a name="l00058"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#a0">00058</a> CVegetableManager::CVegetableManager(uint maxVertexVbHardUnlit, uint maxVertexVbHardLighted,
00059 uint nbBlendLayers, <font class="keywordtype">float</font> blendLayerDistMax) :
00060 _ClipBlockMemory(<a class="code" href="vegetable__manager_8cpp.html#a0">NL3D_VEGETABLE_CLIP_BLOCK_BLOCKSIZE</a>),
00061 _SortBlockMemory(<a class="code" href="vegetable__manager_8cpp.html#a1">NL3D_VEGETABLE_SORT_BLOCK_BLOCKSIZE</a>),
00062 _InstanceGroupMemory(<a class="code" href="vegetable__manager_8cpp.html#a2">NL3D_VEGETABLE_INSTANCE_GROUP_BLOCKSIZE</a>),
00063 _NumZSortBlendLayers(nbBlendLayers), _ZSortLayerDistMax(blendLayerDistMax),
00064 _ZSortScene(NULL)
00065 {
00066 uint i;
00067
00068 <font class="comment">// Init all the allocators</font>
00069 <a class="code" href="debug_8h.html#a6">nlassert</a>((uint)(CVegetableVBAllocator::VBTypeCount) == 2);
00070 <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeLighted].init( CVegetableVBAllocator::VBTypeLighted, maxVertexVbHardLighted );
00071 <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeUnlit].init( CVegetableVBAllocator::VBTypeUnlit, maxVertexVbHardUnlit );
00072 <font class="comment">// Init soft one, with no vbHard vertices.</font>
00073 <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeLighted].init( CVegetableVBAllocator::VBTypeLighted, 0 );
00074 <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeUnlit].init( CVegetableVBAllocator::VBTypeUnlit, 0 );
00075
00076 <font class="comment">// NB Vertex programs are initilized during the first call to update driver.</font>
00077
00078 <font class="comment">// setup the material. Unlit (doesn't matter, lighting in VP) Alpha Test.</font>
00079 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.initUnlit();
00080 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setAlphaTest(<font class="keyword">true</font>);
00081 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
00082
00083 <font class="comment">// default light.</font>
00084 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>= (CVector(0,1, -1)).normed();
00085 <a class="code" href="classNL3D_1_1CVegetableManager.html#o11">_GlobalAmbient</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(64, 64, 64, 255);
00086 <a class="code" href="classNL3D_1_1CVegetableManager.html#o12">_GlobalDiffuse</a>.<a class="code" href="classNLMISC_1_1CRGBA.html#a10">set</a>(150, 150, 150, 255);
00087
00088 <font class="comment">// Wind.</font>
00089 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.set(1,0,0);
00090 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_1">_WindFrequency</a>= 1;
00091 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_2">_WindPower</a>= 1;
00092 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>= 0;
00093 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_4">_Time</a>= 0;
00094 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_5">_WindPrecRenderTime</a>= 0;
00095 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_6">_WindAnimTime</a>= 0;
00096
00097 <font class="comment">// Init CosTable.</font>
00098 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a>; i++)
00099 {
00100 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_7">_CosTable</a>[i]= (float)cos( i*2*<a class="code" href="namespaceNLMISC.html#a7">Pi</a> / <a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a> );
00101 }
00102
00103 <font class="comment">// init to NULL _ZSortModelLayers.</font>
00104 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>= max(1U, <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>);
00105 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>.resize(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>, NULL);
00106 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>.resize(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>, NULL);
00107
00108
00109 <font class="comment">// UL</font>
00110 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_6">_ULFrequency</a>= 0;
00111 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>=0;
00112 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>= 0;
00113 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>= NULL;
00114 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>= 0;
00115 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
00116 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_3">_ULPrecTime</a>= 0;
00117 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_4">_ULPrecTimeInit</a>= <font class="keyword">false</font>;
00118 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_5">_ULTime</a>= 0;
00119
00120 <font class="comment">// Misc.</font>
00121 <a class="code" href="classNL3D_1_1CVegetableManager.html#o13">_NumVegetableFaceRendered</a>= 0;
00122
00123 std::fill(<a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>, <a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a> + <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>, (CVertexProgram *) NULL);
00124
00125 }
00126
00127
00128 <font class="comment">// ***************************************************************************</font>
<a name="l00129"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#a1">00129</a> CVegetableManager::~CVegetableManager()
00130 {
00131 <font class="comment">// delete All VP</font>
00132 <font class="keywordflow">for</font>(sint i=0; i <<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; i++)
00133 {
00134 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>[i];
00135 <a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>[i]= NULL;
00136 }
00137
00138 <font class="comment">// delete ZSort models.</font>
00139 <font class="keywordflow">if</font>(_ZSortScene)
00140 {
00141 <font class="comment">// remove models from scene.</font>
00142 <font class="keywordflow">for</font>(uint i= 0; i<<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>; i++)
00143 {
00144 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_4">_ZSortScene</a>->deleteModel(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]);
00145 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]= NULL;
00146 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_4">_ZSortScene</a>->deleteModel(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]);
00147 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]= NULL;
00148 }
00149
00150 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_4">_ZSortScene</a>= NULL;
00151 }
00152 }
00153
00154
00155 <font class="comment">// ***************************************************************************</font>
<a name="l00156"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#a2">00156</a> <font class="keywordtype">void</font> CVegetableManager::createVegetableBlendLayersModels(CScene *scene)
00157 {
00158 <font class="comment">// setup scene</font>
00159 <a class="code" href="debug_8h.html#a6">nlassert</a>(scene);
00160 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_4">_ZSortScene</a>= scene;
00161
00162 <font class="comment">// create the layers models.</font>
00163 <font class="keywordflow">for</font>(uint i=0;i<<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>; i++)
00164 {
00165 <font class="comment">// assert not already done.</font>
00166 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]==NULL);
00167 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]==NULL);
00168
00169 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]= (<a class="code" href="classNL3D_1_1CVegetableManager.html#l0">CVegetableBlendLayerModel</a>*)scene->createModel(<a class="code" href="namespaceNL3D.html#a278">VegetableBlendLayerModelId</a>);
00170 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]= (<a class="code" href="classNL3D_1_1CVegetableManager.html#l0">CVegetableBlendLayerModel</a>*)scene->createModel(<a class="code" href="namespaceNL3D.html#a278">VegetableBlendLayerModelId</a>);
00171 <font class="comment">// init owner.</font>
00172 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]->VegetableManager= <font class="keyword">this</font>;
00173 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]->VegetableManager= <font class="keyword">this</font>;
00174
00175 <font class="comment">// Set UnderWater layer for _ZSortModelLayersUW</font>
00176 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]->setOrderingLayer(2);
00177 }
00178 }
00179
00180
00181 <font class="comment">// ***************************************************************************</font>
<a name="l00182"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#c1">00182</a> CVegetableVBAllocator &CVegetableManager::getVBAllocatorForRdrPassAndVBHardMode(uint rdrPass, uint vbHardMode)
00183 {
00184 <font class="comment">// If software VB</font>
00185 <font class="keywordflow">if</font>(vbHardMode==0)
00186 {
00187 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a1">NL3D_VEGETABLE_RDRPASS_LIGHTED</a>)
00188 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeLighted];
00189 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a>)
00190 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeLighted];
00191 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a3">NL3D_VEGETABLE_RDRPASS_UNLIT</a>)
00192 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00193 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a4">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED</a>)
00194 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00195 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
00196 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00197 }
00198 <font class="comment">// If hard VB</font>
00199 <font class="keywordflow">else</font>
00200 {
00201 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a1">NL3D_VEGETABLE_RDRPASS_LIGHTED</a>)
00202 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeLighted];
00203 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a>)
00204 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeLighted];
00205 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a3">NL3D_VEGETABLE_RDRPASS_UNLIT</a>)
00206 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00207 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a4">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED</a>)
00208 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00209 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
00210 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[CVegetableVBAllocator::VBTypeUnlit];
00211 }
00212
00213 <font class="comment">// abnormal case</font>
00214 <a class="code" href="debug_8h.html#a12">nlstop</a>;
00215 <font class="comment">// To avoid warning;</font>
00216 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[0];
00217 }
00218
00219
00220
00221 <font class="comment">// ***************************************************************************</font>
00222 <font class="comment">// ***************************************************************************</font>
00223 <font class="comment">// Vertex Program.</font>
00224 <font class="comment">// ***************************************************************************</font>
00225 <font class="comment">// ***************************************************************************</font>
00226
00227
00228 <font class="comment">// ***************************************************************************</font>
00229 <font class="comment">/*</font>
00230 <font class="comment"> Vegetable, without bend for now.</font>
00231 <font class="comment"></font>
00232 <font class="comment"> Inputs</font>
00233 <font class="comment"> --------</font>
00234 <font class="comment"> v[0] == Pos to Center of the vegetable in world space.</font>
00235 <font class="comment"> v[10] == Center of the vegetable in world space.</font>
00236 <font class="comment"> v[2] == Normal (present if lighted only)</font>
00237 <font class="comment"> v[3] == Color (if unlit) or DiffuseColor (if lighted)</font>
00238 <font class="comment"> v[4] == SecondaryColor (==ambient if Lighted or backFace color if Unlit)</font>
00239 <font class="comment"> v[8] == Tex0 (xy) </font>
00240 <font class="comment"> v[9] == BendInfo (xyz) = {BendWeight/2, BendPhase, BendFrequencyFactor}</font>
00241 <font class="comment"> NB: /2 because compute a quaternion</font>
00242 <font class="comment"></font>
00243 <font class="comment"> Changes: If unlit, then small changes:</font>
00244 <font class="comment"> v[0] == Pos to center, with v[0].w == BendWeight * v[0].norm()</font>
00245 <font class="comment"> v[9] == BendInfo/BlendInfo (xyzw) = {v[0].norm(), BendPhase, BendFrequencyFactor, BlendDist}</font>
00246 <font class="comment"></font>
00247 <font class="comment"> NB: v[9].w. is used only in Unlit+2Sided+AlphaBlend. But prefer do this for gestion purpose:</font>
00248 <font class="comment"> to have only one VBAllocator for all modes.</font>
00249 <font class="comment"></font>
00250 <font class="comment"> NB: Color and Secondary color Alpha Part contains Dynamic LightMap UV, (in 8 bits).</font>
00251 <font class="comment"></font>
00252 <font class="comment"> Constant:</font>
00253 <font class="comment"> --------</font>
00254 <font class="comment"> Setuped at beginning of CVegetableManager::render()</font>
00255 <font class="comment"> c[0..3]= ModelViewProjection Matrix.</font>
00256 <font class="comment"> c[4..7]= ModelView Matrix (for Fog).</font>
00257 <font class="comment"> c[8]= {0, 1, 0.5, 2}</font>
00258 <font class="comment"> c[9]= unit world space Directionnal light.</font>
00259 <font class="comment"> c[10]= camera pos in world space.</font>
00260 <font class="comment"> c[11]= {1/DistBlendTransition}</font>
00261 <font class="comment"> NB: DiffuseColor and AmbientColor of vertex must have been pre-multiplied by lightColor</font>
00262 <font class="comment"></font>
00263 <font class="comment"> // Bend:</font>
00264 <font class="comment"> c[16]= quaternion axis. w==1, and z must be 0</font>
00265 <font class="comment"> c[17]= { timeAnim , WindPower, WindPower*(1-WindBendMin)/2, 0 }</font>
00266 <font class="comment"> c[18]= High order Taylor cos coefficient: { -1/2, 1/24, -1/720, 1/40320 }</font>
00267 <font class="comment"> c[19]= Low order Taylor cos coefficient: { 1, -1/2, 1/24, -1/720 }</font>
00268 <font class="comment"> c[20]= Low order Taylor sin coefficient: { 1, -1/6, 1/120, -1/5040 }</font>
00269 <font class="comment"> c[21]= Special constant vector for quatToMatrix: { 0, 1, -1, 0 }</font>
00270 <font class="comment"> c[22]= {0.5, Pi, 2*Pi, 1/(2*Pi)}</font>
00271 <font class="comment"> c[23]= {64, 0, 0, 0} (size of the LUT)</font>
00272 <font class="comment"></font>
00273 <font class="comment"> // Bend Lut:</font>
00274 <font class="comment"> c[32..95] 64 Lut entries for cos-like animation</font>
00275 <font class="comment"></font>
00276 <font class="comment"></font>
00277 <font class="comment"> Fog Note:</font>
00278 <font class="comment"> -----------</font>
00279 <font class="comment"> Fog should be disabled, because not computed (for speed consideration and becasue micro-vegetation should never</font>
00280 <font class="comment"> be in Fog).</font>
00281 <font class="comment"></font>
00282 <font class="comment"></font>
00283 <font class="comment"> Speed Note:</font>
00284 <font class="comment"> -----------</font>
00285 <font class="comment"> Max program length (lighted/2Sided) is:</font>
00286 <font class="comment"> 29 (bend-quaternion) + </font>
00287 <font class="comment"> 16 (rotNormal + bend + lit 2Sided) + </font>
00288 <font class="comment"> 5 (proj + tex)</font>
00289 <font class="comment"> 2 (Dynamic lightmap copy)</font>
00290 <font class="comment"> 51</font>
00291 <font class="comment"></font>
00292 <font class="comment"> Normal program length (unlit/2Sided/No Alpha Blend) is:</font>
00293 <font class="comment"> 12 (bend-delta) + </font>
00294 <font class="comment"> 2 (unlit 2Sided) + </font>
00295 <font class="comment"> 5 (proj + tex)</font>
00296 <font class="comment"> 2 (Dynamic lightmap copy)</font>
00297 <font class="comment"> 21</font>
00298 <font class="comment"></font>
00299 <font class="comment"> AlphaBlend program length (unlit/2Sided/Alpha Blend) is:</font>
00300 <font class="comment"> 12 (bend-delta) + </font>
00301 <font class="comment"> 2 (unlit 2Sided) + </font>
00302 <font class="comment"> 5 (Alpha Blend)</font>
00303 <font class="comment"> 5 (proj + tex)</font>
00304 <font class="comment"> 2 (Dynamic lightmap copy)</font>
00305 <font class="comment"> 26</font>
00306 <font class="comment"></font>
00307 <font class="comment">*/</font>
00308
00309
00310 <font class="comment">// ***********************</font>
00311 <font class="comment">/*</font>
00312 <font class="comment"> Fast (but less accurate) Bend program:</font>
00313 <font class="comment"> Result: bend pos into R5, </font>
00314 <font class="comment">*/</font>
00315 <font class="comment">// ***********************</font>
00316 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a279">NL3D_FastBendProgram</a>=
00317 <font class="stringliteral">"!!VP1.0 \n\</font>
00318 <font class="stringliteral"> # compute time of animation: time*freqfactor + phase. \n\</font>
00319 <font class="stringliteral"> MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\</font>
00320 <font class="stringliteral"> \n\</font>
00321 <font class="stringliteral"> # animation: use the 64 LUT entries \n\</font>
00322 <font class="stringliteral"> EXP R0.y, R0.x; # fract part=> R0.y= [0,1[ \n\</font>
00323 <font class="stringliteral"> MUL R0, R0.y, c[23].xyyy; # R0.x= [0,64[ \n\</font>
00324 <font class="stringliteral"> ARL A0.x, R0.x; # A0.x= index in the LUT \n\</font>
00325 <font class="stringliteral"> EXP R0.y, R0.x; # R0.y= R0.x-A0.x= fp (fract part) \n\</font>
00326 <font class="stringliteral"> # lookup and lerp in one it: R0= value + fp * dv. \n\</font>
00327 <font class="stringliteral"> MAD R0.xy, R0.y, c[A0.x+32].zwww, c[A0.x+32].xyww; \n\</font>
00328 <font class="stringliteral"> \n\</font>
00329 <font class="stringliteral"> # The direction and power of the wind is encoded in the LUT. \n\</font>
00330 <font class="stringliteral"> # Scale now by vertex BendFactor (stored in v[0].w) \n\</font>
00331 <font class="stringliteral"> MAD R5, R0, v[0].w, v[0].xyzw; \n\</font>
00332 <font class="stringliteral"> # compute 1/norm, and multiply by original norm stored in v[9].x \n\</font>
00333 <font class="stringliteral"> DP3 R0.x, R5, R5; \n\</font>
00334 <font class="stringliteral"> RSQ R0.x, R0.x; \n\</font>
00335 <font class="stringliteral"> MUL R0.x, R0.x, v[9].x; \n\</font>
00336 <font class="stringliteral"> # mul by this factor, and add to center \n\</font>
00337 <font class="stringliteral"> MAD R5, R0.xxxw, R5, v[10]; \n\</font>
00338 <font class="stringliteral"> \n\</font>
00339 <font class="stringliteral"> # make local to camera pos. Important for ZBuffer precision \n\</font>
00340 <font class="stringliteral"> ADD R5, R5, -c[10]; \n\</font>
00341 <font class="stringliteral">"</font>;
00342
00343
00344 <font class="comment">// Test</font>
00345 <font class="comment">/*const char* NL3D_FastBendProgram=</font>
00346 <font class="comment">"!!VP1.0 \n\</font>
00347 <font class="comment"> # compute time of animation: time + phase. \n\</font>
00348 <font class="comment"> ADD R0.x, c[17].x, v[9].y; # R0.x= time of animation \n\</font>
00349 <font class="comment"> \n\</font>
00350 <font class="comment"> # animation: f(x)= cos(x). compute a high precision cosinus \n\</font>
00351 <font class="comment"> EXP R0.y, R0.x; # fract part=> R0.y= [0,1] <=> [-Pi, Pi] \n\</font>
00352 <font class="comment"> MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\</font>
00353 <font class="comment"> # R0 must get a2, a4, a6, a8 \n\</font>
00354 <font class="comment"> MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\</font>
00355 <font class="comment"> MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\</font>
00356 <font class="comment"> MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\</font>
00357 <font class="comment"> # Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\</font>
00358 <font class="comment"> DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\</font>
00359 <font class="comment"> \n\</font>
00360 <font class="comment"> \n\</font>
00361 <font class="comment"> # original norm \n\</font>
00362 <font class="comment"> DP3 R2.x, v[0], v[0]; \n\</font>
00363 <font class="comment"> RSQ R2.y, R2.x; \n\</font>
00364 <font class="comment"> MUL R2.x, R2.x, R2.y; \n\</font>
00365 <font class="comment"> # norm, mul by factor, and add to relpos \n\</font>
00366 <font class="comment"> ADD R1.x, R0.x, c[8].w; \n\</font>
00367 <font class="comment"> MUL R0.x, v[9].x, R2.x; \n\</font>
00368 <font class="comment"> MUL R1, R1, R0.x; \n\</font>
00369 <font class="comment"> ADD R5.xyz, R1, v[0]; \n\</font>
00370 <font class="comment"> # mod norm \n\</font>
00371 <font class="comment"> DP3 R0.x, R5, R5; \n\</font>
00372 <font class="comment"> RSQ R0.x, R0.x; \n\</font>
00373 <font class="comment"> MUL R0.x, R0.x, R2.x; \n\</font>
00374 <font class="comment"> MAD R5, R0.x, R5, v[10]; \n\</font>
00375 <font class="comment">";*/</font>
00376
00377
00378
00379 <font class="comment">// ***********************</font>
00380 <font class="comment">/*</font>
00381 <font class="comment"> Bend start program:</font>
00382 <font class="comment"> Result: bend pos into R5, and R7,R8,R9 is the rotation matrix for possible normal lighting.</font>
00383 <font class="comment">*/</font>
00384 <font class="comment">// ***********************</font>
00385 <font class="comment">// Splitted in 2 parts because of the 2048 char limit</font>
00386 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a280">NL3D_BendProgramP0</a>=
00387 <font class="stringliteral">"!!VP1.0 \n\</font>
00388 <font class="stringliteral"> # compute time of animation: time*freqfactor + phase. \n\</font>
00389 <font class="stringliteral"> MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\</font>
00390 <font class="stringliteral"> \n\</font>
00391 <font class="stringliteral"> # animation: f(x)= cos(x). compute a high precision cosinus \n\</font>
00392 <font class="stringliteral"> EXP R0.y, R0.x; # fract part=> R0.y= [0,1] <=> [-Pi, Pi] \n\</font>
00393 <font class="stringliteral"> MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\</font>
00394 <font class="stringliteral"> # R0 must get a2, a4, a6, a8 \n\</font>
00395 <font class="stringliteral"> MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\</font>
00396 <font class="stringliteral"> MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\</font>
00397 <font class="stringliteral"> MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\</font>
00398 <font class="stringliteral"> # Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\</font>
00399 <font class="stringliteral"> DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\</font>
00400 <font class="stringliteral"> \n\</font>
00401 <font class="stringliteral"> # R0.x= [-2, 0]. And we want a result in BendWeight/2*WindPower*[WindBendMin, 1] \n\</font>
00402 <font class="stringliteral"> MAD R0.x, R0.x, c[17].z, c[17].y; # R0.x= WindPower*[WindBendMin, 1] \n\</font>
00403 <font class="stringliteral"> MUL R0.x, R0.x, v[9].x; # R0.x= angle= BendWeight/2*WindPower*[WindBendMin, 1] \n\</font>
00404 <font class="stringliteral"> \n\</font>
00405 <font class="stringliteral"> # compute good precision sinus and cosinus, in R0.xy. \n\</font>
00406 <font class="stringliteral"> # suppose that BendWeightMax/2== 2Pi/3 => do not need to fmod() nor \n\</font>
00407 <font class="stringliteral"> # to have high order taylor serie \n\</font>
00408 <font class="stringliteral"> DST R1.xy, R0.x, R0.x; # R1= 1, a2 \n\</font>
00409 <font class="stringliteral"> MUL R1.z, R1.y, R1.y; # R1= 1, a2, a4 \n\</font>
00410 <font class="stringliteral"> MUL R1.w, R1.y, R1.z; # R1= 1, a2, a4, a6 (cos serie) \n\</font>
00411 <font class="stringliteral"> MUL R2, R1, R0.x; # R2= a, a3, a5, a7 (sin serie) \n\</font>
00412 <font class="stringliteral"> DP4 R0.x, R1, c[19]; # R0.x= cos(a) \n\</font>
00413 <font class="stringliteral"> DP4 R0.y, R2, c[20]; # R0.y= sin(a) \n\</font>
00414 <font class="stringliteral">"</font>;
00415 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a281">NL3D_BendProgramP1</a>=
00416 <font class="stringliteral">" \n\</font>
00417 <font class="stringliteral"> # build our quaternion \n\</font>
00418 <font class="stringliteral"> # multiply the angleAxis by sin(a) / cos(a), where a is actually a/2 \n\</font>
00419 <font class="stringliteral"> # remind: c[16].z== angleAxis.z== 0 \n\</font>
00420 <font class="stringliteral"> MUL R0, c[16], R0.yyyx; # R0= quaternion.xyzw \n\</font>
00421 <font class="stringliteral"> \n\</font>
00422 <font class="stringliteral"> # build our matrix from this quaternion, into R7,R8,R9 \n\</font>
00423 <font class="stringliteral"> # Quaternion TO matrix 3x3 in 7 ope, with quat.z==0 \n\</font>
00424 <font class="stringliteral"> MUL R1, R0, c[8].w; # R1= quat2= 2*quat == 2*x, 2*y, 0, 2*w \n\</font>
00425 <font class="stringliteral"> MUL R2, R1, R0.x; # R2= quatX= xx, xy, 0, wx \n\</font>
00426 <font class="stringliteral"> MUL R3, R1, R0.y; # R3= quatY= xy, yy, 0, wy \n\</font>
00427 <font class="stringliteral"> # NB: c[21]= {0, 1, -1, 0} \n\</font>
00428 <font class="stringliteral"> # Write to w, then w = 0, this avoid an unitialized component \n\</font>
00429 <font class="stringliteral"> MAD R7.xyzw, c[21].zyyw, R3.yxww, c[21].yxxw; \n\</font>
00430 <font class="stringliteral"> # R7.x= a11 = 1.0f - (yy) \n\</font>
00431 <font class="stringliteral"> # R7.y= a12 = xy \n\</font>
00432 <font class="stringliteral"> # R7.z= a13 = wy \n\</font>
00433 <font class="stringliteral"> # NB: c[21]= {0, 1, -1, 0} \n\</font>
00434 <font class="stringliteral"> # Write to w, then w = 0, this avoid an unitialized component \n\</font>
00435 <font class="stringliteral"> MAD R8.xyzw, c[21].yzzw, R2.yxww, c[21].xyxw; \n\</font>
00436 <font class="stringliteral"> # R8.x= a21 = xy \n\</font>
00437 <font class="stringliteral"> # R8.y= a22 = 1.0f - (xx) \n\</font>
00438 <font class="stringliteral"> # R8.z= a23 = - wx \n\</font>
00439 <font class="stringliteral"> # NB: c[21]= {0, 1, -1, 0} \n\</font>
00440 <font class="stringliteral"> # Write to w, then w = 0, this avoid an unitialized component \n\</font>
00441 <font class="stringliteral"> ADD R9.xyzw, R2.zwxw, R3.wzyw; # a31= 0+wy, a32= wx+0, a33= xx + yy, because z==0 \n\</font>
00442 <font class="stringliteral"> MAD R9.xyzw, R9.xyzw, c[21].zyzw, c[21].xxyw; \n\</font>
00443 <font class="stringliteral"> # R9.x= a31 = - wy \n\</font>
00444 <font class="stringliteral"> # R9.y= a32 = wx \n\</font>
00445 <font class="stringliteral"> # R9.z= a33 = 1.0f - (xx + yy) \n\</font>
00446 <font class="stringliteral"> # transform pos \n\</font>
00447 <font class="stringliteral"> DP3 R5.x, R7, v[0]; \n\</font>
00448 <font class="stringliteral"> DP3 R5.y, R8, v[0]; \n\</font>
00449 <font class="stringliteral"> DP3 R5.z, R9, v[0]; # R5= bended relative pos to center. \n\</font>
00450 <font class="stringliteral"> #temp, to optimize \n\</font>
00451 <font class="stringliteral"> MOV R5.w, c[21].w; \n\</font>
00452 <font class="stringliteral"> # add pos to center pos. \n\</font>
00453 <font class="stringliteral"> ADD R5, R5, v[10]; # R5= world pos. R5.w= R5.w+v[10].w= 0+1= 1 \n\</font>
00454 <font class="stringliteral"> # make local to camera pos. Important for ZBuffer precision \n\</font>
00455 <font class="stringliteral"> ADD R5, R5, -c[10]; \n\</font>
00456 <font class="stringliteral">"</font>;
00457
00458
00459 <font class="comment">// Concat the 2 strings</font>
00460 <font class="keyword">const</font> string <a class="code" href="namespaceNL3D.html#a282">NL3D_BendProgram</a>= string(<a class="code" href="namespaceNL3D.html#a280">NL3D_BendProgramP0</a>) + string(<a class="code" href="namespaceNL3D.html#a281">NL3D_BendProgramP1</a>);
00461
00462
00463
00464 <font class="comment">// ***********************</font>
00465 <font class="comment">/*</font>
00466 <font class="comment"> Lighted start program:</font>
00467 <font class="comment"> bend pos and normal, normalize and lit</font>
00468 <font class="comment">*/</font>
00469 <font class="comment">// ***********************</font>
00470 <font class="comment">// Common start program.</font>
00471 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a283">NL3D_LightedStartVegetableProgram</a>=
00472 <font class="stringliteral">" \n\</font>
00473 <font class="stringliteral"> # bend Pos into R5. Now do it for normal \n\</font>
00474 <font class="stringliteral"> DP3 R0.x, R7, v[2]; \n\</font>
00475 <font class="stringliteral"> DP3 R0.y, R8, v[2]; \n\</font>
00476 <font class="stringliteral"> DP3 R0.z, R9, v[2]; # R0= matRot * normal. \n\</font>
00477 <font class="stringliteral"> # Do the rot 2 times for normal (works fine) \n\</font>
00478 <font class="stringliteral"> DP3 R6.x, R7, R0; \n\</font>
00479 <font class="stringliteral"> DP3 R6.y, R8, R0; \n\</font>
00480 <font class="stringliteral"> DP3 R6.z, R9, R0; # R6= bended normal. \n\</font>
00481 <font class="stringliteral"> \n\</font>
00482 <font class="stringliteral"> # Normalize normal, and dot product, into R0.x \n\</font>
00483 <font class="stringliteral"> # w hasn't been written \n\</font>
00484 <font class="stringliteral"> DP3 R0.x, R6.xyzz, R6.xyzz; # R0.x= R6.sqrnorm() \n\</font>
00485 <font class="stringliteral"> RSQ R0.x, R0.x; # R0.x= 1/norm() \n\</font>
00486 <font class="stringliteral"> MUL R6, R6.xyzz, R0.x; # R6= R6.normed() \n\</font>
00487 <font class="stringliteral"> DP3 R0.x, R6, c[9]; \n\</font>
00488 <font class="stringliteral">"</font>;
00489
00490
00491 <font class="comment">// 1Sided lighting.</font>
00492 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a284">NL3D_LightedMiddle1SidedVegetableProgram</a>=
00493 <font class="stringliteral">" #FrontFacing \n\</font>
00494 <font class="stringliteral"> MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\</font>
00495 <font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
00496 <font class="stringliteral"> ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
00497 <font class="stringliteral">"</font>;
00498
00499
00500 <font class="comment">// 2Sided lighting.</font>
00501 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a285">NL3D_LightedMiddle2SidedVegetableProgram</a>=
00502 <font class="stringliteral">" #FrontFacing \n\</font>
00503 <font class="stringliteral"> MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\</font>
00504 <font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
00505 <font class="stringliteral"> ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
00506 <font class="stringliteral"> # BackFacing. \n\</font>
00507 <font class="stringliteral"> MAX R0.y, R0.x, c[8].x; # R0.y= diffFactor= max(0, -(-R6)*LightDir) \n\</font>
00508 <font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
00509 <font class="stringliteral"> ADD o[BFC0].xyz, R1, v[4]; # bfc0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
00510 <font class="stringliteral">"</font>;
00511
00512
00513 <font class="comment">// ***********************</font>
00514 <font class="comment">/*</font>
00515 <font class="comment"> Unlit start program:</font>
00516 <font class="comment"> bend pos into R5, and copy color(s)</font>
00517 <font class="comment">*/</font>
00518 <font class="comment">// ***********************</font>
00519
00520
00521 <font class="comment">// Common start program.</font>
00522 <font class="comment">// nothing to add.</font>
00523 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a286">NL3D_UnlitStartVegetableProgram</a>=
00524 <font class="stringliteral">""</font>;
00525
00526
00527 <font class="comment">// 1Sided "lighting".</font>
00528 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a287">NL3D_UnlitMiddle1SidedVegetableProgram</a>=
00529 <font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
00530 <font class="stringliteral"> \n\</font>
00531 <font class="stringliteral">"</font>;
00532
00533
00534 <font class="comment">// 2Sided "lighting".</font>
00535 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a288">NL3D_UnlitMiddle2SidedVegetableProgram</a>=
00536 <font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
00537 <font class="stringliteral"> MOV o[BFC0].xyz, v[4]; # bfc0.RGBA= bcf color \n\</font>
00538 <font class="stringliteral"> \n\</font>
00539 <font class="stringliteral">"</font>;
00540
00541
00542 <font class="comment">// 2Sided "lighting" + AlphaBlend.</font>
00543 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a289">NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram</a>=
00544 <font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
00545 <font class="stringliteral"> MOV o[BFC0].xyz, v[4]; # bfc0.RGBA= bcf color \n\</font>
00546 <font class="stringliteral"> \n\</font>
00547 <font class="stringliteral"> #Blend transition. NB: in R5, we already have the position relative to the camera \n\</font>
00548 <font class="stringliteral"> DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\</font>
00549 <font class="stringliteral"> RSQ R0.y, R0.x; \n\</font>
00550 <font class="stringliteral"> MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\</font>
00551 <font class="stringliteral"> # setup alpha Blending. Distance of appartition is encoded in the vertex. \n\</font>
00552 <font class="stringliteral"> MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\</font>
00553 <font class="stringliteral"> MAD o[BFC0].w, R0.x, c[11].x, v[9].w; \n\</font>
00554 <font class="stringliteral">"</font>;
00555
00556
00557 <font class="comment">// 1Sided "lighting" + AlphaBlend.</font>
00558 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a290">NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram</a>=
00559 <font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
00560 <font class="stringliteral"> \n\</font>
00561 <font class="stringliteral"> #Blend transition. NB: in R5, we already have the position relative to the camera \n\</font>
00562 <font class="stringliteral"> DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\</font>
00563 <font class="stringliteral"> RSQ R0.y, R0.x; \n\</font>
00564 <font class="stringliteral"> MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\</font>
00565 <font class="stringliteral"> # setup alpha Blending. Distance of appartition is encoded in the vertex. \n\</font>
00566 <font class="stringliteral"> MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\</font>
00567 <font class="stringliteral">"</font>;
00568
00569
00570
00571
00572 <font class="comment">// ***********************</font>
00573 <font class="comment">/*</font>
00574 <font class="comment"> Common end of program: project, texture. Take pos from R5</font>
00575 <font class="comment">*/</font>
00576 <font class="comment">// ***********************</font>
00577 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a291">NL3D_CommonEndVegetableProgram</a>=
00578 <font class="stringliteral">" # compute in Projection space \n\</font>
00579 <font class="stringliteral"> DP4 o[HPOS].x, c[0], R5; \n\</font>
00580 <font class="stringliteral"> DP4 o[HPOS].y, c[1], R5; \n\</font>
00581 <font class="stringliteral"> DP4 o[HPOS].z, c[2], R5; \n\</font>
00582 <font class="stringliteral"> DP4 o[HPOS].w, c[3], R5; \n\</font>
00583 <font class="stringliteral"> # copy Dynamic lightmap UV in stage0, from colors Alpha part. \n\</font>
00584 <font class="stringliteral"> MOV o[TEX0].x, v[3].w; \n\</font>
00585 <font class="stringliteral"> MOV o[TEX0].y, v[4].w; \n\</font>
00586 <font class="stringliteral"> # copy diffuse texture uv to stage 1. \n\</font>
00587 <font class="stringliteral"> MOV o[TEX1].xy, v[8]; \n\</font>
00588 <font class="stringliteral"> END \n\</font>
00589 <font class="stringliteral">"</font>;
00590
00591
00592 <font class="comment">// ***********************</font>
00593 <font class="comment">/* </font>
00594 <font class="comment"> Speed test VP, No bend,no lighting.</font>
00595 <font class="comment">*/</font>
00596 <font class="comment">// ***********************</font>
00597 <font class="keyword">const</font> <font class="keywordtype">char</font>* <a class="code" href="namespaceNL3D.html#a292">NL3D_SimpleStartVegetableProgram</a>=
00598 <font class="stringliteral">"!!VP1.0 \n\</font>
00599 <font class="stringliteral"> # compute in Projection space \n\</font>
00600 <font class="stringliteral"> MOV R5, v[0]; \n\</font>
00601 <font class="stringliteral"> ADD R5.xyz, R5, v[10]; \n\</font>
00602 <font class="stringliteral"> # make local to camera pos \n\</font>
00603 <font class="stringliteral"> ADD R5, R5, -c[10]; \n\</font>
00604 <font class="stringliteral"> MOV o[COL0], c[8].yyyy; \n\</font>
00605 <font class="stringliteral"> MOV o[BFC0], c[8].xxyy; \n\</font>
00606 <font class="stringliteral">"</font>;
00607
00608
00609
00610 <font class="comment">// ***************************************************************************</font>
<a name="l00611"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#c2">00611</a> <font class="keywordtype">void</font> CVegetableManager::initVertexProgram(uint vpType)
00612 {
00613 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#o14">_LastDriver</a>); <font class="comment">// update driver should have been called at least once !</font>
00614 <font class="comment">// Init the Vertex Program.</font>
00615 string vpgram;
00616 <font class="comment">// start always with Bend.</font>
00617 <font class="keywordflow">if</font>( vpType==<a class="code" href="vegetable__def_8h.html#a1">NL3D_VEGETABLE_RDRPASS_LIGHTED</a> || vpType==<a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a> )
00618 vpgram= <a class="code" href="namespaceNL3D.html#a282">NL3D_BendProgram</a>;
00619 <font class="keywordflow">else</font>
00620 vpgram= <a class="code" href="namespaceNL3D.html#a279">NL3D_FastBendProgram</a>;
00621
00622 <font class="comment">// If double sided V.P are not supported, switch to 1-sided version</font>
00623 <font class="keywordtype">bool</font> doubleSided = <a class="code" href="classNL3D_1_1CVegetableManager.html#o14">_LastDriver</a>->supportVertexProgramDoubleSidedColor();
00624
00625 <font class="comment">// combine the VP according to Type</font>
00626 <font class="keywordflow">switch</font>(vpType)
00627 {
00628 <font class="keywordflow">case</font> <a class="code" href="vegetable__def_8h.html#a1">NL3D_VEGETABLE_RDRPASS_LIGHTED</a>:
00629 vpgram+= string(<a class="code" href="namespaceNL3D.html#a283">NL3D_LightedStartVegetableProgram</a>);
00630 vpgram+= string(<a class="code" href="namespaceNL3D.html#a284">NL3D_LightedMiddle1SidedVegetableProgram</a>);
00631 <font class="keywordflow">break</font>;
00632 <font class="keywordflow">case</font> <a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a>:
00633 vpgram+= string(<a class="code" href="namespaceNL3D.html#a283">NL3D_LightedStartVegetableProgram</a>);
00634 vpgram+= string(doubleSided ? <a class="code" href="namespaceNL3D.html#a285">NL3D_LightedMiddle2SidedVegetableProgram</a>
00635 : <a class="code" href="namespaceNL3D.html#a284">NL3D_LightedMiddle1SidedVegetableProgram</a>);
00636 <font class="keywordflow">break</font>;
00637 <font class="keywordflow">case</font> <a class="code" href="vegetable__def_8h.html#a3">NL3D_VEGETABLE_RDRPASS_UNLIT</a>:
00638 vpgram+= string(<a class="code" href="namespaceNL3D.html#a286">NL3D_UnlitStartVegetableProgram</a>);
00639 vpgram+= string(<a class="code" href="namespaceNL3D.html#a287">NL3D_UnlitMiddle1SidedVegetableProgram</a>);
00640 <font class="keywordflow">break</font>;
00641 <font class="keywordflow">case</font> <a class="code" href="vegetable__def_8h.html#a4">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED</a>:
00642 vpgram+= string(<a class="code" href="namespaceNL3D.html#a286">NL3D_UnlitStartVegetableProgram</a>);
00643 vpgram+= string(doubleSided ? <a class="code" href="namespaceNL3D.html#a288">NL3D_UnlitMiddle2SidedVegetableProgram</a>
00644 : <a class="code" href="namespaceNL3D.html#a287">NL3D_UnlitMiddle1SidedVegetableProgram</a>
00645 );
00646 <font class="keywordflow">break</font>;
00647 <font class="keywordflow">case</font> <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>:
00648 vpgram+= string(<a class="code" href="namespaceNL3D.html#a286">NL3D_UnlitStartVegetableProgram</a>);
00649 vpgram+= string(doubleSided ? <a class="code" href="namespaceNL3D.html#a289">NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram</a>
00650 : <a class="code" href="namespaceNL3D.html#a290">NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram</a>
00651 );
00652 <font class="keywordflow">break</font>;
00653 }
00654
00655 <font class="comment">// common end of VP</font>
00656 vpgram+= string(<a class="code" href="namespaceNL3D.html#a291">NL3D_CommonEndVegetableProgram</a>);
00657
00658 <font class="comment">// create VP.</font>
00659 <a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>[vpType]= <font class="keyword">new</font> CVertexProgram(vpgram.c_str());
00660
00661 }
00662
00663
00664 <font class="comment">// ***************************************************************************</font>
00665 <font class="comment">// ***************************************************************************</font>
00666 <font class="comment">// Instanciation</font>
00667 <font class="comment">// ***************************************************************************</font>
00668 <font class="comment">// ***************************************************************************</font>
00669
00670
00671 <font class="comment">// ***************************************************************************</font>
<a name="l00672"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_0">00672</a> CVegetableClipBlock *CVegetableManager::createClipBlock()
00673 {
00674 <font class="comment">// create a clipblock</font>
00675 CVegetableClipBlock *ret;
00676 ret= <a class="code" href="classNL3D_1_1CVegetableManager.html#o0">_ClipBlockMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a3">allocate</a>();
00677
00678 <font class="comment">// append to list.</font>
00679 <a class="code" href="classNL3D_1_1CVegetableManager.html#o4">_EmptyClipBlockList</a>.append(ret);
00680
00681 <font class="keywordflow">return</font> ret;
00682 }
00683
00684 <font class="comment">// ***************************************************************************</font>
<a name="l00685"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_1">00685</a> <font class="keywordtype">void</font> CVegetableManager::deleteClipBlock(CVegetableClipBlock *clipBlock)
00686 {
00687 <font class="keywordflow">if</font>(!clipBlock)
00688 <font class="keywordflow">return</font>;
00689
00690 <font class="comment">// verify no more sortBlocks in this clipblock</font>
00691 <a class="code" href="debug_8h.html#a6">nlassert</a>(clipBlock->_SortBlockList.size() == 0);
00692
00693 <font class="comment">// unlink from _EmptyClipBlockList, because _InstanceGroupList.size() == 0 ...</font>
00694 <a class="code" href="classNL3D_1_1CVegetableManager.html#o4">_EmptyClipBlockList</a>.remove(clipBlock);
00695
00696 <font class="comment">// delete</font>
00697 <a class="code" href="classNL3D_1_1CVegetableManager.html#o0">_ClipBlockMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a4">free</a>(clipBlock);
00698 }
00699
00700
00701 <font class="comment">// ***************************************************************************</font>
<a name="l00702"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_2">00702</a> CVegetableSortBlock *CVegetableManager::createSortBlock(CVegetableClipBlock *clipBlock, <font class="keyword">const</font> CVector &center, <font class="keywordtype">float</font> radius)
00703 {
00704 <a class="code" href="debug_8h.html#a6">nlassert</a>(clipBlock);
00705
00706 <font class="comment">// create a clipblock</font>
00707 CVegetableSortBlock *ret;
00708 ret= <a class="code" href="classNL3D_1_1CVegetableManager.html#o1">_SortBlockMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a3">allocate</a>();
00709 ret->_Owner= clipBlock;
00710 ret->_Center= center;
00711 ret->_Radius= radius;
00712
00713 <font class="comment">// append to list.</font>
00714 clipBlock->_SortBlockList.append(ret);
00715
00716 <font class="keywordflow">return</font> ret;
00717 }
00718
00719 <font class="comment">// ***************************************************************************</font>
<a name="l00720"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_3">00720</a> <font class="keywordtype">void</font> CVegetableManager::deleteSortBlock(CVegetableSortBlock *sortBlock)
00721 {
00722 <font class="keywordflow">if</font>(!sortBlock)
00723 <font class="keywordflow">return</font>;
00724
00725 <font class="comment">// verify no more IGs in this sortblock</font>
00726 <a class="code" href="debug_8h.html#a6">nlassert</a>(sortBlock->_InstanceGroupList.size() == 0);
00727
00728 <font class="comment">// unlink from clipBlock</font>
00729 sortBlock->_Owner->_SortBlockList.remove(sortBlock);
00730
00731 <font class="comment">// delete</font>
00732 <a class="code" href="classNL3D_1_1CVegetableManager.html#o1">_SortBlockMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a4">free</a>(sortBlock);
00733 }
00734
00735
00736 <font class="comment">// ***************************************************************************</font>
<a name="l00737"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_4">00737</a> CVegetableInstanceGroup *CVegetableManager::createIg(CVegetableSortBlock *sortBlock)
00738 {
00739 <a class="code" href="debug_8h.html#a6">nlassert</a>(sortBlock);
00740 CVegetableClipBlock *clipBlock= sortBlock->_Owner;
00741
00742
00743 <font class="comment">// create an IG</font>
00744 CVegetableInstanceGroup *ret;
00745 ret= <a class="code" href="classNL3D_1_1CVegetableManager.html#o2">_InstanceGroupMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a3">allocate</a>();
00746 ret->_SortOwner= sortBlock;
00747 ret->_ClipOwner= clipBlock;
00748
00749 <font class="comment">// if the clipBlock is empty, change list, because won't be no more.</font>
00750 <font class="keywordflow">if</font>(clipBlock->_NumIgs==0)
00751 {
00752 <font class="comment">// remove from empty list</font>
00753 <a class="code" href="classNL3D_1_1CVegetableManager.html#o4">_EmptyClipBlockList</a>.remove(clipBlock);
00754 <font class="comment">// and append to not empty one.</font>
00755 <a class="code" href="classNL3D_1_1CVegetableManager.html#o3">_ClipBlockList</a>.append(clipBlock);
00756 }
00757
00758 <font class="comment">// inc the number of igs appended to the clipBlock.</font>
00759 clipBlock->_NumIgs++;
00760
00761 <font class="comment">// link ig to sortBlock.</font>
00762 sortBlock->_InstanceGroupList.append(ret);
00763
00764 <font class="comment">// Special Init: The ZSort rdrPass must start with the same HardMode than SortBlock.</font>
00765 ret->_RdrPass[<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>].HardMode= sortBlock->ZSortHardMode;
00766
00767 <font class="keywordflow">return</font> ret;
00768 }
00769
00770 <font class="comment">// ***************************************************************************</font>
<a name="l00771"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z882_5">00771</a> <font class="keywordtype">void</font> CVegetableManager::deleteIg(CVegetableInstanceGroup *ig)
00772 {
00773 <font class="keywordflow">if</font>(!ig)
00774 <font class="keywordflow">return</font>;
00775
00776 <font class="comment">// update lighting mgt: no more vertices.</font>
00777 <font class="comment">// -----------</font>
00778 <font class="comment">// If I delete the ig which is the current root</font>
00779 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a> == ig)
00780 {
00781 <font class="comment">// switch to next</font>
00782 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>= ig->_ULNext;
00783 <font class="comment">// if still the same, it means that the circular list is now empty</font>
00784 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a> == ig)
00785 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>= NULL;
00786 <font class="comment">// Reset UL instance info.</font>
00787 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>= 0;
00788 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
00789 }
00790 <font class="comment">// remove UL vertex count of the deleted ig</font>
00791 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>-= ig->_ULNumVertices;
00792 <font class="comment">// unlink the ig for lighting update.</font>
00793 ig->unlinkUL();
00794
00795
00796 <font class="comment">// For all render pass of this instance, delete his vertices</font>
00797 <font class="comment">// -----------</font>
00798 <font class="keywordflow">for</font>(sint rdrPass=0; rdrPass < <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00799 {
00800 <font class="comment">// rdrPass</font>
00801 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
00802 <font class="comment">// which allocator?</font>
00803 CVegetableVBAllocator &vbAllocator= <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, vegetRdrPass.HardMode);
00804
00805 <font class="comment">// For all vertices of this rdrPass, delete it</font>
00806 sint numVertices;
00807 numVertices= vegetRdrPass.Vertices.size();
00808 <font class="comment">// all vertices must have been setuped.</font>
00809 <a class="code" href="debug_8h.html#a6">nlassert</a>((uint)numVertices == vegetRdrPass.NVertices);
00810 <font class="keywordflow">for</font>(sint i=0; i<numVertices;i++)
00811 {
00812 vbAllocator.deleteVertex(vegetRdrPass.Vertices[i]);
00813 }
00814 vegetRdrPass.Vertices.clear();
00815 }
00816
00817 CVegetableClipBlock *clipBlock= ig->_ClipOwner;
00818 CVegetableSortBlock *sortBlock= ig->_SortOwner;
00819
00820 <font class="comment">// If I have got some faces in ZSort rdrPass</font>
00821 <font class="keywordflow">if</font>(ig->_HasZSortPassInstances)
00822 <font class="comment">// after my deletion, the sortBlock must be updated.</font>
00823 sortBlock->_Dirty= <font class="keyword">true</font>;
00824
00825
00826 <font class="comment">// unlink from sortBlock, and delete.</font>
00827 sortBlock->_InstanceGroupList.remove(ig);
00828 <a class="code" href="classNL3D_1_1CVegetableManager.html#o2">_InstanceGroupMemory</a>.<a class="code" href="classNLMISC_1_1CBlockMemory.html#a4">free</a>(ig);
00829
00830
00831 <font class="comment">// decRef the clipBlock</font>
00832 clipBlock->_NumIgs--;
00833 <font class="comment">// if the clipBlock is now empty, change list</font>
00834 <font class="keywordflow">if</font>(clipBlock->_NumIgs==0)
00835 {
00836 <font class="comment">// remove from normal list</font>
00837 <a class="code" href="classNL3D_1_1CVegetableManager.html#o3">_ClipBlockList</a>.remove(clipBlock);
00838 <font class="comment">// and append to empty list.</font>
00839 <a class="code" href="classNL3D_1_1CVegetableManager.html#o4">_EmptyClipBlockList</a>.append(clipBlock);
00840 }
00841
00842 }
00843
00844
00845 <font class="comment">// ***************************************************************************</font>
<a name="l00846"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z881_0">00846</a> CVegetableShape *CVegetableManager::getVegetableShape(<font class="keyword">const</font> std::string &shape)
00847 {
00848 <a class="code" href="classNL3D_1_1CVegetableManager.html#u1">ItShapeMap</a> it= <a class="code" href="classNL3D_1_1CVegetableManager.html#o5">_ShapeMap</a>.find(shape);
00849 <font class="comment">// if found</font>
00850 <font class="keywordflow">if</font>(it != <a class="code" href="classNL3D_1_1CVegetableManager.html#o5">_ShapeMap</a>.end())
00851 <font class="keywordflow">return</font> &it->second;
00852 <font class="comment">// else insert</font>
00853 {
00854 <font class="comment">// insert.</font>
00855 CVegetableShape *ret;
00856 it= ( <a class="code" href="classNL3D_1_1CVegetableManager.html#o5">_ShapeMap</a>.insert(make_pair(shape, CVegetableShape()) ) ).first;
00857 ret= &it->second;
00858
00859 <font class="comment">// fill.</font>
00860 <font class="keywordflow">try</font>
00861 {
00862 ret->loadShape(shape);
00863 }
00864 <font class="keywordflow">catch</font> (Exception &e)
00865 {
00866 <font class="comment">// Warning</font>
00867 <a class="code" href="debug_8h.html#a2">nlwarning</a> (<font class="stringliteral">"CVegetableManager::getVegetableShape error while loading shape file '%s' : '%s'"</font>, shape.c_str (), e.what ());
00868
00869 <font class="comment">// Remove from map</font>
00870 <a class="code" href="classNL3D_1_1CVegetableManager.html#o5">_ShapeMap</a>.erase (shape);
00871
00872 <font class="comment">// Return NULL</font>
00873 ret = NULL;
00874 }
00875
00876 <font class="keywordflow">return</font> ret;
00877 }
00878 }
00879
00880
00881 <font class="comment">// ***************************************************************************</font>
<a name="l00882"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#c0">00882</a> uint CVegetableManager::getRdrPassInfoForShape(CVegetableShape *shape, TVegetableWater vegetWaterState,
00883 <font class="keywordtype">bool</font> &instanceLighted, <font class="keywordtype">bool</font> &instanceDoubleSided, <font class="keywordtype">bool</font> &instanceZSort,
00884 <font class="keywordtype">bool</font> &destLighted, <font class="keywordtype">bool</font> &precomputeLighting)
00885 {
00886 instanceLighted= shape->Lighted;
00887 instanceDoubleSided= shape->DoubleSided;
00888 <font class="comment">// Disable ZSorting when we intersect water.</font>
00889 instanceZSort= shape->AlphaBlend && vegetWaterState!=<a class="code" href="classNL3D_1_1CVegetableManager.html#s4s2">IntersectWater</a>;
00890 destLighted= instanceLighted && !shape->PreComputeLighting;
00891 precomputeLighting= instanceLighted && shape->PreComputeLighting;
00892
00893 <font class="comment">// get correct rdrPass</font>
00894 uint rdrPass;
00895 <font class="comment">// get according to lighted / doubleSided state</font>
00896 <font class="keywordflow">if</font>(destLighted)
00897 {
00898 <font class="keywordflow">if</font>(instanceDoubleSided)
00899 rdrPass= <a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a>;
00900 <font class="keywordflow">else</font>
00901 rdrPass= <a class="code" href="vegetable__def_8h.html#a1">NL3D_VEGETABLE_RDRPASS_LIGHTED</a>;
00902 }
00903 <font class="keywordflow">else</font>
00904 {
00905 <font class="keywordflow">if</font>(instanceDoubleSided)
00906 {
00907 <font class="keywordflow">if</font>(instanceZSort)
00908 rdrPass= <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>;
00909 <font class="keywordflow">else</font>
00910 rdrPass= <a class="code" href="vegetable__def_8h.html#a4">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED</a>;
00911 }
00912 <font class="keywordflow">else</font>
00913 rdrPass= <a class="code" href="vegetable__def_8h.html#a3">NL3D_VEGETABLE_RDRPASS_UNLIT</a>;
00914 }
00915
00916 <font class="keywordflow">return</font> rdrPass;
00917 }
00918
00919
00920 <font class="comment">// ***************************************************************************</font>
<a name="l00921"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z883_0">00921</a> <font class="keywordtype">void</font> CVegetableManager::reserveIgAddInstances(CVegetableInstanceGroupReserve &vegetIgReserve, CVegetableShape *shape, TVegetableWater vegetWaterState, uint numInstances)
00922 {
00923 <font class="keywordtype">bool</font> instanceLighted;
00924 <font class="keywordtype">bool</font> instanceDoubleSided;
00925 <font class="keywordtype">bool</font> instanceZSort;
00926 <font class="keywordtype">bool</font> destLighted;
00927 <font class="keywordtype">bool</font> precomputeLighting;
00928
00929 <font class="comment">// get correct rdrPass / info</font>
00930 uint rdrPass;
00931 rdrPass= <a class="code" href="classNL3D_1_1CVegetableManager.html#c0">getRdrPassInfoForShape</a>(shape, vegetWaterState, instanceLighted, instanceDoubleSided,
00932 instanceZSort, destLighted, precomputeLighting);
00933
00934 <font class="comment">// veget rdrPass</font>
00935 CVegetableInstanceGroupReserve::CVegetableRdrPass &vegetRdrPass= vegetIgReserve._RdrPass[rdrPass];
00936
00937 <font class="comment">// Reserve space in the rdrPass.</font>
00938 vegetRdrPass.NVertices+= numInstances * shape->VB.getNumVertices();
00939 vegetRdrPass.NTriangles+= numInstances * shape->TriangleIndices.size()/3;
00940 <font class="comment">// if the instances are lighted, reserve space for lighting updates</font>
00941 <font class="keywordflow">if</font>(instanceLighted)
00942 vegetRdrPass.NLightedInstances+= numInstances;
00943 }
00944
00945
00946 <font class="comment">// ***************************************************************************</font>
<a name="l00947"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z883_1">00947</a> <font class="keywordtype">void</font> CVegetableManager::reserveIgCompile(CVegetableInstanceGroup *ig, <font class="keyword">const</font> CVegetableInstanceGroupReserve &vegetIgReserve)
00948 {
00949 uint rdrPass;
00950
00951
00952 <font class="comment">// Check.</font>
00953 <font class="comment">//===========</font>
00954 <font class="comment">// For all rdrPass of the ig, check empty</font>
00955 <font class="keywordflow">for</font>(rdrPass= 0; rdrPass<<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00956 {
00957 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
00958 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.TriangleIndices.size()==0);
00959 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.TriangleLocalIndices.size()==0);
00960 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.Vertices.size()==0);
00961 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.LightedInstances.size()==0);
00962 }
00963 <font class="comment">// Do the same for all quadrants of the zsort rdrPass.</font>
00964 <a class="code" href="debug_8h.html#a6">nlassert</a>(ig->_TriangleQuadrantOrderArray.size()==0);
00965 <a class="code" href="debug_8h.html#a6">nlassert</a>(ig->_TriangleQuadrantOrderNumTriangles==0);
00966
00967
00968 <font class="comment">// Reserve.</font>
00969 <font class="comment">//===========</font>
00970 <font class="comment">// For all rdrPass of the ig, reserve.</font>
00971 <font class="keywordflow">for</font>(rdrPass= 0; rdrPass<<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00972 {
00973 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
00974 uint numVertices= vegetIgReserve._RdrPass[rdrPass].NVertices;
00975 uint numTris= vegetIgReserve._RdrPass[rdrPass].NTriangles;
00976 uint numLightedInstances= vegetIgReserve._RdrPass[rdrPass].NLightedInstances;
00977 <font class="comment">// reserve triangles indices and vertices for this rdrPass.</font>
00978 vegetRdrPass.TriangleIndices.resize(numTris*3);
00979 vegetRdrPass.TriangleLocalIndices.resize(numTris*3);
00980 vegetRdrPass.Vertices.resize(numVertices);
00981 <font class="comment">// reserve ligthedinstances space.</font>
00982 vegetRdrPass.LightedInstances.resize(numLightedInstances);
00983 }
00984
00985 <font class="comment">// Reserve space for the zsort rdrPass sorting.</font>
00986 uint numZSortTris= vegetIgReserve._RdrPass[<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>].NTriangles;
00987 <font class="comment">// allocate sufficient space for all quadrants (1 alloc for all quadrants).</font>
00988 ig->_TriangleQuadrantOrderArray.resize(numZSortTris * <a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>);
00989
00990 <font class="comment">// And init ptrs.</font>
00991 <font class="keywordflow">if</font>(numZSortTris>0)
00992 {
00993 <font class="keywordtype">float</font> *start= ig->_TriangleQuadrantOrderArray.getPtr();
00994 <font class="comment">// init ptr to each qaudrant</font>
00995 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>; i++)
00996 {
00997 ig->_TriangleQuadrantOrders[i]= start + i*numZSortTris;
00998 }
00999 }
01000 }
01001
01002
01003 <font class="comment">// ***************************************************************************</font>
01004 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a473">computeVegetVertexLighting</a>(<font class="keyword">const</font> CVector &rotNormal, <font class="keywordtype">bool</font> instanceDoubleSided,
01005 <font class="keyword">const</font> CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
01006 CVegetableLightEx &vegetLex, CRGBA diffusePL[2],
01007 CRGBA *dstFront, CRGBA *dstBack)
01008 {
01009 <font class="keywordtype">float</font> dpSun;
01010 <font class="keywordtype">float</font> dpPL[2];
01011 CRGBA col;
01012 CRGBA resColor;
01013
01014
01015 <font class="comment">// compute front-facing coloring.</font>
01016 {
01017 <font class="comment">// Compute Sun Light.</font>
01018 dpSun= rotNormal*sunDir;
01019 <font class="keywordtype">float</font> f= max(0.f, -dpSun);
01020 col.modulateFromuiRGBOnly(primaryRGBA, <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01021 <font class="comment">// Add it with ambient</font>
01022 resColor.addRGBOnly(col, secondaryRGBA);
01023
01024 <font class="comment">// Add influence of 2 lights only. (unrolled for better BTB use)</font>
01025 <font class="comment">// Compute Light 0 ?</font>
01026 <font class="keywordflow">if</font>(vegetLex.NumLights>=1)
01027 {
01028 dpPL[0]= rotNormal*vegetLex.Direction[0];
01029 f= max(0.f, -dpPL[0]);
01030 col.modulateFromuiRGBOnly(diffusePL[0], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01031 resColor.addRGBOnly(col, resColor);
01032 <font class="comment">// Compute Light 1 ?</font>
01033 <font class="keywordflow">if</font>(vegetLex.NumLights>=2)
01034 {
01035 dpPL[1]= rotNormal*vegetLex.Direction[1];
01036 f= max(0.f, -dpPL[1]);
01037 col.modulateFromuiRGBOnly(diffusePL[1], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01038 resColor.addRGBOnly(col, resColor);
01039 }
01040 }
01041
01042 <font class="comment">// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.</font>
01043 resColor.A= primaryRGBA.A;
01044
01045 <font class="comment">// copy to dest</font>
01046 *dstFront= resColor;
01047 }
01048
01049 <font class="comment">// If 2Sided</font>
01050 <font class="keywordflow">if</font>(instanceDoubleSided)
01051 {
01052 <font class="comment">// reuse dotproduct of front-facing computing.</font>
01053
01054 <font class="comment">// Compute Sun Light.</font>
01055 <font class="keywordtype">float</font> f= max(0.f, dpSun);
01056 col.modulateFromuiRGBOnly(primaryRGBA, <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01057 <font class="comment">// Add it with ambient</font>
01058 resColor.addRGBOnly(col, secondaryRGBA);
01059
01060 <font class="comment">// Add influence of 2 lights only. (unrolled for better BTB use)</font>
01061 <font class="comment">// Compute Light 0 ?</font>
01062 <font class="keywordflow">if</font>(vegetLex.NumLights>=1)
01063 {
01064 f= max(0.f, dpPL[0]);
01065 col.modulateFromuiRGBOnly(diffusePL[0], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01066 resColor.addRGBOnly(col, resColor);
01067 <font class="comment">// Compute Light 1 ?</font>
01068 <font class="keywordflow">if</font>(vegetLex.NumLights>=2)
01069 {
01070 f= max(0.f, dpPL[1]);
01071 col.modulateFromuiRGBOnly(diffusePL[1], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01072 resColor.addRGBOnly(col, resColor);
01073 }
01074 }
01075
01076 <font class="comment">// Keep correct V of Dynamic Lightmap UV encoded in secondaryRGBA Alpha part.</font>
01077 resColor.A= secondaryRGBA.A;
01078
01079 <font class="comment">// copy to dest</font>
01080 *dstBack= resColor;
01081 }
01082 }
01083
01084
01085 <font class="comment">// ***************************************************************************</font>
01086 <font class="keyword">inline</font> <font class="keywordtype">void</font> <a class="code" href="namespaceNL3D.html#a474">computeVegetVertexLightingForceBestSided</a>(<font class="keyword">const</font> CVector &rotNormal, <font class="keywordtype">bool</font> instanceDoubleSided,
01087 <font class="keyword">const</font> CVector &sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
01088 CVegetableLightEx &vegetLex, CRGBA diffusePL[2],
01089 CRGBA *dstFront, CRGBA *dstBack)
01090 {
01091 <font class="keywordtype">float</font> dpSun;
01092 <font class="keywordtype">float</font> dpPL[2];
01093 CRGBA col;
01094 CRGBA resColor;
01095
01096
01097 <font class="comment">// compute front-facing coloring.</font>
01098 {
01099 <font class="comment">// Compute Sun Light.</font>
01100 dpSun= rotNormal*sunDir;
01101 <font class="comment">// ForceBestSided: take the absolute value (max of -val,val)</font>
01102 <font class="keywordtype">float</font> f= (float)fabs(dpSun);
01103 col.modulateFromuiRGBOnly(primaryRGBA, <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01104 <font class="comment">// Add it with ambient</font>
01105 resColor.addRGBOnly(col, secondaryRGBA);
01106
01107 <font class="comment">// Add influence of 2 lights only. (unrolled for better BTB use)</font>
01108 <font class="comment">// Compute Light 0 ?</font>
01109 <font class="keywordflow">if</font>(vegetLex.NumLights>=1)
01110 {
01111 dpPL[0]= rotNormal*vegetLex.Direction[0];
01112 <font class="comment">// ForceBestSided: take the absolute value (max of -val,val)</font>
01113 f= (float)fabs(dpPL[0]);
01114 col.modulateFromuiRGBOnly(diffusePL[0], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01115 resColor.addRGBOnly(col, resColor);
01116 <font class="comment">// Compute Light 1 ?</font>
01117 <font class="keywordflow">if</font>(vegetLex.NumLights>=2)
01118 {
01119 dpPL[1]= rotNormal*vegetLex.Direction[1];
01120 f= (float)fabs(dpPL[1]);
01121 col.modulateFromuiRGBOnly(diffusePL[1], <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(f*256));
01122 resColor.addRGBOnly(col, resColor);
01123 }
01124 }
01125
01126 <font class="comment">// Keep correct U of Dynamic Lightmap UV encoded in primaryRGBA Alpha part.</font>
01127 resColor.A= primaryRGBA.A;
01128
01129 <font class="comment">// copy to dest</font>
01130 *dstFront= resColor;
01131 }
01132
01133 <font class="comment">// If 2Sided</font>
01134 <font class="keywordflow">if</font>(instanceDoubleSided)
01135 {
01136 <font class="comment">// Since forceBestSided, same color as front_facing</font>
01137
01138 <font class="comment">// Keep correct V of Dynamic Lightmap UV encoded in secondaryRGBA Alpha part.</font>
01139 resColor.A= secondaryRGBA.A;
01140
01141 <font class="comment">// copy to dest</font>
01142 *dstBack= resColor;
01143 }
01144 }
01145
01146
01147 <font class="comment">// ***************************************************************************</font>
<a name="l01148"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z883_2">01148</a> <font class="keywordtype">void</font> CVegetableManager::addInstance(CVegetableInstanceGroup *ig,
01149 CVegetableShape *shape, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &mat,
01150 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &ambientColor, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &diffuseColor,
01151 <font class="keywordtype">float</font> bendFactor, <font class="keywordtype">float</font> bendPhase, <font class="keywordtype">float</font> bendFreqFactor, <font class="keywordtype">float</font> blendDistMax,
01152 TVegetableWater vegetWaterState, CVegetableUV8 dlmUV)
01153 {
01154 sint i;
01155
01156
01157 <font class="comment">// Some setup.</font>
01158 <font class="comment">//--------------------</font>
01159 <font class="keywordtype">bool</font> instanceLighted;
01160 <font class="keywordtype">bool</font> instanceDoubleSided;
01161 <font class="keywordtype">bool</font> instanceZSort;
01162 <font class="keywordtype">bool</font> destLighted;
01163 <font class="keywordtype">bool</font> precomputeLighting;
01164
01165 <font class="comment">// get correct rdrPass / info</font>
01166 uint rdrPass;
01167 rdrPass= <a class="code" href="classNL3D_1_1CVegetableManager.html#c0">getRdrPassInfoForShape</a>(shape, vegetWaterState, instanceLighted, instanceDoubleSided,
01168 instanceZSort, destLighted, precomputeLighting);
01169 <font class="comment">// bestSided Precompute lighting or not??</font>
01170 <font class="keywordtype">bool</font> bestSidedPrecomputeLighting= precomputeLighting && shape->BestSidedPreComputeLighting;
01171
01172
01173 <font class="comment">// veget rdrPass</font>
01174 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
01175
01176 <font class="comment">// color.</font>
01177 <font class="comment">// setup using OptFastFloor.</font>
01178 CRGBA ambientRGBA, diffuseRGBA;
01179 CRGBA primaryRGBA, secondaryRGBA;
01180 <font class="comment">// diffuseColor</font>
01181 diffuseRGBA.R= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(diffuseColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a>*255);
01182 diffuseRGBA.G= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(diffuseColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a>*255);
01183 diffuseRGBA.B= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(diffuseColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a>*255);
01184 diffuseRGBA.A= 255;
01185 <font class="comment">// ambientColor</font>
01186 ambientRGBA.R= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(ambientColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m0">R</a>*255);
01187 ambientRGBA.G= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(ambientColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m1">G</a>*255);
01188 ambientRGBA.B= (uint8)<a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(ambientColor.<a class="code" href="classNLMISC_1_1CRGBAF.html#m2">B</a>*255);
01189 ambientRGBA.A= 255;
01190
01191 <font class="comment">// For Unlit and Lighted, modulate with global light.</font>
01192 primaryRGBA.modulateFromColorRGBOnly(diffuseRGBA, <a class="code" href="classNL3D_1_1CVegetableManager.html#o12">_GlobalDiffuse</a>);
01193 secondaryRGBA.modulateFromColorRGBOnly(ambientRGBA, <a class="code" href="classNL3D_1_1CVegetableManager.html#o11">_GlobalAmbient</a>);
01194
01195 <font class="comment">// if the instance is not lighted, then suppose full lighting => add ambient and diffuse</font>
01196 <font class="keywordflow">if</font>(!instanceLighted)
01197 {
01198 primaryRGBA.R= <a class="code" href="bit__set_8cpp.html#a0">min</a>(255, primaryRGBA.R + secondaryRGBA.R);
01199 primaryRGBA.G= <a class="code" href="bit__set_8cpp.html#a0">min</a>(255, primaryRGBA.G + secondaryRGBA.G);
01200 primaryRGBA.B= <a class="code" href="bit__set_8cpp.html#a0">min</a>(255, primaryRGBA.B + secondaryRGBA.B);
01201 <font class="comment">// useFull if 2Sided</font>
01202 secondaryRGBA= primaryRGBA;
01203 }
01204
01205 <font class="comment">// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)</font>
01206 primaryRGBA.A= dlmUV.U;
01207 secondaryRGBA.A= dlmUV.V;
01208
01209 <font class="comment">// get ref on the vegetLex.</font>
01210 CVegetableLightEx &vegetLex= ig->VegetableLightEx;
01211 <font class="comment">// Color of pointLights modulated by diffuse.</font>
01212 CRGBA diffusePL[2];
01213 <font class="keywordflow">if</font>(vegetLex.NumLights>=1)
01214 {
01215 diffusePL[0].modulateFromColorRGBOnly(diffuseRGBA, vegetLex.Color[0]);
01216 <font class="keywordflow">if</font>(vegetLex.NumLights>=2)
01217 {
01218 diffusePL[1].modulateFromColorRGBOnly(diffuseRGBA, vegetLex.Color[1]);
01219 }
01220 }
01221
01222 <font class="comment">// normalize bendFreqFactor</font>
01223 bendFreqFactor*= <a class="code" href="vegetable__def_8h.html#a11">NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC</a>;
01224 bendFreqFactor= (float)floor(bendFreqFactor + 0.5f);
01225 bendFreqFactor/= <a class="code" href="vegetable__def_8h.html#a11">NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC</a>;
01226
01227
01228 <font class="comment">// Get allocator, and manage VBhard overriding.</font>
01229 <font class="comment">//--------------------</font>
01230 CVegetableVBAllocator *allocator;
01231 <font class="comment">// if still in Sfot mode, keep it.</font>
01232 <font class="keywordflow">if</font>(!vegetRdrPass.HardMode)
01233 {
01234 <font class="comment">// get the soft allocator.</font>
01235 allocator= &<a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, 0);
01236 }
01237 <font class="keywordflow">else</font>
01238 {
01239 <font class="comment">// Get VB allocator Hard for this rdrPass</font>
01240 allocator= &<a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, 1);
01241 <font class="comment">// Test if the instance don't add too many vertices for this VBHard</font>
01242 <font class="keywordflow">if</font>(allocator->exceedMaxVertexInBufferHard(shape->VB.getNumVertices()))
01243 {
01244 <font class="comment">// if exceed, then must pass ALL the IG in software mode. vertices/faces are correclty updated.</font>
01245 <font class="comment">// special: if rdrPass is the ZSort one, </font>
01246 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01247 {
01248 <a class="code" href="debug_8h.html#a6">nlassert</a>(ig->_SortOwner->ZSortHardMode);
01249
01250 <font class="comment">// must do it on ALL igs of the sortBlock, for less VBuffer mode switching.</font>
01251 CVegetableInstanceGroup *pIg= ig->_SortOwner->_InstanceGroupList.begin();
01252 <font class="keywordflow">while</font>(pIg)
01253 {
01254 <font class="comment">// let's pass them in software mode.</font>
01255 <a class="code" href="classNL3D_1_1CVegetableManager.html#c4">swapIgRdrPassHardMode</a>(pIg, rdrPass);
01256 <font class="comment">// next</font>
01257 pIg= (CVegetableInstanceGroup*)pIg->Next;
01258 }
01259
01260 <font class="comment">// Then all The sortBlock is in SoftMode.</font>
01261 ig->_SortOwner->ZSortHardMode= <font class="keyword">false</font>;
01262 }
01263 <font class="keywordflow">else</font>
01264 {
01265 <font class="comment">// just do it on this Ig (can mix hardMode in a SortBlock for normal rdrPass)</font>
01266 <a class="code" href="classNL3D_1_1CVegetableManager.html#c4">swapIgRdrPassHardMode</a>(ig, rdrPass);
01267 }
01268
01269 <font class="comment">// now, we can use the software only Allocator to append our instance</font>
01270 allocator= &<a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, 0);
01271 }
01272 }
01273
01274
01275 <font class="comment">// get correct dstVB</font>
01276 <font class="keyword">const</font> CVertexBuffer &dstVBInfo= allocator->getSoftwareVertexBuffer();
01277
01278
01279 <font class="comment">// Transform vertices to a vegetable instance, and enlarge clipBlock</font>
01280 <font class="comment">//--------------------</font>
01281 <font class="comment">// compute matrix to multiply normals, ie (M-1)t</font>
01282 CMatrix normalMat;
01283 <font class="comment">// need just rotation scale matrix.</font>
01284 normalMat.setRot(mat);
01285 normalMat.invert();
01286 normalMat.transpose();
01287 <font class="comment">// compute Instance position</font>
01288 CVector instancePos;
01289 mat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>(instancePos);
01290
01291
01292 <font class="comment">// At least, the bbox of the clipBlock must include the center of the shape.</font>
01293 ig->_ClipOwner->extendSphere(instancePos);
01294
01295
01296 <font class="comment">// Vertex/triangle Info.</font>
01297 uint numNewVertices= shape->VB.getNumVertices();
01298 uint numNewTris= shape->TriangleIndices.size()/3;
01299 uint numNewIndices= shape->TriangleIndices.size();
01300
01301 <font class="comment">// src info.</font>
01302 uint srcNormalOff= (instanceLighted? shape->VB.getNormalOff() : 0);
01303 uint srcTex0Off= shape->VB.getTexCoordOff(0);
01304 uint srcTex1Off= shape->VB.getTexCoordOff(1);
01305
01306 <font class="comment">// dst info</font>
01307 uint dstNormalOff= (destLighted? dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a1">NL3D_VEGETABLE_VPPOS_NORMAL</a>) : 0);
01308 <font class="comment">// got 2nd color if really lighted (for ambient) or if 2Sided.</font>
01309 uint dstColor1Off= ( (destLighted||instanceDoubleSided)?
01310 dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a3">NL3D_VEGETABLE_VPPOS_COLOR1</a>) : 0);
01311 uint dstColor0Off= dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a2">NL3D_VEGETABLE_VPPOS_COLOR0</a>);
01312 uint dstTex0Off= dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a4">NL3D_VEGETABLE_VPPOS_TEX0</a>);
01313 uint dstBendOff= dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a5">NL3D_VEGETABLE_VPPOS_BENDINFO</a>);
01314 uint dstCenterOff= dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a6">NL3D_VEGETABLE_VPPOS_CENTER</a>);
01315
01316
01317 <font class="comment">// Usefull For !destLighted only.</font>
01318 CVector deltaPos;
01319 <font class="keywordtype">float</font> deltaPosNorm=0.0;
01320
01321
01322 <font class="comment">// UseFull for ZSORT rdrPass, the worldVertices.</font>
01323 <font class="keyword">static</font> vector<CVector> worldVertices;
01324 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01325 {
01326 worldVertices.resize(numNewVertices);
01327 }
01328
01329
01330 <font class="comment">// For all vertices of shape, transform and store manager indices in temp shape.</font>
01331 <font class="keywordflow">for</font>(i=0; i<(sint)numNewVertices;i++)
01332 {
01333 <font class="comment">// allocate a Vertex</font>
01334 uint vid= allocator->allocateVertex();
01335 <font class="comment">// store in tmp shape.</font>
01336 shape->InstanceVertices[i]= vid;
01337
01338 <font class="comment">// Fill this vertex.</font>
01339 uint8 *srcPtr= (uint8*)shape->VB.getVertexCoordPointer(i);
01340 uint8 *dstPtr= (uint8*)allocator->getVertexPointer(vid);
01341
01342 <font class="comment">// Get bendWeight for this vertex.</font>
01343 <font class="keywordtype">float</font> vertexBendWeight= ((CUV*)(srcPtr + srcTex1Off))->U * bendFactor;
01344
01345 <font class="comment">// Pos.</font>
01346 <font class="comment">//-------</font>
01347 <font class="comment">// Separate Center and relative pos.</font>
01348 CVector relPos= mat.<a class="code" href="classNLMISC_1_1CMatrix.html#z294_0">mulVector</a>(*(CVector*)srcPtr); <font class="comment">// mulVector, because translation in v[center]</font>
01349 <font class="comment">// compute bendCenterPos</font>
01350 CVector bendCenterPos;
01351 <font class="keywordflow">if</font>(shape->BendCenterMode == CVegetableShapeBuild::BendCenterNull)
01352 bendCenterPos= CVector::Null;
01353 <font class="keywordflow">else</font>
01354 {
01355 CVector <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>= *(CVector*)srcPtr;
01356 <a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>.z= 0;
01357 bendCenterPos= mat.<a class="code" href="classNLMISC_1_1CMatrix.html#z294_0">mulVector</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a368">v</a>); <font class="comment">// mulVector, because translation in v[center]</font>
01358 }
01359 <font class="comment">// copy</font>
01360 deltaPos= relPos-bendCenterPos;
01361 *(CVector*)dstPtr= deltaPos;
01362 *(CVector*)(dstPtr + dstCenterOff)= instancePos + bendCenterPos;
01363 <font class="comment">// if !destLighted, then VP is different</font>
01364 <font class="keywordflow">if</font>(!destLighted)
01365 {
01366 deltaPosNorm= deltaPos.norm();
01367 <font class="comment">// copy bendWeight in v.w</font>
01368 CVectorH *vh= (CVectorH*)dstPtr;
01369 <font class="comment">// Mul by deltaPosNorm, to draw an arc circle.</font>
01370 vh->w= vertexBendWeight * deltaPosNorm;
01371 }
01372
01373 <font class="comment">// Enlarge the clipBlock of the IG.</font>
01374 <font class="comment">// Since small shape, enlarge with each vertices. simpler and maybe faster.</font>
01375 <font class="comment">// TODO_VEGET: bend and clipping ...</font>
01376 ig->_ClipOwner->extendBBoxOnly(instancePos + relPos);
01377
01378 <font class="comment">// prepare for ZSort</font>
01379 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01380 {
01381 worldVertices[i]= instancePos + relPos;
01382 }
01383
01384
01385 <font class="comment">// Color-ligthing.</font>
01386 <font class="comment">//-------</font>
01387 <font class="keywordflow">if</font>(!precomputeLighting)
01388 {
01389 <font class="comment">// just copy the primary color (means diffuse part if lighted)</font>
01390 *(CRGBA*)(dstPtr + dstColor0Off)= primaryRGBA;
01391 <font class="comment">// normal and secondary color</font>
01392 <font class="keywordflow">if</font>(destLighted)
01393 {
01394 <font class="comment">// normal</font>
01395 *(CVector*)(dstPtr + dstNormalOff)= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
01396 }
01397 <font class="comment">// If destLighted, secondaryRGBA is the ambient</font>
01398 <font class="comment">// else if(instanceDoubleSided), secondaryRGBA is backface color.</font>
01399 <font class="comment">// else, still important to copy secondaryRGBA, because alpha part contains Dynamic LightMap V.</font>
01400 *(CRGBA*)(dstPtr + dstColor1Off)= secondaryRGBA;
01401 }
01402 <font class="keywordflow">else</font>
01403 {
01404 <a class="code" href="debug_8h.html#a6">nlassert</a>(!destLighted);
01405
01406 <font class="comment">// compute normal.</font>
01407 CVector rotNormal= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
01408 <font class="comment">// must normalize() because scale is possible.</font>
01409 rotNormal.normalize();
01410
01411 <font class="comment">// Do the compute.</font>
01412 <font class="keywordflow">if</font>(!bestSidedPrecomputeLighting)
01413 {
01414 <a class="code" href="namespaceNL3D.html#a473">computeVegetVertexLighting</a>(rotNormal, instanceDoubleSided,
01415 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>, primaryRGBA, secondaryRGBA,
01416 vegetLex, diffusePL,
01417 (CRGBA*)(dstPtr + dstColor0Off), (CRGBA*)(dstPtr + dstColor1Off) );
01418 }
01419 <font class="keywordflow">else</font>
01420 {
01421 <a class="code" href="namespaceNL3D.html#a474">computeVegetVertexLightingForceBestSided</a>(rotNormal, instanceDoubleSided,
01422 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>, primaryRGBA, secondaryRGBA,
01423 vegetLex, diffusePL,
01424 (CRGBA*)(dstPtr + dstColor0Off), (CRGBA*)(dstPtr + dstColor1Off) );
01425 }
01426
01427 }
01428
01429
01430 <font class="comment">// Texture.</font>
01431 <font class="comment">//-------</font>
01432 *(CUV*)(dstPtr + dstTex0Off)= *(CUV*)(srcPtr + srcTex0Off);
01433
01434 <font class="comment">// Bend.</font>
01435 <font class="comment">//-------</font>
01436 CVector *dstBendPtr= (CVector*)(dstPtr + dstBendOff);
01437 <font class="comment">// setup bend Phase.</font>
01438 dstBendPtr->y= bendPhase;
01439 <font class="comment">// setup bend Weight.</font>
01440 <font class="comment">// if !destLighted, then VP is different, vertexBendWeight is stored in v[0].w</font>
01441 <font class="keywordflow">if</font>(destLighted)
01442 dstBendPtr->x= vertexBendWeight;
01443 <font class="keywordflow">else</font>
01444 <font class="comment">// the VP need the norm of relPos in v[9].x</font>
01445 dstBendPtr->x= deltaPosNorm;
01446 <font class="comment">// setup bendFreqFactor</font>
01447 dstBendPtr->z= bendFreqFactor;
01449 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01450 {
01451 <font class="comment">// get ptr on v[9].w NB: in Unlit mode, it has 4 components.</font>
01452 CVectorH *dstBendPtr= (CVectorH*)(dstPtr + dstBendOff);
01453 <font class="comment">// setup the constant of linear formula:</font>
01454 <font class="comment">// Alpha= -1/blendTransDist * dist + blendDistMax/blendTransDist</font>
01455 dstBendPtr->w= blendDistMax/<a class="code" href="vegetable__def_8h.html#a9">NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST</a>;
01456 }
01457
01458
01459 <font class="comment">// fill the vertex in AGP.</font>
01460 <font class="comment">//-------</font>
01461 allocator->flushVertex(vid);
01462 }
01463
01464
01465 <font class="comment">// must recompute the sphere according to the bbox.</font>
01466 ig->_ClipOwner->updateSphere();
01467
01468
01469 <font class="comment">// If ZSort, compute Triangle Centers and Orders for quadrant</font>
01470 <font class="comment">//--------------------</font>
01471 <font class="keywordflow">if</font>(rdrPass==<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01472 {
01473 <font class="comment">// inform the SB that it must be updated.</font>
01474 ig->_SortOwner->_Dirty= <font class="keyword">true</font>;
01475 <font class="comment">// For deletion, inform the ig that it has instances which impact the SB.</font>
01476 ig->_HasZSortPassInstances= <font class="keyword">true</font>;
01477
01478 <font class="comment">// change UnderWater falg of the SB</font>
01479 <font class="keywordflow">if</font>(vegetWaterState == <a class="code" href="classNL3D_1_1CVegetableManager.html#s4s0">AboveWater</a>)
01480 ig->_SortOwner->_UnderWater= <font class="keyword">false</font>;
01481 <font class="keywordflow">else</font> <font class="keywordflow">if</font>(vegetWaterState == <a class="code" href="classNL3D_1_1CVegetableManager.html#s4s1">UnderWater</a>)
01482 ig->_SortOwner->_UnderWater= <font class="keyword">true</font>;
01483
01484 <font class="comment">// static to avoid reallocation</font>
01485 <font class="keyword">static</font> vector<CVector> triangleCenters;
01486 triangleCenters.resize(numNewTris);
01487
01488 <font class="comment">// compute triangle centers</font>
01489 <font class="keywordflow">for</font>(uint i=0; i<numNewTris; i++)
01490 {
01491 <font class="comment">// get index in shape.</font>
01492 uint v0= shape->TriangleIndices[i*3+0];
01493 uint v1= shape->TriangleIndices[i*3+1];
01494 uint v2= shape->TriangleIndices[i*3+2];
01495
01496 <font class="comment">// get world coord.</font>
01497 <font class="keyword">const</font> CVector &vert0= worldVertices[v0];
01498 <font class="keyword">const</font> CVector &vert1= worldVertices[v1];
01499 <font class="keyword">const</font> CVector &vert2= worldVertices[v2];
01500
01501 <font class="comment">// compute center</font>
01502 triangleCenters[i]= (vert0 + vert1 + vert2) / 3;
01503 <font class="comment">// relative to center of the sortBlock (for more precision, especially for radixSort)</font>
01504 triangleCenters[i]-= ig->_SortOwner->_Center;
01505 }
01506
01507
01508 <font class="comment">// resize the array. Actually only modify the number of triangles really setuped.</font>
01509 uint offTri= ig->_TriangleQuadrantOrderNumTriangles;
01510 ig->_TriangleQuadrantOrderNumTriangles+= numNewTris;
01511 <font class="comment">// verify user has correclty used reserveIg system.</font>
01512 <a class="code" href="debug_8h.html#a6">nlassert</a>(ig->_TriangleQuadrantOrderNumTriangles * NL3D_VEGETABLE_NUM_QUADRANT <= ig->_TriangleQuadrantOrderArray.size());
01513
01514
01515 <font class="comment">// compute distance for each quadrant.</font>
01516 <font class="keywordflow">for</font>(uint quadId=0; quadId<<a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>; quadId++)
01517 {
01518 <font class="keyword">const</font> CVector &quadDir= CVegetableQuadrant::Dirs[quadId];
01519
01520 <font class="comment">// For all tris.</font>
01521 <font class="keywordflow">for</font>(uint i=0; i<numNewTris; i++)
01522 {
01523 <font class="comment">// compute the distance with orientation of the quadrant. (DotProduct)</font>
01524 ig->_TriangleQuadrantOrders[quadId][offTri + i]= triangleCenters[i] * quadDir;
01525 }
01526 }
01527 }
01528
01529
01530 <font class="comment">// Append list of indices and list of triangles to the IG</font>
01531 <font class="comment">//--------------------</font>
01532
01533 <font class="comment">// TODO_VEGET_OPTIM: system reallocation of array is very bad...</font>
01534
01535
01536 <font class="comment">// compute dest start idx.</font>
01537 uint offVertex= vegetRdrPass.NVertices;
01538 uint offTri= vegetRdrPass.NTriangles;
01539 uint offTriIdx= offTri*3;
01540
01541 <font class="comment">// verify user has correclty used reserveIg system.</font>
01542 <a class="code" href="debug_8h.html#a6">nlassert</a>(offVertex + numNewVertices <= vegetRdrPass.Vertices.size());
01543 <a class="code" href="debug_8h.html#a6">nlassert</a>(offTriIdx + numNewIndices <= vegetRdrPass.TriangleIndices.size());
01544 <a class="code" href="debug_8h.html#a6">nlassert</a>(offTriIdx + numNewIndices <= vegetRdrPass.TriangleLocalIndices.size());
01545
01546
01547 <font class="comment">// insert list of vertices to delete in ig vertices.</font>
01548 vegetRdrPass.Vertices.copy(offVertex, offVertex+numNewVertices, &shape->InstanceVertices[0]);
01549
01550 <font class="comment">// insert array of triangles in ig.</font>
01551 <font class="comment">// for all indices, fill IG</font>
01552 <font class="keywordflow">for</font>(i=0; i<(sint)numNewIndices; i++)
01553 {
01554 <font class="comment">// get the index of the vertex in the shape</font>
01555 uint vid= shape->TriangleIndices[i];
01556 <font class="comment">// re-direction, using InstanceVertices;</font>
01557 vegetRdrPass.TriangleIndices[offTriIdx + i]= shape->InstanceVertices[vid];
01558 <font class="comment">// local re-direction: adding vertexOffset.</font>
01559 vegetRdrPass.TriangleLocalIndices[offTriIdx + i]= offVertex + vid;
01560 }
01561
01562 <font class="comment">// new triangle and vertex size.</font>
01563 vegetRdrPass.NTriangles+= numNewTris;
01564 vegetRdrPass.NVertices+= numNewVertices;
01565
01566
01567 <font class="comment">// if lighted, must add a lightedInstance for lighting update.</font>
01568 <font class="comment">//--------------------</font>
01569 <font class="keywordflow">if</font>(instanceLighted)
01570 {
01571 <font class="comment">// first, update Ig.</font>
01572 ig->_ULNumVertices+= numNewVertices;
01573 <font class="comment">// and update the vegetable manager.</font>
01574 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>+= numNewVertices;
01575 <font class="comment">// link at the end of the circular list: link before the current root.</font>
01576 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>==NULL)
01577 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>= ig;
01578 <font class="keywordflow">else</font>
01579 ig->linkBeforeUL(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>);
01580
01581 <font class="comment">// check good use of reserveIg.</font>
01582 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.NLightedInstances < vegetRdrPass.LightedInstances.size());
01583
01584 <font class="comment">// Fill instance info</font>
01585 CVegetableInstanceGroup::CVegetableLightedInstance &vli=
01586 vegetRdrPass.LightedInstances[vegetRdrPass.NLightedInstances];
01587 vli.Shape= shape;
01588 vli.NormalMat= normalMat;
01589 <font class="comment">// copy colors unmodulated by global light.</font>
01590 vli.MatAmbient= ambientRGBA;
01591 vli.MatDiffuse= diffuseRGBA;
01592 <font class="comment">// store dynamic lightmap UV</font>
01593 vli.DlmUV= dlmUV;
01594 <font class="comment">// where vertices of this instances are wrote in the VegetRdrPass</font>
01595 vli.StartIdInRdrPass= offVertex;
01596
01597 <font class="comment">// Inc size setuped.</font>
01598 vegetRdrPass.NLightedInstances++;
01599 }
01600
01601 }
01602
01603
01604 <font class="comment">// ***************************************************************************</font>
<a name="l01605"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#c4">01605</a> <font class="keywordtype">void</font> CVegetableManager::swapIgRdrPassHardMode(CVegetableInstanceGroup *ig, uint rdrPass)
01606 {
01607 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPass];
01608
01609 <font class="comment">// the allocator where vertices come from</font>
01610 CVegetableVBAllocator &srcAllocator= <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, vegetRdrPass.HardMode);
01611 <font class="comment">// the allocator where vertices will go</font>
01612 CVegetableVBAllocator &dstAllocator= <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, !vegetRdrPass.HardMode);
01613
01614 <font class="comment">// vertex size</font>
01615 uint vbSize= srcAllocator.getSoftwareVertexBuffer().getVertexSize();
01616 <a class="code" href="debug_8h.html#a6">nlassert</a>(vbSize == dstAllocator.getSoftwareVertexBuffer().getVertexSize());
01617
01618 <font class="comment">// for all vertices of the IG, change of VBAllocator</font>
01619 uint i;
01620 <font class="comment">// Do it only for current Vertices setuped!!! because a swapIgRdrPassHardMode awlays arise when the ig is </font>
01621 <font class="comment">// in construcion.</font>
01622 <font class="comment">// Hence here, we may have vegetRdrPass.NVertices < vegetRdrPass.Vertices.size() !!!</font>
01623 <font class="keywordflow">for</font>(i=0;i<vegetRdrPass.NVertices;i++)
01624 {
01625 <font class="comment">// get idx in src allocator.</font>
01626 uint srcId= vegetRdrPass.Vertices[i];
01627 <font class="comment">// allocate a verex in the dst allocator.</font>
01628 uint dstId= dstAllocator.allocateVertex();
01629
01630 <font class="comment">// copy from VBsoft of src to dst.</font>
01631 <font class="keywordtype">void</font> *vbSrc= srcAllocator.getVertexPointer(srcId);
01632 <font class="keywordtype">void</font> *vbDst= dstAllocator.getVertexPointer(dstId);
01633 memcpy(vbDst, vbSrc, vbSize);
01634 <font class="comment">// release src vertex.</font>
01635 srcAllocator.deleteVertex(srcId);
01636
01637 <font class="comment">// and copy new dest id in Vertices array.</font>
01638 vegetRdrPass.Vertices[i]= dstId;
01639
01640 <font class="comment">// and flush this vertex into VBHard (if dst is aVBHard).</font>
01641 dstAllocator.flushVertex(dstId);
01642 }
01643
01644 <font class="comment">// For all triangles, bind correct triangles.</font>
01645 <a class="code" href="debug_8h.html#a6">nlassert</a>(vegetRdrPass.TriangleIndices.size() == vegetRdrPass.TriangleLocalIndices.size());
01646 <font class="comment">// Do it only for current Triangles setuped!!! same reason as vertices</font>
01647 <font class="comment">// For all setuped triangles indices</font>
01648 <font class="keywordflow">for</font>(i=0;i<vegetRdrPass.NTriangles*3;i++)
01649 {
01650 <font class="comment">// get the index in Vertices.</font>
01651 uint localVid= vegetRdrPass.TriangleLocalIndices[i];
01652 <font class="comment">// get the index in new VBufffer (dstAllocator), and copy to TriangleIndices</font>
01653 vegetRdrPass.TriangleIndices[i]= vegetRdrPass.Vertices[localVid];
01654 }
01655
01656 <font class="comment">// Since change is made, flag the IG rdrpass</font>
01657 vegetRdrPass.HardMode= !vegetRdrPass.HardMode;
01658 }
01659
01660
01661 <font class="comment">// ***************************************************************************</font>
01662 <font class="comment">// ***************************************************************************</font>
01663 <font class="comment">// Render</font>
01664 <font class="comment">// ***************************************************************************</font>
01665 <font class="comment">// ***************************************************************************</font>
01666
01667
01668 <font class="comment">// ***************************************************************************</font>
<a name="l01669"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#f0">01669</a> <font class="keywordtype">bool</font> CVegetableManager::doubleSidedRdrPass(uint rdrPass)
01670 {
01671 <a class="code" href="debug_8h.html#a6">nlassert</a>(rdrPass<<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>);
01672 <font class="keywordflow">return</font> (rdrPass == <a class="code" href="vegetable__def_8h.html#a2">NL3D_VEGETABLE_RDRPASS_LIGHTED_2SIDED</a>) ||
01673 (rdrPass == <a class="code" href="vegetable__def_8h.html#a4">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED</a>) ||
01674 (rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>);
01675 }
01676
01677 <font class="comment">// ***************************************************************************</font>
<a name="l01678"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_0">01678</a> <font class="keywordtype">void</font> CVegetableManager::updateDriver(IDriver *driver)
01679 {
01680 <font class="comment">// update all driver</font>
01681 uint i;
01682 <font class="keywordflow">for</font>(i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
01683 {
01684 <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[i].updateDriver(driver);
01685 <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[i].updateDriver(driver);
01686 }
01687
01688 <font class="comment">// if driver changed, recreate vertex programs</font>
01689 <font class="keywordflow">if</font> (driver != <a class="code" href="classNL3D_1_1CVegetableManager.html#o14">_LastDriver</a>)
01690 {
01691 <a class="code" href="classNL3D_1_1CVegetableManager.html#o14">_LastDriver</a> = driver;
01692 <font class="keywordflow">for</font>(i=0; i <<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; i++)
01693 {
01694 <a class="code" href="classNL3D_1_1CVegetableManager.html#c2">initVertexProgram</a>(i);
01695 }
01696 }
01697 }
01698
01699
01700 <font class="comment">// ***************************************************************************</font>
01701 <font class="keywordtype">void</font> CVegetableManager::loadTexture(<font class="keyword">const</font> string &texName)
01702 {
01703 <font class="comment">// setup a CTextureFile (smartPtr-ized).</font>
01704 ITexture *tex= <font class="keyword">new</font> CTextureFile(texName);
01705 <a class="code" href="classNL3D_1_1CVegetableManager.html#z884_1">loadTexture</a>(tex);
01706 <font class="comment">// setup good params.</font>
01707 tex->setFilterMode(ITexture::Linear, ITexture::LinearMipMapLinear);
01708 tex->setWrapS(ITexture::Clamp);
01709 tex->setWrapT(ITexture::Clamp);
01710 }
01711
01712 <font class="comment">// ***************************************************************************</font>
<a name="l01713"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_2">01713</a> <font class="keywordtype">void</font> CVegetableManager::loadTexture(ITexture *itex)
01714 {
01715 <font class="comment">// setup a ITexture (smartPtr-ized).</font>
01716 <font class="comment">// Store in stage1, for dynamicLightmaping</font>
01717 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setTexture(1, itex);
01718 }
01719
01720 <font class="comment">// ***************************************************************************</font>
<a name="l01721"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_3">01721</a> <font class="keywordtype">void</font> CVegetableManager::setDirectionalLight(<font class="keyword">const</font> CRGBA &ambient, <font class="keyword">const</font> CRGBA &diffuse, <font class="keyword">const</font> CVector &light)
01722 {
01723 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>= light;
01724 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>.normalize();
01725 <font class="comment">// Setup ambient/Diffuse.</font>
01726 <a class="code" href="classNL3D_1_1CVegetableManager.html#o11">_GlobalAmbient</a>= ambient;
01727 <a class="code" href="classNL3D_1_1CVegetableManager.html#o12">_GlobalDiffuse</a>= diffuse;
01728 }
01729
01730 <font class="comment">// ***************************************************************************</font>
<a name="l01731"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_4">01731</a> <font class="keywordtype">void</font> CVegetableManager::lockBuffers()
01732 {
01733 <font class="comment">// lock all buffers</font>
01734 <font class="keywordflow">for</font>(uint i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
01735 {
01736 <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[i].lockBuffer();
01737 <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[i].lockBuffer();
01738 }
01739 }
01740
01741 <font class="comment">// ***************************************************************************</font>
<a name="l01742"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_5">01742</a> <font class="keywordtype">void</font> CVegetableManager::unlockBuffers()
01743 {
01744 <font class="comment">// unlock all buffers</font>
01745 <font class="keywordflow">for</font>(uint i=0; i <CVegetableVBAllocator::VBTypeCount; i++)
01746 {
01747 <a class="code" href="classNL3D_1_1CVegetableManager.html#o6">_VBHardAllocator</a>[i].unlockBuffer();
01748 <a class="code" href="classNL3D_1_1CVegetableManager.html#o7">_VBSoftAllocator</a>[i].unlockBuffer();
01749 }
01750 }
01751
01752
01753 <font class="comment">// ***************************************************************************</font>
<a name="l01754"></a><a class="code" href="classNL3D_1_1CSortVSB.html">01754</a> <font class="keyword">class </font>CSortVSB
01755 {
01756 <font class="keyword">public</font>:
<a name="l01757"></a><a class="code" href="classNL3D_1_1CSortVSB.html#m0">01757</a> CVegetableSortBlock *<a class="code" href="classNL3D_1_1CSortVSB.html#m0">Sb</a>;
01758
<a name="l01759"></a><a class="code" href="classNL3D_1_1CSortVSB.html#a0">01759</a> <a class="code" href="classNL3D_1_1CSortVSB.html#a0">CSortVSB</a>() : <a class="code" href="classNL3D_1_1CSortVSB.html#m0">Sb</a>(NULL) {}
<a name="l01760"></a><a class="code" href="classNL3D_1_1CSortVSB.html#a1">01760</a> <a class="code" href="classNL3D_1_1CSortVSB.html#a0">CSortVSB</a>(CVegetableSortBlock *sb) : <a class="code" href="classNL3D_1_1CSortVSB.html#m0">Sb</a>(sb) {}
01761
01762
01763 <font class="comment">// for sort()</font>
<a name="l01764"></a><a class="code" href="classNL3D_1_1CSortVSB.html#a2">01764</a> <font class="keywordtype">bool</font> <a class="code" href="classNL3D_1_1CSortVSB.html#a2">operator<</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CSortVSB.html#a0">CSortVSB</a> &o)<font class="keyword"> const</font>
01765 <font class="keyword"> </font>{
01766 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CSortVSB.html#m0">Sb</a>->_SortKey>o.Sb->_SortKey;
01767 }
01768
01769 };
01770
01771
01772 <font class="comment">// ***************************************************************************</font>
<a name="l01773"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#c3">01773</a> <font class="keywordtype">void</font> CVegetableManager::setupVertexProgramConstants(IDriver *driver)
01774 {
01775 <font class="comment">// Standard</font>
01776 <font class="comment">// setup VertexProgram constants.</font>
01777 <font class="comment">// c[0..3] take the ModelViewProjection Matrix. After setupModelMatrix();</font>
01778 driver->setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
01779 <font class="comment">// c[4..7] take the ModelView Matrix. After setupModelMatrix();</font>
01780 driver->setConstantMatrix(4, IDriver::ModelView, IDriver::Identity);
01781 <font class="comment">// c[8] take usefull constants.</font>
01782 driver->setConstant(8, 0, 1, 0.5f, 2);
01783 <font class="comment">// c[9] take normalized directional light</font>
01784 driver->setConstant(9, <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>);
01785 <font class="comment">// c[10] take pos of camera</font>
01786 driver->setConstant(10, <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_1">_ViewCenter</a>);
01787 <font class="comment">// c[11] take factor for Blend formula</font>
01788 driver->setConstant(11, -1.f/<a class="code" href="vegetable__def_8h.html#a9">NL3D_VEGETABLE_BLOCK_BLEND_TRANSITION_DIST</a>, 0, 0, 0);
01789
01790
01791
01792 <font class="comment">// Bend.</font>
01793 <font class="comment">// c[16]= quaternion axis. w==1, and z must be 0</font>
01794 driver->setConstant( 16, <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_0">_AngleAxis</a>.x, <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_0">_AngleAxis</a>.y, <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_0">_AngleAxis</a>.z, 1);
01795 <font class="comment">// c[17]= {timeAnim, WindPower, WindPower*(1-WindBendMin)/2, 0)}</font>
01796 driver->setConstant( 17, (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_6">_WindAnimTime</a>, <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_2">_WindPower</a>, <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_2">_WindPower</a>*(1-<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>)/2, 0 );
01797 <font class="comment">// c[18]= High order Taylor cos coefficient: { -1/2, 1/24, -1/720, 1/40320 }</font>
01798 driver->setConstant( 18, -1/2.f, 1/24.f, -1/720.f, 1/40320.f );
01799 <font class="comment">// c[19]= Low order Taylor cos coefficient: { 1, -1/2, 1/24, -1/720 }</font>
01800 driver->setConstant( 19, 1, -1/2.f, 1/24.f, -1/720.f );
01801 <font class="comment">// c[20]= Low order Taylor sin coefficient: { 1, -1/6, 1/120, -1/5040 }</font>
01802 driver->setConstant( 20, 1, -1/6.f, 1/120.f, -1/5040.f );
01803 <font class="comment">// c[21]= Special constant vector for quatToMatrix: { 0, 1, -1, 0 }</font>
01804 driver->setConstant( 21, 0.f, 1.f, -1.f, 0.f);
01805 <font class="comment">// c[22]= {0.5f, Pi, 2*Pi, 1/(2*Pi)}</font>
01806 driver->setConstant( 22, 0.5f, (<font class="keywordtype">float</font>)<a class="code" href="namespaceNLMISC.html#a7">Pi</a>, (<font class="keywordtype">float</font>)(2*<a class="code" href="namespaceNLMISC.html#a7">Pi</a>), (<font class="keywordtype">float</font>)(1/(2*<a class="code" href="namespaceNLMISC.html#a7">Pi</a>)) );
01807 <font class="comment">// c[23]= {NL3D_VEGETABLE_VP_LUT_SIZE, 0, 0, 0}. NL3D_VEGETABLE_VP_LUT_SIZE==64.</font>
01808 driver->setConstant( 23, <a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a>, 0.f, 0.f, 0.f );
01809
01810
01811 <font class="comment">// Fill constant. Start at 32.</font>
01812 <font class="keywordflow">for</font>(uint i=0; i<<a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a>; i++)
01813 {
01814 CVector2f cur= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_8">_WindTable</a>[i];
01815 CVector2f delta= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_9">_WindDeltaTable</a>[i];
01816 driver->setConstant( 32+i, cur.x, cur.y, delta.x, delta.y );
01817 }
01818 }
01819
01820
01821 <font class="comment">// ***************************************************************************</font>
<a name="l01822"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z884_6">01822</a> <font class="keywordtype">void</font> CVegetableManager::render(<font class="keyword">const</font> CVector &viewCenter, <font class="keyword">const</font> CVector &frontVector, <font class="keyword">const</font> std::vector<CPlane> &pyramid,
01823 ITexture *textureDLM, IDriver *driver)
01824 {
01825 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Vegetable_Render );
01826
01827 CVegetableClipBlock *rootToRender= NULL;
01828
01829 <font class="comment">// get normalized front vector.</font>
01830 CVector frontVectorNormed= frontVector.normed();
01831
01832 <font class="comment">// For Speed debug only.</font>
01833 <font class="comment">/*extern bool YOYO_ATTest;</font>
01834 <font class="comment"> if(YOYO_ATTest)</font>
01835 <font class="comment"> return;</font>
01836 <font class="comment"> */</font>
01837
01838 <font class="comment">// Clip.</font>
01839 <font class="comment">//--------------------</font>
01840 <font class="comment">// For all current not empty clipBlocks, clip against pyramid, and insert visibles in list.</font>
01841 CVegetableClipBlock *ptrClipBlock= <a class="code" href="classNL3D_1_1CVegetableManager.html#o3">_ClipBlockList</a>.begin();
01842 <font class="keywordflow">while</font>(ptrClipBlock)
01843 {
01844 <font class="comment">// if the clipBlock is visible and not empty</font>
01845 <font class="keywordflow">if</font>(ptrClipBlock->clip(pyramid))
01846 {
01847 <font class="comment">// insert into visible list.</font>
01848 ptrClipBlock->_RenderNext= rootToRender;
01849 rootToRender= ptrClipBlock;
01850 }
01851
01852 <font class="comment">// next</font>
01853 ptrClipBlock= (CVegetableClipBlock*)ptrClipBlock->Next;
01854 }
01855
01856
01857 <font class="comment">// If no clip block visible, just skip!!</font>
01858 <font class="keywordflow">if</font>(rootToRender==NULL)
01859 <font class="keywordflow">return</font>;
01860
01861
01862 <font class="comment">// Prepare Render</font>
01863 <font class="comment">//--------------------</font>
01864
01865 <font class="comment">// profile.</font>
01866 CPrimitiveProfile ppIn, ppOut;
01867 driver->profileRenderedPrimitives(ppIn, ppOut);
01868 uint precNTriRdr= ppOut.NTriangles;
01869
01870
01871 <font class="comment">// Disable Fog.</font>
01872 <font class="keywordtype">bool</font> bkupFog;
01873 bkupFog= driver->fogEnabled();
01874 driver->enableFog(<font class="keyword">false</font>);
01875
01876
01877 <font class="comment">// Used by setupVertexProgramConstants(). The center of camera.</font>
01878 <font class="comment">// Used for AlphaBlending, and for ZBuffer precision problems.</font>
01879 <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_1">_ViewCenter</a>= viewCenter;
01880
01881
01882 <font class="comment">// The manager is identity in essence. But for ZBuffer improvements, must set it as close</font>
01883 <font class="comment">// to the camera. In the VertexProgram, _ViewCenter is substracted from bent vertex pos. So take it as position.</font>
01884 <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_3">_ManagerMatrix</a>.<a class="code" href="classNLMISC_1_1CMatrix.html#z290_0">identity</a>();
01885 <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_3">_ManagerMatrix</a>.<a class="code" href="classNLMISC_1_1CMatrix.html#z290_6">setPos</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z889_1">_ViewCenter</a>);
01886
01887
01888 <font class="comment">// set model matrix to the manager matrix.</font>
01889 driver->setupModelMatrix(<a class="code" href="classNL3D_1_1CVegetableManager.html#z889_3">_ManagerMatrix</a>);
01890
01891
01892 <font class="comment">// set the driver for all allocators</font>
01893 <a class="code" href="classNL3D_1_1CVegetableManager.html#z884_0">updateDriver</a>(driver);
01894
01895
01896 <font class="comment">// Compute Bend Anim.</font>
01897
01898 <font class="comment">// AnimFrequency factor.</font>
01899 <font class="comment">// Doing it incrementaly allow change of of frequency each frame with good results.</font>
01900 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_6">_WindAnimTime</a>+= (<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_4">_Time</a> - <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_5">_WindPrecRenderTime</a>)*<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_1">_WindFrequency</a>;
01901 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_6">_WindAnimTime</a>= fmod(<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_6">_WindAnimTime</a>, (<font class="keywordtype">float</font>)<a class="code" href="vegetable__def_8h.html#a11">NL3D_VEGETABLE_FREQUENCY_FACTOR_PREC</a>);
01902 <font class="comment">// NB: Leave timeBend (_WindAnimTime) as a time (ie [0..1]), because VP do a "EXP time".</font>
01903 <font class="comment">// For incremental computing.</font>
01904 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_5">_WindPrecRenderTime</a>= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_4">_Time</a>;
01905
01906
01907 <font class="comment">// compute the angleAxis corresponding to direction</font>
01908 <font class="comment">// perform a 90� rotation to get correct angleAxis</font>
01909 <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_0">_AngleAxis</a>.set(-<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.y,<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.x,0);
01910
01911
01912 <font class="comment">// Fill LUT WindTable.</font>
01913 uint i;
01914 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a>; i++)
01915 {
01916 <font class="comment">/* NB: this formula works quite well, because vertex BendFactor is expressed in Radian/2.</font>
01917 <font class="comment"> And since animFactor==(_CosTable[i] + 1) E [0..2], we have here an arc-cirle computing:</font>
01918 <font class="comment"> dmove= Radius * AngleRadian/2 * animFactor. So at max of animFactor (ie 2), we have:</font>
01919 <font class="comment"> dmove= Radius * AngleRadian, which is by definition an arc-cirle computing...</font>
01920 <font class="comment"> And so this approximate the Bend-quaternion Vertex Program.</font>
01921 <font class="comment"> */</font>
01922 <font class="keywordtype">float</font> windForce= (<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_7">_CosTable</a>[(i+32)%64] + 1);
01923 <font class="comment">// Modify with _WindPower / _WindBendMin.</font>
01924 windForce= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>*2 + windForce * (1-<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>);
01925 windForce*= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_2">_WindPower</a>;
01926 <font class="comment">// Compute direction of the wind, and multiply by windForce.</font>
01927 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_8">_WindTable</a>[i]= CVector2f(<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.x, <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.y) * windForce;
01928 }
01929 <font class="comment">// compute delta</font>
01930 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a>; i++)
01931 {
01932 CVector2f cur= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_8">_WindTable</a>[i];
01933 CVector2f delta= <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_8">_WindTable</a>[ (i+1)%<a class="code" href="vegetable__def_8h.html#a6">NL3D_VEGETABLE_VP_LUT_SIZE</a> ] - cur;
01934 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_9">_WindDeltaTable</a>[i]= delta;
01935 }
01936
01937
01938 <font class="comment">// setup VP constants.</font>
01939 <a class="code" href="classNL3D_1_1CVegetableManager.html#c3">setupVertexProgramConstants</a>(driver);
01940
01941
01942 <font class="comment">// Setup TexEnvs for Dynamic lightmapping</font>
01943 <font class="comment">//--------------------</font>
01944 <font class="comment">// if the dynamic lightmap is provided</font>
01945 <font class="keywordflow">if</font>(textureDLM)
01946 {
01947 <font class="comment">// stage0 RGB is Diffuse + DLM.</font>
01948 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setTexture(0, textureDLM);
01949 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvOpRGB(0, CMaterial::Add);
01950 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor);
01951 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg1RGB(0, CMaterial::Diffuse, CMaterial::SrcColor);
01952 <font class="comment">// stage1 RGB is Previous * Texture</font>
01953 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvOpRGB(1, CMaterial::Modulate);
01954 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
01955 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg1RGB(1, CMaterial::Previous, CMaterial::SrcColor);
01956 }
01957 <font class="keywordflow">else</font>
01958 {
01959 <font class="comment">// reset stage0 (to skip it)</font>
01960 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setTexture(0, NULL);
01961 <font class="comment">// stage1 RGB is Diffuse * Texture</font>
01962 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvOpRGB(1, CMaterial::Modulate);
01963 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg0RGB(1, CMaterial::Texture, CMaterial::SrcColor);
01964 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg1RGB(1, CMaterial::Diffuse, CMaterial::SrcColor);
01965 }
01966 <font class="comment">// stage1 Alpha is always "Modulate texture with diffuse Alpha"</font>
01967 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvOpAlpha(1, CMaterial::Modulate);
01968 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg0Alpha(1, CMaterial::Texture, CMaterial::SrcAlpha);
01969 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.texEnvArg1Alpha(1, CMaterial::Diffuse, CMaterial::SrcAlpha);
01970
01971
01972
01973 <font class="comment">// Render !ZSORT pass</font>
01974 <font class="comment">//--------------------</font>
01975
01976 <font class="comment">// setup material (may have change because of ZSORT / alphaBlend pass)</font>
01977 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setBlend(<font class="keyword">false</font>);
01978 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setZWrite(<font class="keyword">true</font>);
01979 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setAlphaTestThreshold(0.5f);
01980
01981
01982 <font class="comment">/*</font>
01983 <font class="comment"> Prefer sort with Soft / Hard first.</font>
01984 <font class="comment"> Also, Prefer do VBsoft last, for better GPU //ism with Landscape.</font>
01985 <font class="comment"> */</font>
01986 <font class="comment">// For both allocators: Hard(1) then Soft(0)</font>
01987 <font class="keywordflow">for</font>(sint vbHardMode= 1; vbHardMode>=0; vbHardMode--)
01988 {
01989 <font class="comment">// For all renderPass.</font>
01990 <font class="keywordflow">for</font>(sint rdrPass=0; rdrPass < <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
01991 {
01992 <font class="comment">// skip ZSORT rdrPass, done after.</font>
01993 <font class="keywordflow">if</font>(rdrPass == <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>)
01994 <font class="keywordflow">continue</font>;
01995
01996 <font class="comment">// which allocator?</font>
01997 CVegetableVBAllocator &vbAllocator= <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPass, vbHardMode);
01998
01999 <font class="comment">// Do the pass only if there is some vertices to draw.</font>
02000 <font class="keywordflow">if</font>(vbAllocator.getNumUserVerticesAllocated()>0)
02001 {
02002 <font class="comment">// additional setup to the material</font>
02003 <font class="keywordtype">bool</font> doubleSided= <a class="code" href="classNL3D_1_1CVegetableManager.html#f0">doubleSidedRdrPass</a>(rdrPass);
02004 <font class="comment">// set the 2Sided flag in the material</font>
02005 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setDoubleSided( doubleSided );
02006 <font class="comment">// must enable VP DoubleSided coloring</font>
02007 driver->enableVertexProgramDoubleSidedColor(doubleSided);
02008
02009
02010 <font class="comment">// Activate the unique material.</font>
02011 driver->setupMaterial(<a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>);
02012
02013 <font class="comment">// activate Vertex program first.</font>
02014 <font class="comment">//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());</font>
02015 <a class="code" href="debug_8h.html#a9">nlverify</a>(driver->activeVertexProgram(<a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>[rdrPass]));
02016
02017 <font class="comment">// Activate the good VBuffer</font>
02018 vbAllocator.activate();
02019
02020 <font class="comment">// For all visibles clipBlock, render their instance groups.</font>
02021 ptrClipBlock= rootToRender;
02022 <font class="keywordflow">while</font>(ptrClipBlock)
02023 {
02024 <font class="comment">// For all sortBlock of the clipBlock</font>
02025 CVegetableSortBlock *ptrSortBlock= ptrClipBlock->_SortBlockList.begin();
02026 <font class="keywordflow">while</font>(ptrSortBlock)
02027 {
02028 <font class="comment">// For all igs of the sortBlock</font>
02029 CVegetableInstanceGroup *ptrIg= ptrSortBlock->_InstanceGroupList.begin();
02030 <font class="keywordflow">while</font>(ptrIg)
02031 {
02032 <font class="comment">// rdrPass</font>
02033 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ptrIg->_RdrPass[rdrPass];
02034
02035 <font class="comment">// if this rdrPass is in same HardMode as we process now.</font>
02036 <font class="keywordflow">if</font>( (vegetRdrPass.HardMode && vbHardMode==1) || (!vegetRdrPass.HardMode && vbHardMode==0) )
02037 {
02038 <font class="comment">// Ok, Render the faces.</font>
02039 <font class="keywordflow">if</font>(vegetRdrPass.NTriangles)
02040 {
02041 driver->renderSimpleTriangles(&vegetRdrPass.TriangleIndices[0],
02042 vegetRdrPass.NTriangles);
02043 }
02044 }
02045
02046 <font class="comment">// next ig.</font>
02047 ptrIg= (CVegetableInstanceGroup*)ptrIg->Next;
02048 }
02049
02050 <font class="comment">// next sortBlock</font>
02051 ptrSortBlock= (CVegetableSortBlock *)(ptrSortBlock->Next);
02052 }
02053
02054 <font class="comment">// next clipBlock to render </font>
02055 ptrClipBlock= ptrClipBlock->_RenderNext;
02056 }
02057 }
02058
02059 }
02060
02061 }
02062
02063 <font class="comment">// Render ZSort pass.</font>
02064 <font class="comment">//--------------------</font>
02065
02066 <font class="comment">// Debug Quadrants.</font>
02067 <font class="comment">/*static vector<CVector> p0DebugLines;</font>
02068 <font class="comment"> static vector<CVector> p1DebugLines;</font>
02069 <font class="comment"> p0DebugLines.clear();</font>
02070 <font class="comment"> p1DebugLines.clear();*/</font>
02071
02072 <font class="comment">// For all Blend model Layers, clear Sort Block list and setup.</font>
02073 <font class="keywordflow">for</font>(i=0; i<<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>;i++)
02074 {
02075 <font class="comment">// must have been created.</font>
02076 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]);
02077 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]);
02078 <font class="comment">// NB: don't refresh list, it is done in CVegetableBlendLayerModel.</font>
02079 <font class="comment">// We must do it here, because if vegetableManger::render() is no more called (eg: disabled),</font>
02080 <font class="comment">// then the models must do nothing.</font>
02081
02082 <font class="comment">// To get layers correclty sorted from fornt to back, must init their pos</font>
02083 <font class="comment">// because it is the renderTraversal which sort them.</font>
02084 <font class="comment">// compute distance to camera of this layer.</font>
02085 <font class="keywordtype">float</font> layerZ= i * <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_3">_ZSortLayerDistMax</a> / <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>;
02086 <font class="comment">// compute position of this layer.</font>
02087 CVector pos= viewCenter + frontVector * layerZ;
02088 <font class="comment">// special setup in the layer.</font>
02089 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[i]->setWorldPos(pos);
02090 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]->setWorldPos(pos);
02091 }
02092
02093 <font class="comment">// If some vertices in arrays for ZSort rdrPass</font>
02094 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>, 0).getNumUserVerticesAllocated()>0 ||
02095 <a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>, 1).getNumUserVerticesAllocated()>0 )
02096 {
02097 uint rdrPass= <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>;
02098
02099 <font class="comment">// sort</font>
02100 <font class="comment">//-------------</font>
02101 <font class="comment">// Array for sorting. (static to avoid reallocation)</font>
02102 <font class="keyword">static</font> vector<CSortVSB> sortVegetSbs;
02103 sortVegetSbs.clear();
02104
02105 <font class="comment">// For all visibles clipBlock</font>
02106 ptrClipBlock= rootToRender;
02107 <font class="keywordflow">while</font>(ptrClipBlock)
02108 {
02109 <font class="comment">// For all sortBlock, prepare to sort them</font>
02110 CVegetableSortBlock *ptrSortBlock= ptrClipBlock->_SortBlockList.begin();
02111 <font class="keywordflow">while</font>(ptrSortBlock)
02112 {
02113 <font class="comment">// if the sortBlock has some sorted faces to render</font>
02114 <font class="keywordflow">if</font>(ptrSortBlock->_NTriangles != 0)
02115 {
02116 <font class="comment">// Compute Distance to Viewer.</font>
02117 <font class="comment">/* NB: compute radial distance (with norm()) instead of linear distance </font>
02118 <font class="comment"> (DotProduct with front vector) get less "ZSort poping".</font>
02119 <font class="comment"> */</font>
02120 CVector dirToSb= ptrSortBlock->_Center - viewCenter;
02121 <font class="keywordtype">float</font> distToViewer= dirToSb.norm();
02122 <font class="comment">// SortKey change if the center is behind the camera.</font>
02123 <font class="keywordflow">if</font>(dirToSb * frontVectorNormed<0)
02124 {
02125 ptrSortBlock->_SortKey= - distToViewer;
02126 }
02127 <font class="keywordflow">else</font>
02128 {
02129 ptrSortBlock->_SortKey= distToViewer;
02130 }
02131
02132 <font class="comment">// Choose the quadrant for this sortBlock</font>
02133 sint bestDirIdx= 0;
02134 <font class="keywordtype">float</font> bestDirVal= -FLT_MAX;
02135 <font class="comment">// If too near, must take the frontVector as key, to get better sort.</font>
02136 <font class="comment">// use ptrSortBlock->_SortKey to get correct negative values.</font>
02137 <font class="keywordflow">if</font>(ptrSortBlock->_SortKey < ptrSortBlock->_Radius)
02138 {
02139 dirToSb= frontVectorNormed;
02140 }
02141
02142 <font class="comment">// NB: no need to normalize dirToSb, because need only to sort with DP</font>
02143 <font class="comment">// choose the good list of triangles according to quadrant.</font>
02144 <font class="keywordflow">for</font>(uint dirIdx=0; dirIdx<<a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>; dirIdx++)
02145 {
02146 <font class="keywordtype">float</font> dirVal= CVegetableQuadrant::Dirs[dirIdx] * dirToSb;
02147 <font class="keywordflow">if</font>(dirVal>bestDirVal)
02148 {
02149 bestDirVal= dirVal;
02150 bestDirIdx= dirIdx;
02151 }
02152 }
02153
02154 <font class="comment">// set the result.</font>
02155 ptrSortBlock->_QuadrantId= bestDirIdx;
02156
02157 <font class="comment">// insert in list to sort.</font>
02158 sortVegetSbs.push_back(CSortVSB(ptrSortBlock));
02159
02160 <font class="comment">// Debug Quadrants</font>
02161 <font class="comment">/*p0DebugLines.push_back(ptrSortBlock->_Center);</font>
02162 <font class="comment"> p1DebugLines.push_back(ptrSortBlock->_Center + CVegetableQuadrant::Dirs[bestDirIdx]);*/</font>
02163 }
02164
02165 <font class="comment">// next sortBlock</font>
02166 ptrSortBlock= (CVegetableSortBlock *)(ptrSortBlock->Next);
02167 }
02168
02169 <font class="comment">// next clipBlock to render </font>
02170 ptrClipBlock= ptrClipBlock->_RenderNext;
02171 }
02172
02173 <font class="comment">// sort!</font>
02174 <font class="comment">// QSort. (I tried, better than radix sort, guckk!!)</font>
02175 sort(sortVegetSbs.begin(), sortVegetSbs.end());
02176
02177
02178 <font class="comment">// setup material for this rdrPass. NB: rendered after (in LayerModels).</font>
02179 <font class="comment">//-------------</font>
02180 <font class="keywordtype">bool</font> doubleSided= <a class="code" href="classNL3D_1_1CVegetableManager.html#f0">doubleSidedRdrPass</a>(rdrPass);
02181 <font class="comment">// set the 2Sided flag in the material</font>
02182 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setDoubleSided( doubleSided );
02183
02184 <font class="comment">// setup the unique material.</font>
02185 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setBlend(<font class="keyword">true</font>);
02186 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setZWrite(<font class="keyword">false</font>);
02187 <font class="comment">// leave AlphaTest but still kick low alpha values (for fillRate performance)</font>
02188 <a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>.setAlphaTestThreshold(0.1f);
02189
02190
02191
02192 <font class="comment">// order them in Layers.</font>
02193 <font class="comment">//-------------</font>
02194
02195 <font class="comment">// render from back to front, to keep correct Z order in a single layer.</font>
02196 <font class="keywordflow">for</font>(uint i=0; i<sortVegetSbs.size();i++)
02197 {
02198 CVegetableSortBlock *ptrSortBlock= sortVegetSbs[i].Sb;
02199
02200 <font class="keywordtype">float</font> <a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>= ptrSortBlock->_SortKey;
02201 <font class="comment">// compute in which layer must store this SB.</font>
02202 <a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>= <a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>*<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a> / <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_3">_ZSortLayerDistMax</a>;
02203 <font class="comment">// Avoid a floor(), using an OptFastFloor, but without the OptFastFloorBegin() End() group.</font>
02204 <font class="comment">// => avoid the imprecision with such a trick; *256, then divide the integer by 256.</font>
02205 sint layer= <a class="code" href="namespaceNL3D.html#a362">OptFastFloor</a>(<a class="code" href="driver__opengl__extension__def_8h.html#a366">z</a>*256) >> 8;
02206 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(layer, 0, (sint)<a class="code" href="classNL3D_1_1CVegetableManager.html#z890_2">_NumZSortBlendLayers</a>-1);
02207
02208 <font class="comment">// Range in correct layer, according to water ordering</font>
02209 <font class="keywordflow">if</font>(ptrSortBlock->_UnderWater)
02210 <font class="comment">// range in the correct layermodel (NB: keep the same layer internal order).</font>
02211 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[layer]->SortBlocks.push_back(ptrSortBlock);
02212 <font class="keywordflow">else</font>
02213 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[layer]->SortBlocks.push_back(ptrSortBlock);
02214 }
02215
02216 }
02217
02218
02219 <font class="comment">// Quit</font>
02220 <font class="comment">//--------------------</font>
02221
02222 <font class="comment">// disable VertexProgram.</font>
02223 driver->activeVertexProgram(NULL);
02224
02225 <font class="comment">// reset state to default.</font>
02226 driver->enableVertexProgramDoubleSidedColor(<font class="keyword">false</font>);
02227
02228
02229 <font class="comment">// restore Fog.</font>
02230 driver->enableFog(bkupFog);
02231
02232
02233 <font class="comment">// Debug Quadrants</font>
02234 <font class="comment">/*for(uint l=0; l<p0DebugLines.size();l++)</font>
02235 <font class="comment"> {</font>
02236 <font class="comment"> CVector dv= CVector::K;</font>
02237 <font class="comment"> CDRU::drawLine(p0DebugLines[l]+dv, p1DebugLines[l]+dv, CRGBA(255,0,0), *driver);</font>
02238 <font class="comment"> }*/</font>
02239
02240 <font class="comment">// profile: compute number of triangles rendered with vegetable manager.</font>
02241 driver->profileRenderedPrimitives(ppIn, ppOut);
02242 <a class="code" href="classNL3D_1_1CVegetableManager.html#o13">_NumVegetableFaceRendered</a>= ppOut.NTriangles-precNTriRdr;
02243
02244 }
02245
02246
02247 <font class="comment">// ***************************************************************************</font>
<a name="l02248"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z890_0">02248</a> <font class="keywordtype">void</font> CVegetableManager::setupRenderStateForBlendLayerModel(IDriver *driver)
02249 {
02250 <font class="comment">// Setup Global.</font>
02251 <font class="comment">//=============</font>
02252 <font class="comment">// disable fog, for faster VP.</font>
02253 <a class="code" href="classNL3D_1_1CVegetableManager.html#z889_2">_BkupFog</a>= driver->fogEnabled();
02254 driver->enableFog(<font class="keyword">false</font>);
02255
02256 <font class="comment">// set model matrix to the manager matrix.</font>
02257 driver->setupModelMatrix(<a class="code" href="classNL3D_1_1CVegetableManager.html#z889_3">_ManagerMatrix</a>);
02258
02259 <font class="comment">// setup VP constants.</font>
02260 <a class="code" href="classNL3D_1_1CVegetableManager.html#c3">setupVertexProgramConstants</a>(driver);
02261
02262 <font class="comment">// Setup RdrPass.</font>
02263 <font class="comment">//=============</font>
02264 uint rdrPass= <a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>;
02265
02266 <font class="comment">// setup doubleSidedmaterial for this rdrPass.</font>
02267 <font class="keywordtype">bool</font> doubleSided= <a class="code" href="classNL3D_1_1CVegetableManager.html#f0">doubleSidedRdrPass</a>(rdrPass);
02268 <font class="comment">// must enable VP DoubleSided coloring</font>
02269 driver->enableVertexProgramDoubleSidedColor(doubleSided);
02270
02271 <font class="comment">// Activate the unique material (correclty setuped for AlphaBlend in render()).</font>
02272 driver->setupMaterial(<a class="code" href="classNL3D_1_1CVegetableManager.html#o9">_VegetableMaterial</a>);
02273
02274 <font class="comment">// activate Vertex program first.</font>
02275 <font class="comment">//nlinfo("\nSTARTVP\n%s\nENDVP\n", _VertexProgram[rdrPass]->getProgram().c_str());</font>
02276 <a class="code" href="debug_8h.html#a9">nlverify</a>(driver->activeVertexProgram(<a class="code" href="classNL3D_1_1CVegetableManager.html#o8">_VertexProgram</a>[rdrPass]));
02277
02278 }
02279
02280
02281 <font class="comment">// ***************************************************************************</font>
<a name="l02282"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z887_0">02282</a> <font class="keywordtype">void</font> CVegetableManager::resetNumVegetableFaceRendered()
02283 {
02284 <a class="code" href="classNL3D_1_1CVegetableManager.html#o13">_NumVegetableFaceRendered</a>= 0;
02285 }
02286
02287
02288 <font class="comment">// ***************************************************************************</font>
<a name="l02289"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z887_1">02289</a> uint CVegetableManager::getNumVegetableFaceRendered()<font class="keyword"> const</font>
02290 <font class="keyword"></font>{
02291 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CVegetableManager.html#o13">_NumVegetableFaceRendered</a>;
02292 }
02293
02294
02295 <font class="comment">// ***************************************************************************</font>
<a name="l02296"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z890_1">02296</a> <font class="keywordtype">void</font> CVegetableManager::exitRenderStateForBlendLayerModel(IDriver *driver)
02297 {
02298 <font class="comment">// disable VertexProgram.</font>
02299 driver->activeVertexProgram(NULL);
02300
02301 <font class="comment">// reset state to default.</font>
02302 driver->enableVertexProgramDoubleSidedColor(<font class="keyword">false</font>);
02303
02304 <font class="comment">// restore Fog.</font>
02305 driver->enableFog(<a class="code" href="classNL3D_1_1CVegetableManager.html#z889_2">_BkupFog</a>);
02306 }
02307
02308
02309
02310 <font class="comment">// ***************************************************************************</font>
<a name="l02311"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z885_0">02311</a> <font class="keywordtype">void</font> CVegetableManager::setWind(<font class="keyword">const</font> CVector &windDir, <font class="keywordtype">float</font> windFreq, <font class="keywordtype">float</font> windPower, <font class="keywordtype">float</font> windBendMin)
02312 {
02313 <font class="comment">// Keep only XY component of the Wind direction (because VP only support z==0 quaternions).</font>
02314 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>= windDir;
02315 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.z= 0;
02316 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_0">_WindDirection</a>.normalize();
02317 <font class="comment">// copy setup</font>
02318 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_1">_WindFrequency</a>= windFreq;
02319 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_2">_WindPower</a>= windPower;
02320 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>= windBendMin;
02321 <a class="code" href="namespaceNLMISC.html#a215">clamp</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z888_3">_WindBendMin</a>, 0, 1);
02322 }
02323
02324 <font class="comment">// ***************************************************************************</font>
<a name="l02325"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z885_1">02325</a> <font class="keywordtype">void</font> CVegetableManager::setTime(<font class="keywordtype">double</font> time)
02326 {
02327 <font class="comment">// copy time</font>
02328 <a class="code" href="classNL3D_1_1CVegetableManager.html#z888_4">_Time</a>= time;
02329 }
02330
02331
02332 <font class="comment">// ***************************************************************************</font>
02333 <font class="comment">// ***************************************************************************</font>
02334 <font class="comment">// Lighting part.</font>
02335 <font class="comment">// ***************************************************************************</font>
02336 <font class="comment">// ***************************************************************************</font>
02337
02338
02339 <font class="comment">// ***************************************************************************</font>
<a name="l02340"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z886_0">02340</a> <font class="keywordtype">void</font> CVegetableManager::setUpdateLightingTime(<font class="keywordtype">double</font> time)
02341 {
02342 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_5">_ULTime</a>= time;
02343 }
02344
02345
02346 <font class="comment">// ***************************************************************************</font>
<a name="l02347"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z886_1">02347</a> <font class="keywordtype">void</font> CVegetableManager::updateLighting()
02348 {
02349 <font class="comment">// first time in this method??</font>
02350 <font class="keywordflow">if</font>(!<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_4">_ULPrecTimeInit</a>)
02351 {
02352 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_4">_ULPrecTimeInit</a>= <font class="keyword">true</font>;
02353 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_3">_ULPrecTime</a>= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_5">_ULTime</a>;
02354 }
02355 <font class="comment">// compute delta time from last update.</font>
02356 <font class="keywordtype">float</font> dt= float(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_5">_ULTime</a> - <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_3">_ULPrecTime</a>);
02357 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_3">_ULPrecTime</a>= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_5">_ULTime</a>;
02358
02359 <font class="comment">// compute number of vertices to update.</font>
02360 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>+= dt*<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_6">_ULFrequency</a> * <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>;
02361 <font class="comment">// maximize, so at max, it computes all Igs, just one time.</font>
02362 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>= <a class="code" href="bit__set_8cpp.html#a0">min</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>, (<font class="keywordtype">float</font>)<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>);
02363
02364 <font class="comment">// go.</font>
02365 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_0">doUpdateLighting</a>();
02366 }
02367
02368
02369 <font class="comment">// ***************************************************************************</font>
<a name="l02370"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z886_3">02370</a> <font class="keywordtype">void</font> CVegetableManager::updateLightingAll()
02371 {
02372 <font class="comment">// maximize, so at max, it computes all Igs</font>
02373 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>= (float)<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_8">_ULNTotalVertices</a>;
02374
02375 <font class="comment">// go.</font>
02376 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_0">doUpdateLighting</a>();
02377 }
02378
02379
02380 <font class="comment">// ***************************************************************************</font>
<a name="l02381"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z891_0">02381</a> <font class="keywordtype">void</font> CVegetableManager::doUpdateLighting()
02382 {
02383 <font class="comment">// while there is still some vertices to update.</font>
02384 <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a> > 0 && <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>)
02385 {
02386 <font class="comment">// update the current ig. if all updated, skip to next one.</font>
02387 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_1">updateLightingIGPart</a>())
02388 {
02389 <font class="comment">// next</font>
02390 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>->_ULNext;
02391 }
02392 }
02393
02394 <font class="comment">// Now, _ULNVerticesToUpdate should be <=0. (most of the time < 0)</font>
02395 }
02396
02397
02398 <font class="comment">// ***************************************************************************</font>
<a name="l02399"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z886_2">02399</a> <font class="keywordtype">void</font> CVegetableManager::setUpdateLightingFrequency(<font class="keywordtype">float</font> freq)
02400 {
02401 freq= max(freq, 0.f);
02402 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_6">_ULFrequency</a>= freq;
02403 }
02404
02405
02406 <font class="comment">// ***************************************************************************</font>
<a name="l02407"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z891_1">02407</a> <font class="keywordtype">bool</font> CVegetableManager::updateLightingIGPart()
02408 {
02409 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>);
02410
02411
02412 <font class="comment">// First, update lighting info global to the ig, ie update current </font>
02413 <font class="comment">// colros of the PointLights which influence the ig.</font>
02414 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>->VegetableLightEx.computeCurrentColors();
02415
02416 <font class="comment">// while there is some vertices to update</font>
02417 <font class="keywordflow">while</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>>0)
02418 {
02419 <font class="comment">// if all rdrPass of the ig are processed.</font>
02420 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>>= <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>)
02421 {
02422 <font class="comment">// All this Ig is updated.</font>
02423 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>= 0;
02424 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
02425 <font class="comment">// skip to next Ig.</font>
02426 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02427 }
02428 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>->_RdrPass[<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>];
02429
02430 <font class="comment">// if all instances are processed for this pass (especially if size()==0 !!)</font>
02431 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>>= vegetRdrPass.LightedInstances.size())
02432 {
02433 <font class="comment">// skip to the next rdrPass.</font>
02434 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>++;
02435 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
02436 <font class="keywordflow">continue</font>;
02437 }
02438
02439 <font class="comment">// Process this instance.</font>
02440 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_7">_ULNVerticesToUpdate</a>-= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_2">updateInstanceLighting</a>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>, <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>, <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>);
02441
02442 <font class="comment">// next instance.</font>
02443 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>++;
02444
02445 <font class="comment">// if all instances are processed for this pass</font>
02446 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>>= vegetRdrPass.LightedInstances.size())
02447 {
02448 <font class="comment">// skip to the next rdrPass.</font>
02449 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>++;
02450 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
02451 }
02452 }
02453
02454 <font class="comment">// If all rdrPass of the ig are processed.</font>
02455 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>>= <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>)
02456 {
02457 <font class="comment">// All this Ig is updated.</font>
02458 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_10">_ULCurrentIgRdrPass</a>= 0;
02459 <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_11">_ULCurrentIgInstance</a>= 0;
02460 <font class="comment">// skip to next Ig.</font>
02461 <font class="keywordflow">return</font> <font class="keyword">true</font>;
02462 }
02463 <font class="keywordflow">else</font>
02464 {
02465 <font class="comment">// The Ig is not entirely updated.</font>
02466 <font class="keywordflow">return</font> <font class="keyword">false</font>;
02467 }
02468
02469 }
02470
02471
02472 <font class="comment">// ***************************************************************************</font>
<a name="l02473"></a><a class="code" href="classNL3D_1_1CVegetableManager.html#z891_2">02473</a> uint CVegetableManager::updateInstanceLighting(CVegetableInstanceGroup *ig, uint rdrPassId, uint instanceId)
02474 {
02475 <a class="code" href="debug_8h.html#a6">nlassert</a>(ig);
02476 <font class="comment">// get the rdrPass.</font>
02477 <a class="code" href="debug_8h.html#a6">nlassert</a>(rdrPassId<<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>);
02478 CVegetableInstanceGroup::CVegetableRdrPass &vegetRdrPass= ig->_RdrPass[rdrPassId];
02479 <font class="comment">// get the lighted instance.</font>
02480 <a class="code" href="debug_8h.html#a6">nlassert</a>(instanceId<vegetRdrPass.LightedInstances.size());
02481 CVegetableInstanceGroup::CVegetableLightedInstance &vegetLI= vegetRdrPass.LightedInstances[instanceId];
02482
02483 <font class="comment">// get the shape</font>
02484 CVegetableShape *shape= vegetLI.Shape;
02485 <font class="comment">// it must be lighted.</font>
02486 <a class="code" href="debug_8h.html#a6">nlassert</a>(shape->Lighted);
02487 <font class="keywordtype">bool</font> instanceLighted= <font class="keyword">true</font>;
02488
02489
02490 <font class="comment">// get ref on the vegetLex.</font>
02491 CVegetableLightEx &vegetLex= ig->VegetableLightEx;
02492 <font class="comment">// Color of pointLights modulated by diffuse.</font>
02493 CRGBA diffusePL[2];
02494 <font class="keywordflow">if</font>(vegetLex.NumLights>=1)
02495 {
02496 diffusePL[0].modulateFromColorRGBOnly(vegetLI.MatDiffuse, vegetLex.Color[0]);
02497 <font class="keywordflow">if</font>(vegetLex.NumLights>=2)
02498 {
02499 diffusePL[1].modulateFromColorRGBOnly(vegetLI.MatDiffuse, vegetLex.Color[1]);
02500 }
02501 }
02502
02503 <font class="comment">// Recompute lighting</font>
02504 <font class="comment">//===========</font>
02505
02506 <font class="comment">// setup for this instance.</font>
02507 <font class="comment">//---------</font>
02508 <font class="comment">// 2Sided</font>
02509 <font class="keywordtype">bool</font> instanceDoubleSided= shape->DoubleSided;
02510 <font class="comment">// Precompute lighting or not??</font>
02511 <font class="keywordtype">bool</font> precomputeLighting= instanceLighted && shape->PreComputeLighting;
02512 <font class="comment">// bestSided Precompute lighting or not??</font>
02513 <font class="keywordtype">bool</font> bestSidedPrecomputeLighting= precomputeLighting && shape->BestSidedPreComputeLighting;
02514 <font class="comment">// destLighted?</font>
02515 <font class="keywordtype">bool</font> destLighted= instanceLighted && !shape->PreComputeLighting;
02516 <font class="comment">// Diffuse and ambient, modulated by current GlobalAmbient and GlobalDiffuse.</font>
02517 CRGBA primaryRGBA, secondaryRGBA;
02518 primaryRGBA.modulateFromColorRGBOnly(vegetLI.MatDiffuse, <a class="code" href="classNL3D_1_1CVegetableManager.html#o12">_GlobalDiffuse</a>);
02519 secondaryRGBA.modulateFromColorRGBOnly(vegetLI.MatAmbient, <a class="code" href="classNL3D_1_1CVegetableManager.html#o11">_GlobalAmbient</a>);
02520 <font class="comment">// get normal matrix</font>
02521 CMatrix &normalMat= vegetLI.NormalMat;
02522 <font class="comment">// array of vertex id to update</font>
02523 uint32 *ptrVid= vegetRdrPass.Vertices.getPtr() + vegetLI.StartIdInRdrPass;
02524 uint numVertices= shape->InstanceVertices.size();
02525
02526 <font class="comment">// Copy Dynamic Lightmap UV in Alpha part (save memory for an extra cost of 1 VP instruction)</font>
02527 primaryRGBA.A= vegetLI.DlmUV.U;
02528 secondaryRGBA.A= vegetLI.DlmUV.V;
02529
02530
02531 <font class="comment">// get VertexBuffer info.</font>
02532 CVegetableVBAllocator *allocator;
02533 allocator= &<a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPassId, vegetRdrPass.HardMode);
02534 <font class="keyword">const</font> CVertexBuffer &dstVBInfo= allocator->getSoftwareVertexBuffer();
02535
02536 uint srcNormalOff= (instanceLighted? shape->VB.getNormalOff() : 0);
02537
02538 <font class="comment">// got 2nd color if really lighted (for ambient) or if 2Sided.</font>
02539 uint dstColor1Off= ( (destLighted||instanceDoubleSided)?
02540 dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a3">NL3D_VEGETABLE_VPPOS_COLOR1</a>) : 0);
02541 uint dstColor0Off= dstVBInfo.getValueOffEx(<a class="code" href="vegetablevb__allocator_8h.html#a2">NL3D_VEGETABLE_VPPOS_COLOR0</a>);
02542
02543
02544
02545 <font class="comment">// For all vertices, recompute lighting.</font>
02546 <font class="comment">//---------</font>
02547 <font class="keywordflow">for</font>(sint i=0; i<(sint)numVertices;i++)
02548 {
02549 <font class="comment">// get the Vertex in the VB.</font>
02550 uint vid= ptrVid[i];
02551 <font class="comment">// store in tmp shape.</font>
02552 shape->InstanceVertices[i]= vid;
02553
02554 <font class="comment">// Fill this vertex.</font>
02555 uint8 *srcPtr= (uint8*)shape->VB.getVertexCoordPointer(i);
02556 uint8 *dstPtr= (uint8*)allocator->getVertexPointer(vid);
02557
02558
02559 <font class="comment">// if !precomputeLighting (means destLighted...)</font>
02560 <font class="keywordflow">if</font>(!precomputeLighting)
02561 {
02562 <font class="comment">// just copy the primary and secondary color</font>
02563 *(CRGBA*)(dstPtr + dstColor0Off)= primaryRGBA;
02564 *(CRGBA*)(dstPtr + dstColor1Off)= secondaryRGBA;
02565 }
02566 <font class="keywordflow">else</font>
02567 {
02568 <a class="code" href="debug_8h.html#a6">nlassert</a>(!destLighted);
02569
02570 <font class="comment">// compute normal.</font>
02571 CVector rotNormal= normalMat.mulVector( *(CVector*)(srcPtr + srcNormalOff) );
02572 <font class="comment">// must normalize() because scale is possible.</font>
02573 rotNormal.normalize();
02574
02575 <font class="comment">// Do the compute.</font>
02576 <font class="keywordflow">if</font>(!bestSidedPrecomputeLighting)
02577 {
02578 <a class="code" href="namespaceNL3D.html#a473">computeVegetVertexLighting</a>(rotNormal, instanceDoubleSided,
02579 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>, primaryRGBA, secondaryRGBA,
02580 vegetLex, diffusePL,
02581 (CRGBA*)(dstPtr + dstColor0Off), (CRGBA*)(dstPtr + dstColor1Off) );
02582 }
02583 <font class="keywordflow">else</font>
02584 {
02585 <a class="code" href="namespaceNL3D.html#a474">computeVegetVertexLightingForceBestSided</a>(rotNormal, instanceDoubleSided,
02586 <a class="code" href="classNL3D_1_1CVegetableManager.html#o10">_DirectionalLight</a>, primaryRGBA, secondaryRGBA,
02587 vegetLex, diffusePL,
02588 (CRGBA*)(dstPtr + dstColor0Off), (CRGBA*)(dstPtr + dstColor1Off) );
02589 }
02590
02591 }
02592
02593 <font class="comment">// flust the vertex in AGP.</font>
02594 allocator->flushVertex(vid);
02595 }
02596
02597
02598 <font class="comment">// numVertices vertices are updated</font>
02599 <font class="keywordflow">return</font> numVertices;
02600 }
02601
02602
02603 } <font class="comment">// NL3D</font>
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