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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 &lt;algorithm&gt;</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&lt;<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 &lt;<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&lt;<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>-&gt;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>-&gt;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&lt;<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-&gt;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-&gt;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]-&gt;VegetableManager= <font class="keyword">this</font>;
00173                 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]-&gt;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]-&gt;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   &amp;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=&gt; 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=&gt; R0.y= [0,1] &lt;=&gt; [-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=&gt; R0.y= [0,1] &lt;=&gt; [-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 =&gt; 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>-&gt;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-&gt;_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 &amp;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-&gt;_Owner= clipBlock;
00710         ret-&gt;_Center= center;
00711         ret-&gt;_Radius= radius;
00712 
00713         <font class="comment">// append to list.</font>
00714         clipBlock-&gt;_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-&gt;_InstanceGroupList.size() == 0);
00727 
00728         <font class="comment">// unlink from clipBlock</font>
00729         sortBlock-&gt;_Owner-&gt;_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-&gt;_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-&gt;_SortOwner= sortBlock;
00747         ret-&gt;_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-&gt;_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-&gt;_NumIgs++;
00760 
00761         <font class="comment">// link ig to sortBlock.</font>
00762         sortBlock-&gt;_InstanceGroupList.append(ret);
00763 
00764         <font class="comment">// Special Init: The ZSort rdrPass must start with the same HardMode than SortBlock.</font>
00765         ret-&gt;_RdrPass[<a class="code" href="vegetable__def_8h.html#a5">NL3D_VEGETABLE_RDRPASS_UNLIT_2SIDED_ZSORT</a>].HardMode= sortBlock-&gt;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-&gt;_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-&gt;_ULNumVertices;
00792         <font class="comment">// unlink the ig for lighting update.</font>
00793         ig-&gt;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 &lt; <a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00799         {
00800                 <font class="comment">// rdrPass</font>
00801                 CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ig-&gt;_RdrPass[rdrPass];
00802                 <font class="comment">// which allocator?</font>
00803                 CVegetableVBAllocator   &amp;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&lt;numVertices;i++)
00811                 {
00812                         vbAllocator.deleteVertex(vegetRdrPass.Vertices[i]);
00813                 }
00814                 vegetRdrPass.Vertices.clear();
00815         }
00816 
00817         CVegetableClipBlock             *clipBlock= ig-&gt;_ClipOwner;
00818         CVegetableSortBlock             *sortBlock= ig-&gt;_SortOwner;
00819 
00820         <font class="comment">// If I have got some faces in ZSort rdrPass</font>
00821         <font class="keywordflow">if</font>(ig-&gt;_HasZSortPassInstances)
00822                 <font class="comment">// after my deletion, the sortBlock must be updated.</font>
00823                 sortBlock-&gt;_Dirty= <font class="keyword">true</font>;
00824 
00825 
00826         <font class="comment">// unlink from sortBlock, and delete.</font>
00827         sortBlock-&gt;_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-&gt;_NumIgs--;
00833         <font class="comment">// if the clipBlock is now empty, change list</font>
00834         <font class="keywordflow">if</font>(clipBlock-&gt;_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 &amp;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> &amp;it-&gt;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= &amp;it-&gt;second;
00858 
00859                 <font class="comment">// fill.</font>
00860                 <font class="keywordflow">try</font>
00861                 {
00862                         ret-&gt;loadShape(shape);
00863                 }
00864                 <font class="keywordflow">catch</font> (Exception &amp;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> &amp;instanceLighted, <font class="keywordtype">bool</font> &amp;instanceDoubleSided, <font class="keywordtype">bool</font> &amp;instanceZSort,
00884         <font class="keywordtype">bool</font> &amp;destLighted, <font class="keywordtype">bool</font> &amp;precomputeLighting)
00885 {
00886         instanceLighted= shape-&gt;Lighted;
00887         instanceDoubleSided= shape-&gt;DoubleSided;
00888         <font class="comment">// Disable ZSorting when we intersect water.</font>
00889         instanceZSort= shape-&gt;AlphaBlend &amp;&amp; vegetWaterState!=<a class="code" href="classNL3D_1_1CVegetableManager.html#s4s2">IntersectWater</a>;
00890         destLighted= instanceLighted &amp;&amp; !shape-&gt;PreComputeLighting;
00891         precomputeLighting= instanceLighted &amp;&amp; shape-&gt;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 &amp;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       &amp;vegetRdrPass= vegetIgReserve._RdrPass[rdrPass];
00936 
00937         <font class="comment">// Reserve space in the rdrPass.</font>
00938         vegetRdrPass.NVertices+= numInstances * shape-&gt;VB.getNumVertices();
00939         vegetRdrPass.NTriangles+= numInstances * shape-&gt;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 &amp;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&lt;<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00956         {
00957                 CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ig-&gt;_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-&gt;_TriangleQuadrantOrderArray.size()==0);
00965         <a class="code" href="debug_8h.html#a6">nlassert</a>(ig-&gt;_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&lt;<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>; rdrPass++)
00972         {
00973                 CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ig-&gt;_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-&gt;_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&gt;0)
00992         {
00993                 <font class="keywordtype">float</font>   *start= ig-&gt;_TriangleQuadrantOrderArray.getPtr();
00994                 <font class="comment">// init ptr to each qaudrant</font>
00995                 <font class="keywordflow">for</font>(uint i=0; i&lt;<a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>; i++)
00996                 {
00997                         ig-&gt;_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 &amp;rotNormal, <font class="keywordtype">bool</font> instanceDoubleSided,
01005         <font class="keyword">const</font> CVector &amp;sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
01006         CVegetableLightEx &amp;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&gt;=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&gt;=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&gt;=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&gt;=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 &amp;rotNormal, <font class="keywordtype">bool</font> instanceDoubleSided,
01087         <font class="keyword">const</font> CVector &amp;sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA,
01088         CVegetableLightEx &amp;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&gt;=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&gt;=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> &amp;mat, 
01150                 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &amp;ambientColor, <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CRGBAF.html">NLMISC::CRGBAF</a> &amp;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 &amp;&amp; shape-&gt;BestSidedPreComputeLighting;
01171 
01172 
01173         <font class="comment">// veget rdrPass</font>
01174         CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ig-&gt;_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 =&gt; 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       &amp;vegetLex= ig-&gt;VegetableLightEx;
01211         <font class="comment">// Color of pointLights modulated by diffuse.</font>
01212         CRGBA   diffusePL[2];
01213         <font class="keywordflow">if</font>(vegetLex.NumLights&gt;=1)
01214         {
01215                 diffusePL[0].modulateFromColorRGBOnly(diffuseRGBA, vegetLex.Color[0]);
01216                 <font class="keywordflow">if</font>(vegetLex.NumLights&gt;=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= &amp;<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= &amp;<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-&gt;exceedMaxVertexInBufferHard(shape-&gt;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-&gt;_SortOwner-&gt;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-&gt;_SortOwner-&gt;_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-&gt;Next;
01258                                 }
01259 
01260                                 <font class="comment">// Then all The sortBlock is in SoftMode.</font>
01261                                 ig-&gt;_SortOwner-&gt;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= &amp;<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     &amp;dstVBInfo= allocator-&gt;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-&gt;_ClipOwner-&gt;extendSphere(instancePos);
01294 
01295 
01296         <font class="comment">// Vertex/triangle Info.</font>
01297         uint    numNewVertices= shape-&gt;VB.getNumVertices();
01298         uint    numNewTris= shape-&gt;TriangleIndices.size()/3;
01299         uint    numNewIndices= shape-&gt;TriangleIndices.size();
01300 
01301         <font class="comment">// src info.</font>
01302         uint    srcNormalOff= (instanceLighted? shape-&gt;VB.getNormalOff() : 0);
01303         uint    srcTex0Off= shape-&gt;VB.getTexCoordOff(0);
01304         uint    srcTex1Off= shape-&gt;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&lt;CVector&gt;         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&lt;(sint)numNewVertices;i++)
01332         {
01333                 <font class="comment">// allocate a Vertex</font>
01334                 uint    vid= allocator-&gt;allocateVertex();
01335                 <font class="comment">// store in tmp shape.</font>
01336                 shape-&gt;InstanceVertices[i]= vid;
01337 
01338                 <font class="comment">// Fill this vertex.</font>
01339                 uint8   *srcPtr= (uint8*)shape-&gt;VB.getVertexCoordPointer(i);
01340                 uint8   *dstPtr= (uint8*)allocator-&gt;getVertexPointer(vid);
01341 
01342                 <font class="comment">// Get bendWeight for this vertex.</font>
01343                 <font class="keywordtype">float</font>   vertexBendWeight= ((CUV*)(srcPtr + srcTex1Off))-&gt;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-&gt;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-&gt;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-&gt;_ClipOwner-&gt;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-&gt;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-&gt;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-&gt;x= deltaPosNorm;
01446                 <font class="comment">// setup bendFreqFactor</font>
01447                 dstBendPtr-&gt;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-&gt;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-&gt;flushVertex(vid);
01462         }
01463 
01464 
01465         <font class="comment">// must recompute the sphere according to the bbox.</font>
01466         ig-&gt;_ClipOwner-&gt;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-&gt;_SortOwner-&gt;_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-&gt;_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-&gt;_SortOwner-&gt;_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-&gt;_SortOwner-&gt;_UnderWater= <font class="keyword">true</font>;
01483 
01484                 <font class="comment">// static to avoid reallocation</font>
01485                 <font class="keyword">static</font>  vector&lt;CVector&gt;         triangleCenters;
01486                 triangleCenters.resize(numNewTris);
01487 
01488                 <font class="comment">// compute triangle centers</font>
01489                 <font class="keywordflow">for</font>(uint i=0; i&lt;numNewTris; i++)
01490                 {
01491                         <font class="comment">// get index in shape.</font>
01492                         uint    v0= shape-&gt;TriangleIndices[i*3+0];
01493                         uint    v1= shape-&gt;TriangleIndices[i*3+1];
01494                         uint    v2= shape-&gt;TriangleIndices[i*3+2];
01495 
01496                         <font class="comment">// get world coord.</font>
01497                         <font class="keyword">const</font> CVector   &amp;vert0= worldVertices[v0];
01498                         <font class="keyword">const</font> CVector   &amp;vert1= worldVertices[v1];
01499                         <font class="keyword">const</font> CVector   &amp;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-&gt;_SortOwner-&gt;_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-&gt;_TriangleQuadrantOrderNumTriangles;
01510                 ig-&gt;_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-&gt;_TriangleQuadrantOrderNumTriangles * NL3D_VEGETABLE_NUM_QUADRANT &lt;= ig-&gt;_TriangleQuadrantOrderArray.size());
01513 
01514 
01515                 <font class="comment">// compute distance for each quadrant.</font>
01516                 <font class="keywordflow">for</font>(uint quadId=0; quadId&lt;<a class="code" href="vegetable__def_8h.html#a10">NL3D_VEGETABLE_NUM_QUADRANT</a>; quadId++)
01517                 {
01518                         <font class="keyword">const</font> CVector           &amp;quadDir= CVegetableQuadrant::Dirs[quadId];
01519 
01520                         <font class="comment">// For all tris.</font>
01521                         <font class="keywordflow">for</font>(uint i=0; i&lt;numNewTris; i++)
01522                         {
01523                                 <font class="comment">// compute the distance with orientation of the quadrant. (DotProduct)</font>
01524                                 ig-&gt;_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 &lt;= vegetRdrPass.Vertices.size());
01543         <a class="code" href="debug_8h.html#a6">nlassert</a>(offTriIdx + numNewIndices &lt;= vegetRdrPass.TriangleIndices.size());
01544         <a class="code" href="debug_8h.html#a6">nlassert</a>(offTriIdx + numNewIndices &lt;= 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, &amp;shape-&gt;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&lt;(sint)numNewIndices; i++)
01553         {
01554                 <font class="comment">// get the index of the vertex in the shape</font>
01555                 uint    vid= shape-&gt;TriangleIndices[i];
01556                 <font class="comment">// re-direction, using InstanceVertices;</font>
01557                 vegetRdrPass.TriangleIndices[offTriIdx + i]= shape-&gt;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-&gt;_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-&gt;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 &lt; vegetRdrPass.LightedInstances.size());
01583 
01584                 <font class="comment">// Fill instance info</font>
01585                 CVegetableInstanceGroup::CVegetableLightedInstance      &amp;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      &amp;vegetRdrPass= ig-&gt;_RdrPass[rdrPass];
01608 
01609         <font class="comment">// the allocator where vertices come from</font>
01610         CVegetableVBAllocator   &amp;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   &amp;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 &lt; vegetRdrPass.Vertices.size() !!!</font>
01623         <font class="keywordflow">for</font>(i=0;i&lt;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&lt;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&lt;<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 &lt;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 &lt;<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 &amp;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-&gt;setFilterMode(ITexture::Linear, ITexture::LinearMipMapLinear);
01708         tex-&gt;setWrapS(ITexture::Clamp);
01709         tex-&gt;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 &amp;ambient, <font class="keyword">const</font> CRGBA &amp;diffuse, <font class="keyword">const</font> CVector &amp;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 &lt;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 &lt;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&lt;</a>(<font class="keyword">const</font> <a class="code" href="classNL3D_1_1CSortVSB.html#a0">CSortVSB</a> &amp;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>-&gt;_SortKey&gt;o.Sb-&gt;_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-&gt;setConstantMatrix(0, IDriver::ModelViewProjection, IDriver::Identity);
01779         <font class="comment">// c[4..7] take the ModelView Matrix. After setupModelMatrix();</font>
01780         driver-&gt;setConstantMatrix(4, IDriver::ModelView, IDriver::Identity);
01781         <font class="comment">// c[8] take usefull constants.</font>
01782         driver-&gt;setConstant(8, 0, 1, 0.5f, 2);
01783         <font class="comment">// c[9] take normalized directional light</font>
01784         driver-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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-&gt;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&lt;<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-&gt;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 &amp;viewCenter, <font class="keyword">const</font> CVector &amp;frontVector, <font class="keyword">const</font> std::vector&lt;CPlane&gt; &amp;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-&gt;clip(pyramid))
01846                 {
01847                         <font class="comment">// insert into visible list.</font>
01848                         ptrClipBlock-&gt;_RenderNext= rootToRender;
01849                         rootToRender= ptrClipBlock;
01850                 }
01851 
01852                 <font class="comment">// next</font>
01853                 ptrClipBlock= (CVegetableClipBlock*)ptrClipBlock-&gt;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-&gt;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-&gt;fogEnabled();
01874         driver-&gt;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-&gt;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&lt;<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&lt;<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&gt;=0; vbHardMode--)
01988         {
01989                 <font class="comment">// For all renderPass.</font>
01990                 <font class="keywordflow">for</font>(sint rdrPass=0; rdrPass &lt; <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   &amp;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()&gt;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-&gt;enableVertexProgramDoubleSidedColor(doubleSided);
02008 
02009 
02010                                 <font class="comment">// Activate the unique material.</font>
02011                                 driver-&gt;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]-&gt;getProgram().c_str());</font>
02015                                 <a class="code" href="debug_8h.html#a9">nlverify</a>(driver-&gt;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-&gt;_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-&gt;_InstanceGroupList.begin();
02030                                                 <font class="keywordflow">while</font>(ptrIg)
02031                                                 {
02032                                                         <font class="comment">// rdrPass</font>
02033                                                         CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ptrIg-&gt;_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 &amp;&amp; vbHardMode==1) || (!vegetRdrPass.HardMode &amp;&amp; vbHardMode==0) )
02037                                                         {
02038                                                                 <font class="comment">// Ok, Render the faces.</font>
02039                                                                 <font class="keywordflow">if</font>(vegetRdrPass.NTriangles)
02040                                                                 {
02041                                                                         driver-&gt;renderSimpleTriangles(&amp;vegetRdrPass.TriangleIndices[0], 
02042                                                                                 vegetRdrPass.NTriangles);
02043                                                                 }
02044                                                         }
02045 
02046                                                         <font class="comment">// next ig.</font>
02047                                                         ptrIg= (CVegetableInstanceGroup*)ptrIg-&gt;Next;
02048                                                 }
02049 
02050                                                 <font class="comment">// next sortBlock</font>
02051                                                 ptrSortBlock= (CVegetableSortBlock      *)(ptrSortBlock-&gt;Next);
02052                                         }
02053 
02054                                         <font class="comment">// next clipBlock to render </font>
02055                                         ptrClipBlock= ptrClipBlock-&gt;_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&lt;CVector&gt;                p0DebugLines;</font>
02068 <font class="comment">        static vector&lt;CVector&gt;          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&lt;<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]-&gt;setWorldPos(pos);
02090                 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_6">_ZSortModelLayersUW</a>[i]-&gt;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()&gt;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()&gt;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&lt;CSortVSB&gt;                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-&gt;_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-&gt;_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-&gt;_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&lt;0)
02124                                         {
02125                                                 ptrSortBlock-&gt;_SortKey= - distToViewer;
02126                                         }
02127                                         <font class="keywordflow">else</font>
02128                                         {
02129                                                 ptrSortBlock-&gt;_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-&gt;_SortKey to get correct negative values.</font>
02137                                         <font class="keywordflow">if</font>(ptrSortBlock-&gt;_SortKey &lt; ptrSortBlock-&gt;_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&lt;<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&gt;bestDirVal)
02148                                                 {
02149                                                         bestDirVal= dirVal;
02150                                                         bestDirIdx= dirIdx;
02151                                                 }
02152                                         }
02153 
02154                                         <font class="comment">// set the result.</font>
02155                                         ptrSortBlock-&gt;_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-&gt;_Center);</font>
02162 <font class="comment">                                        p1DebugLines.push_back(ptrSortBlock-&gt;_Center + CVegetableQuadrant::Dirs[bestDirIdx]);*/</font>
02163                                 }
02164 
02165                                 <font class="comment">// next sortBlock</font>
02166                                 ptrSortBlock= (CVegetableSortBlock      *)(ptrSortBlock-&gt;Next);
02167                         }
02168 
02169                         <font class="comment">// next clipBlock to render </font>
02170                         ptrClipBlock= ptrClipBlock-&gt;_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&lt;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-&gt;_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">// =&gt; 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) &gt;&gt; 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-&gt;_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]-&gt;SortBlocks.push_back(ptrSortBlock);
02212                         <font class="keywordflow">else</font>
02213                                 <a class="code" href="classNL3D_1_1CVegetableManager.html#z890_5">_ZSortModelLayers</a>[layer]-&gt;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-&gt;activeVertexProgram(NULL);
02224 
02225         <font class="comment">// reset state to default.</font>
02226         driver-&gt;enableVertexProgramDoubleSidedColor(<font class="keyword">false</font>);
02227 
02228 
02229         <font class="comment">// restore Fog.</font>
02230         driver-&gt;enableFog(bkupFog);
02231 
02232 
02233         <font class="comment">// Debug Quadrants</font>
02234         <font class="comment">/*for(uint l=0; l&lt;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-&gt;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-&gt;fogEnabled();
02254         driver-&gt;enableFog(<font class="keyword">false</font>);
02255 
02256         <font class="comment">// set model matrix to the manager matrix.</font>
02257         driver-&gt;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-&gt;enableVertexProgramDoubleSidedColor(doubleSided);
02270 
02271         <font class="comment">// Activate the unique material (correclty setuped for AlphaBlend in render()).</font>
02272         driver-&gt;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]-&gt;getProgram().c_str());</font>
02276         <a class="code" href="debug_8h.html#a9">nlverify</a>(driver-&gt;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-&gt;activeVertexProgram(NULL);
02300 
02301         <font class="comment">// reset state to default.</font>
02302         driver-&gt;enableVertexProgramDoubleSidedColor(<font class="keyword">false</font>);
02303 
02304         <font class="comment">// restore Fog.</font>
02305         driver-&gt;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 &amp;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> &gt; 0 &amp;&amp; <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>-&gt;_ULNext;
02391                 }
02392         }
02393 
02394         <font class="comment">// Now, _ULNVerticesToUpdate should be &lt;=0. (most of the time &lt; 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>-&gt;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>&gt;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>&gt;= <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      &amp;vegetRdrPass= <a class="code" href="classNL3D_1_1CVegetableManager.html#z891_9">_ULRootIg</a>-&gt;_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>&gt;= 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>&gt;= 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>&gt;= <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&lt;<a class="code" href="vegetable__def_8h.html#a0">NL3D_VEGETABLE_NRDRPASS</a>);
02478         CVegetableInstanceGroup::CVegetableRdrPass      &amp;vegetRdrPass= ig-&gt;_RdrPass[rdrPassId];
02479         <font class="comment">// get the lighted instance.</font>
02480         <a class="code" href="debug_8h.html#a6">nlassert</a>(instanceId&lt;vegetRdrPass.LightedInstances.size());
02481         CVegetableInstanceGroup::CVegetableLightedInstance      &amp;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-&gt;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       &amp;vegetLex= ig-&gt;VegetableLightEx;
02492         <font class="comment">// Color of pointLights modulated by diffuse.</font>
02493         CRGBA   diffusePL[2];
02494         <font class="keywordflow">if</font>(vegetLex.NumLights&gt;=1)
02495         {
02496                 diffusePL[0].modulateFromColorRGBOnly(vegetLI.MatDiffuse, vegetLex.Color[0]);
02497                 <font class="keywordflow">if</font>(vegetLex.NumLights&gt;=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-&gt;DoubleSided;
02510         <font class="comment">// Precompute lighting or not??</font>
02511         <font class="keywordtype">bool</font>    precomputeLighting= instanceLighted &amp;&amp; shape-&gt;PreComputeLighting;
02512         <font class="comment">// bestSided Precompute lighting or not??</font>
02513         <font class="keywordtype">bool</font>    bestSidedPrecomputeLighting= precomputeLighting &amp;&amp; shape-&gt;BestSidedPreComputeLighting;
02514         <font class="comment">// destLighted?</font>
02515         <font class="keywordtype">bool</font>    destLighted= instanceLighted &amp;&amp; !shape-&gt;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         &amp;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-&gt;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= &amp;<a class="code" href="classNL3D_1_1CVegetableManager.html#c1">getVBAllocatorForRdrPassAndVBHardMode</a>(rdrPassId, vegetRdrPass.HardMode);
02534         <font class="keyword">const</font> CVertexBuffer     &amp;dstVBInfo= allocator-&gt;getSoftwareVertexBuffer();
02535 
02536         uint    srcNormalOff= (instanceLighted? shape-&gt;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&lt;(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-&gt;InstanceVertices[i]= vid;
02553 
02554                 <font class="comment">// Fill this vertex.</font>
02555                 uint8   *srcPtr= (uint8*)shape-&gt;VB.getVertexCoordPointer(i);
02556                 uint8   *dstPtr= (uint8*)allocator-&gt;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-&gt;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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