1268 lines
34 KiB
C++
1268 lines
34 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/patchdlm_context.h"
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#include "nel/3d/patch.h"
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#include "nel/3d/bezier_patch.h"
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#include "nel/3d/point_light.h"
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#include "nel/3d/texture_dlm.h"
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#include "nel/misc/fast_floor.h"
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#include "nel/3d/tile_far_bank.h"
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#include "nel/3d/landscape.h"
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#include "nel/misc/system_info.h"
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#include "nel/misc/fast_mem.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CPatchDLMPointLight::compile(const CPointLight &pl, NLMISC::CRGBA landDiffMat, float maxAttEnd)
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{
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nlassert(maxAttEnd>0);
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// copy color
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R= (float) (( pl.getDiffuse().R*(landDiffMat.R+1) ) >>8);
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G= (float) (( pl.getDiffuse().G*(landDiffMat.G+1) ) >>8);
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B= (float) (( pl.getDiffuse().B*(landDiffMat.B+1) ) >>8);
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// Copy Spot/Pos/Dir.
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IsSpot= pl.getType() == CPointLight::SpotLight;
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Pos= pl.getPosition();
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Dir= pl.getSpotDirection();
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// compute spot params
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if(IsSpot)
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{
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CosMax= cosf(pl.getSpotAngleBegin());
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CosMin= cosf(pl.getSpotAngleEnd());
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}
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else
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{
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// with tesse Values, we have always (cosSpot-CosMin) * OOCosDelta > 1.0f
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CosMax= -1;
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CosMin= -2;
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}
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OOCosDelta= 1.f / (CosMax-CosMin);
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// compute att params
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AttMax= pl.getAttenuationEnd();
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AttMin= pl.getAttenuationBegin();
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// infinite pointLight?
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if(AttMax==0)
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{
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AttMax= maxAttEnd;
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AttMin= maxAttEnd*0.99f;
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}
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// To big pointLigt?
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else if(AttMax>maxAttEnd)
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{
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AttMax= maxAttEnd;
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AttMin= min(AttMin, maxAttEnd*0.99f);
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}
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// compile distance
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OOAttDelta= 1.f / (AttMin-AttMax);
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// Compute bounding sphere.
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// If not a spot or if angleMin>Pi/2
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if(!IsSpot || CosMin<0)
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{
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// Take sphere of pointlight sphere
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BSphere.Center= Pos;
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BSphere.Radius= AttMax;
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// The bbox englobe the sphere.
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BBox.setCenter(Pos);
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BBox.setHalfSize(CVector(AttMax, AttMax, AttMax));
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}
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else
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{
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// Compute BSphere.
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//==============
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// compute sinus of AngleMin
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float sinMin= sqrtf(1-sqr(CosMin));
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// Test 2 centers: Center of radius along Dir: Pos+Dir*AttMax/2, and intersection of end cone with line (Pos,Dir)
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// Don't know why but I think they are sufficiently good :)
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// See below for computing of those centers.
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/* compute radius of each sphere by taking max of 3 distances: distance to spotLight center, distance
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to spotLight forward extremity, and distance to spotLight circle interstion Cone/Sphere. (named DCCS)
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NB: Do the compute with radius=1 at first, then multiply later.
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*/
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float radius1= 0.5f; // =max(0.5, 0.5); max distance to spot center and extremity center :)
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// for distance DCCS, this is the hypothenuse of (cosMin-0.5) + sinMin.
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float dccs= sqrtf( sqr(CosMin-0.5f) + sqr(sinMin));
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// take the bigger.
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radius1= max(radius1, dccs );
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// Same reasoning for center2.
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float radius2= max(CosMin, 1-CosMin); // max distance to spot center and extremity center :)
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// for distance DCCS, it is simply sinMin!!
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dccs= sinMin;
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// take the bigger.
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radius2= max(radius2, dccs );
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// Then take the center which gives the smaller sphere
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if(radius1<radius2)
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{
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BSphere.Center= Pos + (Dir*0.5f*AttMax);
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// radius1 E [0,1], must take real size.
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BSphere.Radius= radius1 * AttMax;
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}
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else
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{
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BSphere.Center= Pos + (Dir*CosMin*AttMax);
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// radius2 E [0,1], must take real size.
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BSphere.Radius= radius2 * AttMax;
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}
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// Compute BBox.
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//==============
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// just take bbox of the sphere, even if not optimal.
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BBox.setCenter(BSphere.Center);
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float rad= BSphere.Radius;
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BBox.setHalfSize( CVector(rad, rad, rad) );
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CPatchDLMContext::CPatchDLMContext()
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{
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_Patch= NULL;
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_DLMTexture= NULL;
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_DLMContextList= NULL;
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OldPointLightCount= 0;
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CurPointLightCount= 0;
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// By default there is crash in textures
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_IsSrcTextureFullBlack= false;
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_IsDstTextureFullBlack= false;
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}
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// ***************************************************************************
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CPatchDLMContext::~CPatchDLMContext()
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{
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// release the lightmap in the texture
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if(_DLMTexture)
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{
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_DLMTexture->releaseLightMap(TextPosX, TextPosY);
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}
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// exit
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_Patch= NULL;
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_DLMTexture= NULL;
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// remove it from list.
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if(_DLMContextList)
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_DLMContextList->remove(this);
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}
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// ***************************************************************************
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#ifdef NL_DLM_TILE_RES
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// if tileRes defined, still start to clip at tessBlockLevel.
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#define NL_DLM_CLIP_FACTOR 2
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#else
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// start to clip at tessBlockLevel (same as dlm map precision)
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#define NL_DLM_CLIP_FACTOR 1
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#endif
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#define NL_DLM_CLIP_NUM_LEVEL 3
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// ***************************************************************************
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bool CPatchDLMContext::generate(CPatch *patch, CTextureDLM *textureDLM, CPatchDLMContextList *ctxList)
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{
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nlassert(patch);
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nlassert(textureDLM);
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nlassert(ctxList);
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// keep info on patch/landscape.
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_Patch= patch;
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_DLMTexture= textureDLM;
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// append to the list.
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_DLMContextList= ctxList;
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_DLMContextList->append(this);
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// Get Texture Size info;
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#ifdef NL_DLM_TILE_RES
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// get coord at cornes of tiles
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Width= (_Patch->getOrderS())+1;
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Height= (_Patch->getOrderT())+1;
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#else
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// get coord at cornes of tessBlocks
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Width= (_Patch->getOrderS()/2)+1;
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Height= (_Patch->getOrderT()/2)+1;
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#endif
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// Allocate space in texture
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if(!_DLMTexture->createLightMap(Width, Height, TextPosX, TextPosY))
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{
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// Mark as not allocated.
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// NB: the context still work with NULL _DLMTexture, but do nothing (excpetionnal case)
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_DLMTexture= NULL;
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}
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// If the lightmap is correclty allocated in the global texture, compute UVBias.
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if(_DLMTexture)
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{
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// Compute patch UV matrix from pixels. Must map to center of pixels.
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DLMUScale= (float)(Width-1) / (float)_DLMTexture->getWidth();
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DLMVScale= (float)(Height-1) / (float)_DLMTexture->getHeight();
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DLMUBias= ((float)TextPosX+0.5f) / (float)_DLMTexture->getWidth();
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DLMVBias= ((float)TextPosY+0.5f) / (float)_DLMTexture->getHeight();
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}
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else
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{
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// Build UVBias such that the UVs point to Black
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// NB: TextureDLM ensure that point (MaxX,MaxY) of texture is black.
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DLMUScale= 0;
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DLMVScale= 0;
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DLMUBias= 1;
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DLMVBias= 1;
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}
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// TestYoyo: to see lightmap usage in the big texture
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/*DLMUScale= _Patch->getOrderS();
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DLMVScale= _Patch->getOrderT();
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DLMUBias= 0;
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DLMVBias= 0;*/
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// Bound 8bits UV for Vegetable. This is to ensure vegetable Dlm UVs won't peek in neighbor lightmaps.
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sint tmpU, tmpV;
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// Bound U minimum
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tmpU= (sint)ceil ( (DLMUBias) * 255 );
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clamp(tmpU, 0, 255);
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MinU8= tmpU;
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// Bound U maximum
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tmpU= (sint)floor( (DLMUBias+DLMUScale) * 255 );
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clamp(tmpU, (sint)MinU8, 255);
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MaxU8= tmpU;
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// Bound V minimum
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tmpV= (sint)ceil ( (DLMVBias) * 255 );
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clamp(tmpV, 0, 255);
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MinV8= tmpV;
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// Bound V maximum
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tmpV= (sint)floor( (DLMVBias+DLMVScale) * 255 );
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clamp(tmpV, (sint)MinV8, 255);
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MaxV8= tmpV;
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// Allocate RAM Lightmap
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_LightMap.resize(Width*Height);
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// generate Vertices: pos and normals
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_Vertices.resize(Width*Height);
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float s, t;
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float ds= 1.0f / (Width-1);
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float dt= 1.0f / (Height-1);
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// eval all the patch.
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t= 0;
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uint x,y;
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for(y=0; y<Height; y++, t+=dt)
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{
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s= 0;
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for(x=0; x<Width; x++, s+=ds)
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{
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CVertex &vert= _Vertices[y*Width+x];
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// NB: use the bezier patch, and don't take Noise into account, for speed reason.
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CBezierPatch *bpatch= _Patch->unpackIntoCache();
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// Eval pos.
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vert.Pos= bpatch->eval(s, t);
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// Eval Normal.
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vert.Normal= bpatch->evalNormal(s, t);
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}
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}
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// Build bounding Spheres QuadTree
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//============
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// Size of the cluster array (at level 0)
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uint bsx, bsy;
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#ifdef NL_DLM_TILE_RES
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// level 0 is at tile level.
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bsx= max(1, (_Patch->getOrderS())/NL_DLM_CLIP_FACTOR );
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bsy= max(1, (_Patch->getOrderT())/NL_DLM_CLIP_FACTOR );
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#else
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// level 0 is at tessBlock level.
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bsx= max(1, (_Patch->getOrderS()/2)/NL_DLM_CLIP_FACTOR );
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bsy= max(1, (_Patch->getOrderT()/2)/NL_DLM_CLIP_FACTOR );
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#endif
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// resize bboxes for level 0.
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static vector<CAABBox> tmpBBoxes[NL_DLM_CLIP_NUM_LEVEL];
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tmpBBoxes[0].resize(bsx * bsy);
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// Extend all leaves clusters BBoxes with patch coordinates
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for(y=0;y<bsy;y++)
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{
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// For Y, compute how many patch Positions used to extend bbox.
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uint beginY= y*NL_DLM_CLIP_FACTOR;
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uint endY= min( (y+1)*NL_DLM_CLIP_FACTOR+1, Height);
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for(x=0;x<bsx;x++)
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{
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// For X, compute how many patch Positions used to extend bbox.
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uint beginX= x*NL_DLM_CLIP_FACTOR;
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uint endX= min((x+1)*NL_DLM_CLIP_FACTOR+1, Width);
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// Build a bbox.
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CAABBox bbox;
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bbox.setCenter(_Vertices[beginY*Width + beginX].Pos);
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for(uint yi= beginY; yi<endY; yi++)
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{
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for(uint xi= beginX; xi<endX; xi++)
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{
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bbox.extend(_Vertices[yi*Width + xi].Pos);
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}
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}
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// Set the BBox info.
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tmpBBoxes[0][y*bsx + x]= bbox;
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}
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}
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// build parent BSpheres for quadTree hierarchy
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uint curLevel= 0;
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uint nextLevel= 1;
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uint nextBsx= max(1U, bsx/2);
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uint nextBsy= max(1U, bsy/2);
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// the number of cluster Sons, and descendants this cluster level owns.
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uint tmpClusterNumToSkip[NL_DLM_CLIP_NUM_LEVEL];
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// width for this cluster level.
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uint tmpClusterWidth[NL_DLM_CLIP_NUM_LEVEL];
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// Number of sons per line/column
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uint tmpClusterWSon[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterHSon[NL_DLM_CLIP_NUM_LEVEL];
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// Fill level 0 info
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tmpClusterNumToSkip[0]= 0;
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tmpClusterWidth[0]= bsx;
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tmpClusterWSon[0]= 0;
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tmpClusterHSon[0]= 0;
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uint finalClusterSize= bsx * bsy;
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// If the next level has 1x1 cases, it is not useful (since same sphere as entire Patch)
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while(nextBsx * nextBsy > 1 && nextLevel<NL_DLM_CLIP_NUM_LEVEL )
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{
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finalClusterSize+= nextBsx * nextBsy;
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uint wSon= (bsx/nextBsx);
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uint hSon= (bsy/nextBsy);
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// compute cluster level info.
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tmpClusterWidth[nextLevel]= nextBsx;
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tmpClusterWSon[nextLevel]= wSon;
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tmpClusterHSon[nextLevel]= hSon;
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// NB: level 0 has 0 sons to skip, hence level1 must skip (1+0)*4= 4 (wSon==hSon==2)
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// level2 must skip (1+4)*4= 20 (wSon==hSon==2)
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tmpClusterNumToSkip[nextLevel]= (1+tmpClusterNumToSkip[curLevel]) * wSon * hSon;
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// alloc bboxes.
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tmpBBoxes[nextLevel].resize(nextBsx * nextBsy);
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// For all cluster of upper level, build bb, as union of finers clusters
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for(y=0;y<nextBsy;y++)
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{
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for(x=0;x<nextBsx;x++)
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{
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// compute coordinate in curLevel tmpBBoxes to look
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uint x2= x*wSon;
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uint y2= y*hSon;
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// Build a bbox for 4 (or 2) children clusters
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if(wSon>1 && hSon>1)
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{
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CAABBox bbox1;
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CAABBox bbox2;
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bbox1= CAABBox::computeAABBoxUnion(
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tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]);
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bbox2= CAABBox::computeAABBoxUnion(
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tmpBBoxes[curLevel][(y2+1)*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2+1]);
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// final father bbox.
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tmpBBoxes[nextLevel][y*nextBsx + x]= CAABBox::computeAABBoxUnion(bbox1, bbox2);
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}
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else if(wSon==1)
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{
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CAABBox bbox1;
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bbox1= CAABBox::computeAABBoxUnion(
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tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2]);
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// final father bbox.
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tmpBBoxes[nextLevel][y*nextBsx + x]= bbox1;
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}
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else if(hSon==1)
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{
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CAABBox bbox1;
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bbox1= CAABBox::computeAABBoxUnion(
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tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]);
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// final father bbox.
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tmpBBoxes[nextLevel][y*nextBsx + x]= bbox1;
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}
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else
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// impossible...
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nlstop;
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}
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}
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// upper level.
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bsx= nextBsx;
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bsy= nextBsy;
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nextBsx= max(1U, nextBsx/2);
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nextBsy= max(1U, nextBsy/2);
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curLevel++;
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nextLevel++;
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}
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// Resize clusters with size according to all levels
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_Clusters.resize(finalClusterSize);
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uint iDstCluster= 0;
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// Fill cluster hierarchy, in _Clusters.
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uint numLevels= nextLevel;
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// NB: the principle is recursive, but it is "iterated", with a stack-like: tmpClusterX and tmpClusterY;
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uint tmpClusterX[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterY[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterXMin[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterYMin[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterXMax[NL_DLM_CLIP_NUM_LEVEL];
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uint tmpClusterYMax[NL_DLM_CLIP_NUM_LEVEL];
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// we start at curLevel (the highest Level), and we must fill all the squares of this level
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tmpClusterX[curLevel]= 0;
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tmpClusterY[curLevel]= 0;
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tmpClusterXMin[curLevel]= 0;
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tmpClusterYMin[curLevel]= 0;
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tmpClusterXMax[curLevel]= bsx;
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tmpClusterYMax[curLevel]= bsy;
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// while the "root" level is not pop
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while(curLevel < numLevels)
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{
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// If we ended with this level (all lines done).
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if(tmpClusterY[curLevel] >= tmpClusterYMax[curLevel])
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{
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// Ok, finished with this level, pop up.
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curLevel++;
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// skip.
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continue;
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}
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nlassert(iDstCluster<_Clusters.size());
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// get the bbox from current position.
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CAABBox bbox= tmpBBoxes[curLevel][ tmpClusterY[curLevel] * tmpClusterWidth[curLevel] + tmpClusterX[curLevel] ];
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// Fill _Clusters for this square.
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_Clusters[iDstCluster].BSphere.Center= bbox.getCenter();
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_Clusters[iDstCluster].BSphere.Radius= bbox.getRadius();
|
|
// If leaf level, fill special info
|
|
if(curLevel == 0)
|
|
{
|
|
_Clusters[iDstCluster].NSkips= 0;
|
|
_Clusters[iDstCluster].X= tmpClusterX[0];
|
|
_Clusters[iDstCluster].Y= tmpClusterY[0];
|
|
}
|
|
// else, set total number of sons to skips if "invisible"
|
|
else
|
|
_Clusters[iDstCluster].NSkips= tmpClusterNumToSkip[curLevel];
|
|
|
|
// next dst cluster
|
|
iDstCluster ++;
|
|
|
|
|
|
// If not Leaf level, recurs. First pass, use curLevel params (tmpClusterX...)
|
|
if(curLevel > 0)
|
|
{
|
|
// compute info for next level.
|
|
tmpClusterXMin[curLevel-1]= tmpClusterX[curLevel] * tmpClusterWSon[curLevel];
|
|
tmpClusterYMin[curLevel-1]= tmpClusterY[curLevel] * tmpClusterHSon[curLevel];
|
|
tmpClusterXMax[curLevel-1]= (tmpClusterX[curLevel]+1) * tmpClusterWSon[curLevel];
|
|
tmpClusterYMax[curLevel-1]= (tmpClusterY[curLevel]+1) * tmpClusterHSon[curLevel];
|
|
// begin iteration of child level
|
|
tmpClusterX[curLevel-1]= tmpClusterXMin[curLevel-1];
|
|
tmpClusterY[curLevel-1]= tmpClusterYMin[curLevel-1];
|
|
}
|
|
|
|
|
|
// next square for this level
|
|
tmpClusterX[curLevel]++;
|
|
// if ended for X.
|
|
if(tmpClusterX[curLevel] >= tmpClusterXMax[curLevel])
|
|
{
|
|
// reset X.
|
|
tmpClusterX[curLevel]= tmpClusterXMin[curLevel];
|
|
// next line.
|
|
tmpClusterY[curLevel]++;
|
|
}
|
|
|
|
|
|
// If not Leaf level, recurs. Second pass, after tmpClusterX and tmpClusterY of curLevel are changed
|
|
if(curLevel > 0)
|
|
{
|
|
// descend in hierarchy. (recurs)
|
|
curLevel--;
|
|
}
|
|
|
|
}
|
|
|
|
// All dst clusters must have been filled
|
|
nlassert(iDstCluster == _Clusters.size());
|
|
|
|
|
|
// PreProcess Patch TileColors.
|
|
//============
|
|
// Verify that a CTileColor is nothing more than a 565 color.
|
|
nlassert(sizeof(CTileColor)==sizeof(uint16));
|
|
#ifndef NL_DLM_TILE_RES
|
|
|
|
// retrieve patch tileColor pointer.
|
|
nlassert(_Patch->TileColors.size()>0);
|
|
CTileColor *tileColor= &_Patch->TileColors[0];
|
|
|
|
// skip 1 tiles colors per column and per row
|
|
uint wTileColor= _Patch->getOrderS()+1;
|
|
CTileColor *tcOrigin= tileColor;
|
|
// alloc _LowResTileColors at same resolution than lightmap
|
|
_LowResTileColors.resize(Width*Height);
|
|
uint16 *dstLRtc= &_LowResTileColors[0];
|
|
|
|
// For all lines of dst.
|
|
for(y=0;y<Height;y++)
|
|
{
|
|
// tileColor start of line.
|
|
tileColor= tcOrigin + y*2* wTileColor;
|
|
sint npix= Width;
|
|
// for all pixels at corner of tessBlock.
|
|
for(;npix>0; npix--, tileColor+=2, dstLRtc++)
|
|
{
|
|
*dstLRtc= tileColor->Color565;
|
|
}
|
|
|
|
}
|
|
#endif
|
|
|
|
|
|
// compute the TextureFar used for Far dynamic lightmaping.
|
|
//============
|
|
// NB: simpler to compute it at generate() time, even if not necessarly needed for near
|
|
computeTextureFar();
|
|
|
|
|
|
// fill texture with Black
|
|
//============
|
|
clearLighting();
|
|
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::clearLighting()
|
|
{
|
|
// If the srcTexture is not already black.
|
|
if(!_IsSrcTextureFullBlack)
|
|
{
|
|
// Reset Lightmap with black.
|
|
uint count= _LightMap.size();
|
|
if(count>0)
|
|
{
|
|
memset(&_LightMap[0], 0, count * sizeof(CRGBA));
|
|
}
|
|
|
|
// Now the src lightmap is fully black
|
|
_IsSrcTextureFullBlack= true;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
|
|
// TestYoyo: I thought this code was better, but actually, this is not the case
|
|
/*
|
|
static float NL3D_Val1= 1.f;
|
|
inline void __stdcall fastClamp01(float &x)
|
|
{
|
|
__asm
|
|
{
|
|
mov esi, x
|
|
mov eax, [esi]
|
|
|
|
// clamp to 0.
|
|
cmp eax, 0x80000001 // set carry if sign bit is set.
|
|
sbb ecx, ecx // if attDist is negative, ecx==0 , else 0xFFFFFFFF.
|
|
and eax, ecx // if attDist is negative, eax=0, else unchanged
|
|
|
|
// clamp eax to 1 (NB: now we are sure eax>=0).
|
|
cmp eax, NL3D_Val1 // set carry if < Val1.
|
|
sbb ecx, ecx // if < Val1, ecx==0xFFFFFFFF, else 0.
|
|
and eax, ecx // if < Val1, ecx= eax, else ecx=0
|
|
not ecx
|
|
and ecx, NL3D_Val1 // if > Val1, ecx== Val1, else ecx= 0.
|
|
add eax, ecx // finally, eax= val clamped to 1.
|
|
|
|
// store.
|
|
mov [esi], eax
|
|
}
|
|
}*/
|
|
|
|
// faster to do a simple clamp ???
|
|
inline void fastClamp01(float &x)
|
|
{
|
|
clamp(x, 0.f, 1.f);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::addPointLightInfluence(const CPatchDLMPointLight &pl)
|
|
{
|
|
|
|
uint nverts= _Vertices.size();
|
|
nlassert(nverts==_LightMap.size());
|
|
|
|
if(nverts==0)
|
|
return;
|
|
CVertex *vert= &_Vertices[0];
|
|
|
|
|
|
// precise clip: parse the quadTree of sphere
|
|
//================
|
|
uint i, x,y;
|
|
uint startX, startY, endX, endY;
|
|
startX= 0xFFFFFFFF;
|
|
startY= 0xFFFFFFFF;
|
|
endX= 0;
|
|
endY= 0;
|
|
for(i=0;i<_Clusters.size();)
|
|
{
|
|
// If the sphere intersect pl,
|
|
if(_Clusters[i].BSphere.intersect(pl.BSphere) )
|
|
{
|
|
// if this cluster is a leaf, extend start/end
|
|
if(_Clusters[i].NSkips==0)
|
|
{
|
|
x= _Clusters[i].X;
|
|
y= _Clusters[i].Y;
|
|
startX= min(startX, x);
|
|
startY= min(startY, y);
|
|
endX= max(endX, x+1);
|
|
endY= max(endY, y+1);
|
|
}
|
|
// go to next cluster (a brother, a parent or a son)
|
|
i++;
|
|
}
|
|
else
|
|
{
|
|
// if this cluster is a leaf, just go to next cluster (a parent or a brother)
|
|
if(_Clusters[i].NSkips==0)
|
|
i++;
|
|
// else, go to next brother or parent (NSkips say how to go)
|
|
else
|
|
i+= _Clusters[i].NSkips;
|
|
}
|
|
}
|
|
// if never intersect, just quit.
|
|
if(startX==0xFFFFFFFF)
|
|
return;
|
|
|
|
// get vertices in array to process.
|
|
startX*=NL_DLM_CLIP_FACTOR;
|
|
startY*=NL_DLM_CLIP_FACTOR;
|
|
endX= min(endX*NL_DLM_CLIP_FACTOR+1, Width);
|
|
endY= min(endY*NL_DLM_CLIP_FACTOR+1, Height);
|
|
|
|
// TestYoyo only.
|
|
//extern uint YOYO_LandDLCount;
|
|
//YOYO_LandDLCount+= (endX - startX) * (endY - startY);
|
|
|
|
// process all vertices
|
|
//================
|
|
float r,g,b;
|
|
CRGBA *dst= &_LightMap[0];
|
|
CVertex *originVert= vert;
|
|
CRGBA *originDst= dst;
|
|
|
|
// TestYoyo: finally, precache does not seems to impact final result.
|
|
// precache loading, for better cache use. NB: precache the entire line, ignoring clip result.
|
|
// Precache only if interesting.
|
|
//if( (endX - startX)*4>=Width && (endY-startY)>=2)
|
|
//{
|
|
//vert= originVert + startY*Width;
|
|
//dst= originDst + startY*Width;
|
|
//uint nPixelLine= (endY-startY)*Width;
|
|
//CFastMem::precacheBest(vert, nPixelLine * sizeof(CVertex));
|
|
//CFastMem::precacheBest(dst, nPixelLine * sizeof(CRGBA));
|
|
//}
|
|
|
|
// Start 24 precision, for faster compute.
|
|
OptFastFloorBegin24();
|
|
|
|
// If the pointLight is a spot, compute is more complex/slower
|
|
if(pl.IsSpot)
|
|
{
|
|
for(y=startY; y<endY; y++)
|
|
{
|
|
nverts= endX - startX;
|
|
|
|
vert= originVert + startX + y*Width;
|
|
dst= originDst + startX + y*Width;
|
|
for(;nverts>0; nverts--, vert++, dst++)
|
|
{
|
|
CVector dirToP= vert->Pos - pl.Pos;
|
|
float dist= dirToP.norm();
|
|
dirToP/= dist;
|
|
|
|
// compute cos for pl. attenuation
|
|
float cosSpot= dirToP * pl.Dir;
|
|
float attSpot= (cosSpot-pl.CosMin) * pl.OOCosDelta;
|
|
fastClamp01(attSpot);
|
|
|
|
// distance attenuation
|
|
float attDist= (dist-pl.AttMax) * pl.OOAttDelta;
|
|
fastClamp01(attDist);
|
|
|
|
// compute diffuse lighting
|
|
float diff= -(vert->Normal * dirToP);
|
|
fastClamp01(diff);
|
|
|
|
// compute colors.
|
|
diff*= attSpot * attDist;
|
|
r= pl.R*diff;
|
|
g= pl.G*diff;
|
|
b= pl.B*diff;
|
|
|
|
CRGBA col;
|
|
#ifdef NL_OS_MAC
|
|
// OptFastFloor24 should compiles but it generates an internal compiler error
|
|
col.R= (uint8)floor(r);
|
|
col.G= (uint8)floor(g);
|
|
col.B= (uint8)floor(b);
|
|
#else
|
|
// we need to do the 0xff mask or run time type check can break here because sometime r g b are > 255
|
|
col.R= uint8(OptFastFloor24(r) & 0xff);
|
|
col.G= uint8(OptFastFloor24(g) & 0xff);
|
|
col.B= uint8(OptFastFloor24(b) & 0xff);
|
|
#endif
|
|
|
|
// add to map.
|
|
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
|
|
// Fast AddClamp.
|
|
__asm
|
|
{
|
|
mov esi, dst
|
|
|
|
mov al, [esi]dst.R
|
|
add al, col.R
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.R, al
|
|
|
|
mov al, [esi]dst.G
|
|
add al, col.G
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.G, al
|
|
|
|
mov al, [esi]dst.B
|
|
add al, col.B
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.B, al
|
|
}
|
|
#else
|
|
// add and clamp to map.
|
|
dst->addRGBOnly(*dst, col);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
// else, pointLight with no Spot cone attenuation
|
|
else
|
|
{
|
|
// TestYoyo
|
|
//extern void YOYO_startDLMItCount();
|
|
//YOYO_startDLMItCount();
|
|
|
|
// Compute lightmap pixels of interest
|
|
for(y=startY; y<endY; y++)
|
|
{
|
|
nverts= endX - startX;
|
|
|
|
vert= originVert + startX + y*Width;
|
|
dst= originDst + startX + y*Width;
|
|
for(;nverts>0; nverts--, vert++, dst++)
|
|
{
|
|
CVector dirToP= vert->Pos - pl.Pos;
|
|
float dist= dirToP.norm();
|
|
float OODist= 1.0f / dist;
|
|
dirToP*= OODist;
|
|
|
|
// distance attenuation
|
|
float attDist= (dist-pl.AttMax) * pl.OOAttDelta;
|
|
fastClamp01(attDist);
|
|
|
|
// compute diffuse lighting
|
|
float diff= -(vert->Normal * dirToP);
|
|
fastClamp01(diff);
|
|
|
|
// compute colors.
|
|
diff*= attDist;
|
|
r= pl.R*diff;
|
|
g= pl.G*diff;
|
|
b= pl.B*diff;
|
|
|
|
CRGBA col;
|
|
#ifdef NL_OS_MAC
|
|
// OptFastFloor24 should compiles but it generates an internal compiler error
|
|
col.R= (uint8)floor(r);
|
|
col.G= (uint8)floor(g);
|
|
col.B= (uint8)floor(b);
|
|
#else
|
|
// we need to do the 0xff mask or run time type check can break here because sometime r g b are > 255
|
|
col.R= uint8(OptFastFloor24(r) & 0xff);
|
|
col.G= uint8(OptFastFloor24(g) & 0xff);
|
|
col.B= uint8(OptFastFloor24(b) & 0xff);
|
|
#endif
|
|
// add to map.
|
|
#if defined(NL_OS_WINDOWS) && !defined(NL_NO_ASM)
|
|
// Fast AddClamp.
|
|
__asm
|
|
{
|
|
mov esi, dst
|
|
|
|
mov al, [esi]dst.R
|
|
add al, col.R
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.R, al
|
|
|
|
mov al, [esi]dst.G
|
|
add al, col.G
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.G, al
|
|
|
|
mov al, [esi]dst.B
|
|
add al, col.B
|
|
sbb cl, cl
|
|
or al, cl
|
|
mov [esi]dst.B, al
|
|
}
|
|
#else
|
|
// add and clamp to map.
|
|
dst->addRGBOnly(*dst, col);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
// TestYoyo
|
|
//extern void YOYO_endDLMItCount();
|
|
//YOYO_endDLMItCount();
|
|
}
|
|
|
|
// Stop 24 bit precision
|
|
OptFastFloorEnd24();
|
|
|
|
// Src texture is modified, hence it can't be black.
|
|
//==============
|
|
_IsSrcTextureFullBlack= false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::compileLighting(TCompileType compType, CRGBA modulateCte)
|
|
{
|
|
// If srcTexture is full black, and if dst texture is already full black too, don't need to update dst texture
|
|
if(! (_IsSrcTextureFullBlack && _IsDstTextureFullBlack) )
|
|
{
|
|
// if lightMap allocated
|
|
if(_LightMap.size()>0 && _DLMTexture)
|
|
{
|
|
// If the srcTexture is full black (ie no pointLight influence touch it),
|
|
if(_IsSrcTextureFullBlack)
|
|
{
|
|
// reset the texture to full black.
|
|
_DLMTexture->fillRect(TextPosX, TextPosY, Width, Height, 0);
|
|
}
|
|
// else the srcTexture is not full black (ie some pointLight influence touch it),
|
|
else
|
|
{
|
|
// if must modulate with tileColor
|
|
if(compType == ModulateTileColor)
|
|
{
|
|
// a vector can't have negative size
|
|
//nlassert(_Patch->TileColors.size()>=0);
|
|
#ifdef NL_DLM_TILE_RES
|
|
// retrieve userColor pointer.
|
|
uint16 *tileColor= (uint16*)(&_Patch->TileColors[0]);
|
|
#else
|
|
uint16 *tileColor= (uint16*)(&_LowResTileColors[0]);
|
|
#endif
|
|
|
|
// modulate and fill dest.
|
|
_DLMTexture->modulateAndfillRect565(TextPosX, TextPosY, Width, Height, &_LightMap[0], tileColor);
|
|
}
|
|
// else if must modulate with textureFar
|
|
else if(compType == ModulateTextureFar)
|
|
{
|
|
// modulate and fill dest.
|
|
_DLMTexture->modulateAndfillRect8888(TextPosX, TextPosY, Width, Height, &_LightMap[0], &_TextureFar[0]);
|
|
}
|
|
// else if must modulate with constante
|
|
else if(compType == ModulateConstant)
|
|
{
|
|
// modulate and fill dest.
|
|
_DLMTexture->modulateConstantAndfillRect(TextPosX, TextPosY, Width, Height, &_LightMap[0], modulateCte);
|
|
}
|
|
// else, no Modulate.
|
|
else
|
|
{
|
|
// just copy lightmap to texture
|
|
_DLMTexture->copyRect(TextPosX, TextPosY, Width, Height, &_LightMap[0]);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// copy full black state
|
|
_IsDstTextureFullBlack= _IsSrcTextureFullBlack;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
uint CPatchDLMContext::getMemorySize() const
|
|
{
|
|
uint size= sizeof(CPatchDLMContext);
|
|
size+= _Vertices.size() * sizeof(CVertex);
|
|
size+= _LightMap.size() * sizeof(CRGBA);
|
|
size+= _Clusters.size() * sizeof(CCluster);
|
|
size+= _TextureFar.size() * sizeof(CRGBA);
|
|
#ifndef NL_DLM_TILE_RES
|
|
size+= _LowResTileColors.size() * sizeof(uint16);
|
|
#endif
|
|
|
|
return size;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::computeTextureFar()
|
|
{
|
|
// First compute Far at order1 Level (ie 2x2 pixels per tiles).
|
|
//==================
|
|
static vector<CRGBA> tileFars;
|
|
// Get the FarBank from landscape.
|
|
CTileFarBank &farBank= _Patch->getLandscape()->TileFarBank;
|
|
// size of the texture.
|
|
uint os= _Patch->getOrderS();
|
|
uint ot= _Patch->getOrderT();
|
|
// resize tmp texture. keep a border of 1 pixel around this texture (for average with border)
|
|
uint tfWidth= os*2+2;
|
|
uint tfHeight= ot*2+2;
|
|
uint tfSize= tfWidth * tfHeight;
|
|
tileFars.resize(tfSize);
|
|
CRGBA *dst= &tileFars[0];
|
|
|
|
// default: fill dst with black (for possible non-existing tiles).
|
|
memset(dst, 0, tfSize*sizeof(CRGBA));
|
|
|
|
// For all tiles.
|
|
uint x, y;
|
|
for(y=0; y<ot; y++)
|
|
{
|
|
for(x=0;x<os;x++)
|
|
{
|
|
// get the tile from patch.
|
|
CTileElement &tileElm= _Patch->Tiles[y*os + x];
|
|
|
|
// For all layers
|
|
for(uint l=0; l<3;l++)
|
|
{
|
|
uint16 tileId= tileElm.Tile[0];
|
|
if (tileId!=NL_TILE_ELM_LAYER_EMPTY)
|
|
{
|
|
// Get the read only pointer on the far tile
|
|
const CTileFarBank::CTileFar* pTile= farBank.getTile (tileId);
|
|
// if exist.
|
|
if(pTile && pTile->isFill (CTileFarBank::diffuse))
|
|
{
|
|
// get tile element information.
|
|
sint nRot= tileElm.getTileOrient(l);
|
|
bool is256x256;
|
|
uint8 uvOff;
|
|
tileElm.getTile256Info(is256x256, uvOff);
|
|
|
|
// compute src pixel
|
|
const CRGBA *srcPixel= pTile->getPixels(CTileFarBank::diffuse, CTileFarBank::order1);
|
|
// compute src info, for this tile rot and 256x256 context.
|
|
sint srcDeltaX;
|
|
sint srcDeltaY;
|
|
srcPixel= computeTileFarSrcDeltas(nRot, is256x256, uvOff, srcPixel, srcDeltaX, srcDeltaY);
|
|
|
|
// compute dst coordinate. start writing at pixel (1,1)
|
|
CRGBA *dstPixel= dst + (y*2+1)*tfWidth + x*2+1;
|
|
|
|
if(l==0)
|
|
{
|
|
// copy the tile content to the texture.
|
|
copyTileToTexture(srcPixel, srcDeltaX, srcDeltaY, dstPixel, tfWidth);
|
|
}
|
|
else
|
|
{
|
|
// blend the tile content to the texture.
|
|
blendTileToTexture(srcPixel, srcDeltaX, srcDeltaY, dstPixel, tfWidth);
|
|
}
|
|
}
|
|
else
|
|
// go to next tile.
|
|
break;
|
|
}
|
|
else
|
|
// go to next tile.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* copy borders pixels from border of current patch
|
|
NB: this is not correct, but visually sufficient.
|
|
To look on neighbor would be more complex.
|
|
*/
|
|
|
|
// copy lines up and down.
|
|
y= tfHeight-1;
|
|
for(x=1;x<tfWidth-1;x++)
|
|
{
|
|
// copy line 0 from line 1.
|
|
dst[0*tfWidth + x]= dst[1*tfWidth + x];
|
|
// copy last line from last line-1.
|
|
dst[y*tfWidth + x]= dst[(y-1)*tfWidth + x];
|
|
}
|
|
|
|
// copy column left and right
|
|
x= tfWidth-1;
|
|
for(y=1;y<tfHeight-1;y++)
|
|
{
|
|
// copy column 0 from column 1.
|
|
dst[y*tfWidth + 0]= dst[y*tfWidth + 1];
|
|
// copy last column from last column-1.
|
|
dst[y*tfWidth + x]= dst[y*tfWidth + x-1];
|
|
}
|
|
|
|
// copy 4 corners
|
|
x= tfWidth-1;
|
|
y= tfHeight-1;
|
|
// top-left corner
|
|
dst[0]= dst[1];
|
|
// top-right corner
|
|
dst[x]= dst[x-1];
|
|
// bottom-left corner
|
|
dst[y*tfWidth + 0]= dst[y*tfWidth + 1];
|
|
// bottom-right corner
|
|
dst[y*tfWidth + x]= dst[y*tfWidth + x-1];
|
|
|
|
|
|
// Average to DLM resolution (ie OrderS+1, OrderT+1)
|
|
//==================
|
|
// resize _TextureFar.
|
|
_TextureFar.resize(Width*Height);
|
|
CRGBA *src= &tileFars[0];
|
|
dst= &_TextureFar[0];
|
|
|
|
// for all pixels of dst texture.
|
|
for(y=0;y<Height;y++)
|
|
{
|
|
for(x=0;x<Width;x++, dst++)
|
|
{
|
|
// compute coordinate in tileFars.
|
|
uint x2, y2;
|
|
#ifdef NL_DLM_TILE_RES
|
|
x2= x * 2;
|
|
y2= y * 2;
|
|
#else
|
|
// easiest method: sample every 2 tiles.
|
|
x2= x * 4;
|
|
y2= y * 4;
|
|
#endif
|
|
|
|
// Average the 4 pixels around this tile corner
|
|
dst->avg4RGBOnly(src[y2*tfWidth + x2],
|
|
src[y2*tfWidth + x2+1],
|
|
src[(y2+1)*tfWidth + x2],
|
|
src[(y2+1)*tfWidth + x2+1]);
|
|
}
|
|
}
|
|
|
|
|
|
// Modulate result with TileColors.
|
|
//==================
|
|
// vector-size is always >= 0
|
|
//nlassert(_Patch->TileColors.size()>=0);
|
|
#ifdef NL_DLM_TILE_RES
|
|
// retrieve userColor pointer.
|
|
uint16 *tileColor= (uint16*)(&_Patch->TileColors[0]);
|
|
#else
|
|
uint16 *tileColor= (uint16*)(&_LowResTileColors[0]);
|
|
#endif
|
|
|
|
// For all pixels
|
|
dst= &_TextureFar[0];
|
|
for(sint n= Width*Height; n>0; n--, dst++, tileColor++)
|
|
{
|
|
uint16 tc= *tileColor;
|
|
// modulate R.
|
|
dst->R= ( (tc>>11) * dst->R)>>5;
|
|
// modulate G.
|
|
dst->G= (((tc>>5)&63) * dst->G)>>6;
|
|
// modulate B.
|
|
dst->B= ( (tc&31) * dst->B)>>5;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
const CRGBA *CPatchDLMContext::computeTileFarSrcDeltas(sint nRot, bool is256x256, uint8 uvOff, const CRGBA *srcPixel, sint &srcDeltaX, sint &srcDeltaY)
|
|
{
|
|
// NB: code copied from CTextureFar::rebuildRectangle()
|
|
|
|
// The tileSize at order1 is 2.
|
|
uint tileSize= 2;
|
|
|
|
// Source size
|
|
sint sourceSize;
|
|
|
|
// Source offset (for 256)
|
|
uint sourceOffset=0;
|
|
|
|
// 256 ?
|
|
if (is256x256)
|
|
{
|
|
// On the left ?
|
|
if (uvOff&0x02)
|
|
sourceOffset+=tileSize;
|
|
|
|
// On the bottom ?
|
|
if ((uvOff==1)||(uvOff==2))
|
|
sourceOffset+=2*tileSize*tileSize;
|
|
|
|
// Yes, 256
|
|
sourceSize=tileSize<<1;
|
|
}
|
|
else
|
|
{
|
|
// No, 128
|
|
sourceSize=tileSize;
|
|
}
|
|
|
|
// Compute offset and deltas
|
|
switch (nRot)
|
|
{
|
|
case 0:
|
|
// Source pointers
|
|
srcPixel= srcPixel+sourceOffset;
|
|
|
|
// Source delta
|
|
srcDeltaX=1;
|
|
srcDeltaY=sourceSize;
|
|
break;
|
|
case 1:
|
|
{
|
|
// Source pointers
|
|
uint newOffset=sourceOffset+(tileSize-1);
|
|
srcPixel=srcPixel+newOffset;
|
|
|
|
// Source delta
|
|
srcDeltaX=sourceSize;
|
|
srcDeltaY=-1;
|
|
}
|
|
break;
|
|
case 2:
|
|
{
|
|
// Destination pointer
|
|
uint newOffset=sourceOffset+(tileSize-1)*sourceSize+tileSize-1;
|
|
srcPixel=srcPixel+newOffset;
|
|
|
|
// Source delta
|
|
srcDeltaX=-1;
|
|
srcDeltaY=-sourceSize;
|
|
}
|
|
break;
|
|
case 3:
|
|
{
|
|
// Destination pointer
|
|
uint newOffset=sourceOffset+(tileSize-1)*sourceSize;
|
|
srcPixel=srcPixel+newOffset;
|
|
|
|
// Source delta
|
|
srcDeltaX=-sourceSize;
|
|
srcDeltaY=1;
|
|
}
|
|
break;
|
|
}
|
|
|
|
return srcPixel;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::copyTileToTexture(const CRGBA *srcPixel, sint srcDeltaX, sint srcDeltaY, CRGBA *dstPixel, uint dstStride)
|
|
{
|
|
// copy the 2x2 tile to the texture.
|
|
|
|
// first line.
|
|
dstPixel[0]= srcPixel[0];
|
|
dstPixel[1]= srcPixel[srcDeltaX];
|
|
// second line.
|
|
dstPixel[0+dstStride]= srcPixel[srcDeltaY];
|
|
dstPixel[1+dstStride]= srcPixel[srcDeltaY+srcDeltaX];
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CPatchDLMContext::blendTileToTexture(const CRGBA *srcPixel, sint srcDeltaX, sint srcDeltaY, CRGBA *dstPixel, uint dstStride)
|
|
{
|
|
// blend the 2x2 tile with the texture.
|
|
CRGBA *dst;
|
|
CRGBA src;
|
|
|
|
// first line.
|
|
dst= &dstPixel[0]; src= srcPixel[0];
|
|
dst->blendFromuiRGBOnly(*dst, src, src.A);
|
|
|
|
dst= &dstPixel[1]; src= srcPixel[srcDeltaX];
|
|
dst->blendFromuiRGBOnly(*dst, src, src.A);
|
|
|
|
// second line.
|
|
dst= &dstPixel[0+dstStride]; src= srcPixel[srcDeltaY];
|
|
dst->blendFromuiRGBOnly(*dst, src, src.A);
|
|
|
|
dst= &dstPixel[1+dstStride]; src= srcPixel[srcDeltaY+srcDeltaX];
|
|
dst->blendFromuiRGBOnly(*dst, src, src.A);
|
|
}
|
|
|
|
|
|
} // NL3D
|