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244 lines
7.1 KiB
C++
244 lines
7.1 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/ig_surface_light_build.h"
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#include "nel/3d/scene_group.h"
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using namespace NLMISC;
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using namespace std;
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namespace NL3D
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{
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// ***************************************************************************
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void CIGSurfaceLightBuild::buildSunDebugMesh(CMesh::CMeshBuild &meshBuild,
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CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos)
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{
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contReset(meshBuild);
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contReset(meshBaseBuild);
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meshBaseBuild.Materials.resize(1);
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meshBaseBuild.Materials[0].initUnlit();
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meshBaseBuild.Materials[0].setBlend(true);
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meshBaseBuild.Materials[0].setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
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meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
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// For all grids.
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ItRetrieverGridMap it;
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for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++)
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{
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for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++)
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{
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CSurface &surface= it->second.Grids[iSurf];
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// Resize vector.
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uint wVert= surface.Width;
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uint hVert= surface.Height;
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uint vId0= (uint)meshBuild.Vertices.size();
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// Allocate vertices / colors
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meshBuild.Vertices.resize(vId0 + wVert*hVert);
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vector<CRGBA> colors;
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colors.resize(wVert*hVert);
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// Build vertices pos and colors.
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uint x, y;
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for(y=0;y<hVert; y++)
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{
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for(x=0;x<wVert; x++)
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{
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uint vId= y*wVert + x;
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// Copy Pos.
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meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
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// Copy Color.
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uint8 col= surface.Cells[vId].SunContribution;
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colors[vId].set(col, col, col, 128);
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// Force Blue color, to simulate ambiant.
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colors[vId].B= 128 + colors[vId].B/2;
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// OutSurface => green is 128.
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if(!surface.Cells[vId].InSurface)
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colors[vId].G= 128;
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}
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}
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// Build faces
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addDebugMeshFaces(meshBuild, surface, vId0, colors);
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}
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}
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}
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// ***************************************************************************
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void CIGSurfaceLightBuild::buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut)
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{
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contReset(meshBuild);
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contReset(meshBaseBuild);
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meshBaseBuild.Materials.resize(1);
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meshBaseBuild.Materials[0].initUnlit();
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meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
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// Get the number of lights in Ig.
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uint numLight= (uint)igOut.getPointLightList().size();
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numLight= raiseToNextPowerOf2(numLight);
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uint idMultiplier= 256/ numLight;
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// For all grids.
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ItRetrieverGridMap it;
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for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++)
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{
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// get the final surface
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CIGSurfaceLight::TRetrieverGridMap::const_iterator itIg=
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igOut.getIGSurfaceLight().getRetrieverGridMap().find(it->first);
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// If not found, abort
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if( itIg== igOut.getIGSurfaceLight().getRetrieverGridMap().end() )
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{
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nlwarning("buildPLDebugMesh fails to find retriever '%d' in igOut", it->first);
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continue;
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}
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else if( it->second.Grids.size()!=itIg->second.Grids.size() )
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{
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nlwarning("buildPLDebugMesh find retriever '%d' in igOut, but with bad size: excepting: %d, get: %d",
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it->first, it->second.Grids.size(), itIg->second.Grids.size() );
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continue;
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}
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// For all surface of the retriever.
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for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++)
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{
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CSurface &surface= it->second.Grids[iSurf];
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const CSurfaceLightGrid &igSurface= itIg->second.Grids[iSurf];
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// Resize vector.
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uint wVert= surface.Width;
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uint hVert= surface.Height;
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uint vId0= (uint)meshBuild.Vertices.size();
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// Allocate vertices / colors
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meshBuild.Vertices.resize(vId0 + wVert*hVert);
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vector<CRGBA> colors;
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colors.resize(wVert*hVert);
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// Build vertices pos and colors.
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uint x, y;
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for(y=0;y<hVert; y++)
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{
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for(x=0;x<wVert; x++)
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{
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uint vId= y*wVert + x;
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// Copy Pos.
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meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
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// init Color with idMultiplier in Blue (info!).
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CRGBA &col= colors[vId];
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col.set(0,0, idMultiplier, 255);
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// store the compressed id of the light found in igOut.
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nlassert( CSurfaceLightGrid::NumLightPerCorner>=2 );
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uint idLight0= igSurface.Cells[vId].Light[0];
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uint idLight1= igSurface.Cells[vId].Light[1];
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// 255 means no light. If at least one light
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if(idLight0<255)
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{
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uint v= (idLight0+1)*idMultiplier;
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col.R= min(v, 255U);
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// if second light
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if(idLight1<255)
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{
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v= (idLight1+1)*idMultiplier;
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col.G= min(v, 255U);
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}
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}
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}
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}
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// Build faces
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addDebugMeshFaces(meshBuild, surface, vId0, colors);
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}
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}
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}
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// ***************************************************************************
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void CIGSurfaceLightBuild::addDebugMeshFaces(CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0,
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const std::vector<CRGBA> &colors)
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{
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// Resize faces.
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uint wVert= surface.Width;
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uint hVert= surface.Height;
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uint wCell= wVert-1;
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uint hCell= hVert-1;
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// Allocate enough space for faces.
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meshBuild.Faces.reserve(meshBuild.Faces.size() + wCell*hCell *2);
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// Build faces
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uint x,y;
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for(y=0;y<hCell; y++)
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{
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for(x=0;x<wCell; x++)
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{
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uint v00= y*wVert + x;
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uint v10= y*wVert + x+1;
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uint v01= (y+1)*wVert + x;
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uint v11= (y+1)*wVert + x+1;
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// Skip this cell??
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bool skip= false;
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if(!surface.Cells[v00].InSurface && !surface.Cells[v00].Dilated) skip= true;
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if(!surface.Cells[v10].InSurface && !surface.Cells[v10].Dilated) skip= true;
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if(!surface.Cells[v01].InSurface && !surface.Cells[v01].Dilated) skip= true;
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if(!surface.Cells[v11].InSurface && !surface.Cells[v11].Dilated) skip= true;
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if(!skip)
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{
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// 1st triangle.
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CMesh::CFace face0;
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face0.MaterialId= 0;
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face0.Corner[0].Vertex= vId0+ v00;
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face0.Corner[0].Color= colors[v00];
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face0.Corner[1].Vertex= vId0+ v10;
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face0.Corner[1].Color= colors[v10];
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face0.Corner[2].Vertex= vId0+ v01;
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face0.Corner[2].Color= colors[v01];
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// 2nd triangle.
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CMesh::CFace face1;
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face1.MaterialId= 0;
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face1.Corner[0].Vertex= vId0+ v10;
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face1.Corner[0].Color= colors[v10];
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face1.Corner[1].Vertex= vId0+ v11;
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face1.Corner[1].Color= colors[v11];
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face1.Corner[2].Vertex= vId0+ v01;
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face1.Corner[2].Color= colors[v01];
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// Add 2 triangles
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meshBuild.Faces.push_back(face0);
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meshBuild.Faces.push_back(face1);
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}
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}
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}
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}
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} // NL3D
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