mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-15 14:08:42 +00:00
244 lines
7.1 KiB
C++
244 lines
7.1 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "std3d.h"
|
|
|
|
#include "nel/3d/ig_surface_light_build.h"
|
|
#include "nel/3d/scene_group.h"
|
|
|
|
|
|
using namespace NLMISC;
|
|
using namespace std;
|
|
|
|
namespace NL3D
|
|
{
|
|
|
|
|
|
// ***************************************************************************
|
|
void CIGSurfaceLightBuild::buildSunDebugMesh(CMesh::CMeshBuild &meshBuild,
|
|
CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos)
|
|
{
|
|
contReset(meshBuild);
|
|
contReset(meshBaseBuild);
|
|
meshBaseBuild.Materials.resize(1);
|
|
meshBaseBuild.Materials[0].initUnlit();
|
|
meshBaseBuild.Materials[0].setBlend(true);
|
|
meshBaseBuild.Materials[0].setBlendFunc(CMaterial::srcalpha, CMaterial::invsrcalpha);
|
|
|
|
meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
|
|
|
|
// For all grids.
|
|
ItRetrieverGridMap it;
|
|
for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++)
|
|
{
|
|
for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++)
|
|
{
|
|
CSurface &surface= it->second.Grids[iSurf];
|
|
|
|
// Resize vector.
|
|
uint wVert= surface.Width;
|
|
uint hVert= surface.Height;
|
|
uint vId0= (uint)meshBuild.Vertices.size();
|
|
// Allocate vertices / colors
|
|
meshBuild.Vertices.resize(vId0 + wVert*hVert);
|
|
vector<CRGBA> colors;
|
|
colors.resize(wVert*hVert);
|
|
|
|
// Build vertices pos and colors.
|
|
uint x, y;
|
|
for(y=0;y<hVert; y++)
|
|
{
|
|
for(x=0;x<wVert; x++)
|
|
{
|
|
uint vId= y*wVert + x;
|
|
// Copy Pos.
|
|
meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
|
|
// Copy Color.
|
|
uint8 col= surface.Cells[vId].SunContribution;
|
|
colors[vId].set(col, col, col, 128);
|
|
// Force Blue color, to simulate ambiant.
|
|
colors[vId].B= 128 + colors[vId].B/2;
|
|
// OutSurface => green is 128.
|
|
if(!surface.Cells[vId].InSurface)
|
|
colors[vId].G= 128;
|
|
|
|
}
|
|
}
|
|
|
|
// Build faces
|
|
addDebugMeshFaces(meshBuild, surface, vId0, colors);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CIGSurfaceLightBuild::buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut)
|
|
{
|
|
contReset(meshBuild);
|
|
contReset(meshBaseBuild);
|
|
meshBaseBuild.Materials.resize(1);
|
|
meshBaseBuild.Materials[0].initUnlit();
|
|
|
|
meshBuild.VertexFlags= CVertexBuffer::PositionFlag | CVertexBuffer::PrimaryColorFlag;
|
|
|
|
// Get the number of lights in Ig.
|
|
uint numLight= (uint)igOut.getPointLightList().size();
|
|
numLight= raiseToNextPowerOf2(numLight);
|
|
uint idMultiplier= 256/ numLight;
|
|
|
|
// For all grids.
|
|
ItRetrieverGridMap it;
|
|
for(it= RetrieverGridMap.begin(); it!= RetrieverGridMap.end(); it++)
|
|
{
|
|
// get the final surface
|
|
CIGSurfaceLight::TRetrieverGridMap::const_iterator itIg=
|
|
igOut.getIGSurfaceLight().getRetrieverGridMap().find(it->first);
|
|
|
|
// If not found, abort
|
|
if( itIg== igOut.getIGSurfaceLight().getRetrieverGridMap().end() )
|
|
{
|
|
nlwarning("buildPLDebugMesh fails to find retriever '%d' in igOut", it->first);
|
|
continue;
|
|
}
|
|
else if( it->second.Grids.size()!=itIg->second.Grids.size() )
|
|
{
|
|
nlwarning("buildPLDebugMesh find retriever '%d' in igOut, but with bad size: excepting: %d, get: %d",
|
|
it->first, it->second.Grids.size(), itIg->second.Grids.size() );
|
|
continue;
|
|
}
|
|
|
|
// For all surface of the retriever.
|
|
for(uint iSurf= 0; iSurf<it->second.Grids.size(); iSurf++)
|
|
{
|
|
CSurface &surface= it->second.Grids[iSurf];
|
|
const CSurfaceLightGrid &igSurface= itIg->second.Grids[iSurf];
|
|
|
|
// Resize vector.
|
|
uint wVert= surface.Width;
|
|
uint hVert= surface.Height;
|
|
uint vId0= (uint)meshBuild.Vertices.size();
|
|
// Allocate vertices / colors
|
|
meshBuild.Vertices.resize(vId0 + wVert*hVert);
|
|
vector<CRGBA> colors;
|
|
colors.resize(wVert*hVert);
|
|
|
|
// Build vertices pos and colors.
|
|
uint x, y;
|
|
for(y=0;y<hVert; y++)
|
|
{
|
|
for(x=0;x<wVert; x++)
|
|
{
|
|
uint vId= y*wVert + x;
|
|
// Copy Pos.
|
|
meshBuild.Vertices[vId0 + vId]= surface.Cells[vId].CenterPos + deltaPos;
|
|
// init Color with idMultiplier in Blue (info!).
|
|
CRGBA &col= colors[vId];
|
|
col.set(0,0, idMultiplier, 255);
|
|
// store the compressed id of the light found in igOut.
|
|
nlassert( CSurfaceLightGrid::NumLightPerCorner>=2 );
|
|
uint idLight0= igSurface.Cells[vId].Light[0];
|
|
uint idLight1= igSurface.Cells[vId].Light[1];
|
|
// 255 means no light. If at least one light
|
|
if(idLight0<255)
|
|
{
|
|
uint v= (idLight0+1)*idMultiplier;
|
|
col.R= min(v, 255U);
|
|
// if second light
|
|
if(idLight1<255)
|
|
{
|
|
v= (idLight1+1)*idMultiplier;
|
|
col.G= min(v, 255U);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Build faces
|
|
addDebugMeshFaces(meshBuild, surface, vId0, colors);
|
|
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CIGSurfaceLightBuild::addDebugMeshFaces(CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0,
|
|
const std::vector<CRGBA> &colors)
|
|
{
|
|
// Resize faces.
|
|
uint wVert= surface.Width;
|
|
uint hVert= surface.Height;
|
|
uint wCell= wVert-1;
|
|
uint hCell= hVert-1;
|
|
// Allocate enough space for faces.
|
|
meshBuild.Faces.reserve(meshBuild.Faces.size() + wCell*hCell *2);
|
|
|
|
// Build faces
|
|
uint x,y;
|
|
for(y=0;y<hCell; y++)
|
|
{
|
|
for(x=0;x<wCell; x++)
|
|
{
|
|
uint v00= y*wVert + x;
|
|
uint v10= y*wVert + x+1;
|
|
uint v01= (y+1)*wVert + x;
|
|
uint v11= (y+1)*wVert + x+1;
|
|
|
|
// Skip this cell??
|
|
bool skip= false;
|
|
if(!surface.Cells[v00].InSurface && !surface.Cells[v00].Dilated) skip= true;
|
|
if(!surface.Cells[v10].InSurface && !surface.Cells[v10].Dilated) skip= true;
|
|
if(!surface.Cells[v01].InSurface && !surface.Cells[v01].Dilated) skip= true;
|
|
if(!surface.Cells[v11].InSurface && !surface.Cells[v11].Dilated) skip= true;
|
|
|
|
|
|
if(!skip)
|
|
{
|
|
// 1st triangle.
|
|
CMesh::CFace face0;
|
|
face0.MaterialId= 0;
|
|
face0.Corner[0].Vertex= vId0+ v00;
|
|
face0.Corner[0].Color= colors[v00];
|
|
face0.Corner[1].Vertex= vId0+ v10;
|
|
face0.Corner[1].Color= colors[v10];
|
|
face0.Corner[2].Vertex= vId0+ v01;
|
|
face0.Corner[2].Color= colors[v01];
|
|
|
|
// 2nd triangle.
|
|
CMesh::CFace face1;
|
|
face1.MaterialId= 0;
|
|
face1.Corner[0].Vertex= vId0+ v10;
|
|
face1.Corner[0].Color= colors[v10];
|
|
face1.Corner[1].Vertex= vId0+ v11;
|
|
face1.Corner[1].Color= colors[v11];
|
|
face1.Corner[2].Vertex= vId0+ v01;
|
|
face1.Corner[2].Color= colors[v01];
|
|
|
|
// Add 2 triangles
|
|
meshBuild.Faces.push_back(face0);
|
|
meshBuild.Faces.push_back(face1);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|