2010-05-06 00:08:41 +00:00
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// 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/light_influence_interpolator.h"
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#include "nel/misc/debug.h"
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#include "nel/3d/point_light_named.h"
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namespace NL3D
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{
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// ***************************************************************************
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void CLightInfluenceInterpolator::interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY)
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{
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uint crn;
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// UnRolled loops.
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nlassert(NumLightPerCorner==2);
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// Reset index for each light.
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for(crn= 0; crn<4; crn++)
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{
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CCorner &corner= Corners[crn];
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// UnRolled.
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if(corner.Lights[0])
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corner.Lights[0]->_IdInInfluenceList= -1;
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if(corner.Lights[1])
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corner.Lights[1]->_IdInInfluenceList= -1;
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}
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// Compute biLinear influence on each corner
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Corners[0].Influence= (1-subX) * (1-subY);
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Corners[1].Influence= subX * (1-subY);
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Corners[2].Influence= (1-subX) * subY;
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Corners[3].Influence= subX * subY;
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// For each light of each corner
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for(crn= 0; crn<4; crn++)
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{
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CCorner &corner= Corners[crn];
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// UnRolled.
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// light 0.
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if(corner.Lights[0])
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{
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if(corner.Lights[0]->_IdInInfluenceList==-1)
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{
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// append a PointLightInfluence
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pointLightList.push_back(CPointLightInfluence());
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2010-05-13 20:14:36 +00:00
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sint id= (sint)pointLightList.size()-1;
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2010-05-06 00:08:41 +00:00
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// setup the PointLightInfluence
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corner.Lights[0]->_IdInInfluenceList= id;
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pointLightList[id].PointLight= corner.Lights[0];
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pointLightList[id].Influence= corner.Influence;
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}
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else
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{
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// get the PointLightInfluence
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sint id= corner.Lights[0]->_IdInInfluenceList;
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// increment the influence of the PointLightInfluence
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pointLightList[id].Influence+= corner.Influence;
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}
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}
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// light 1.
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if(corner.Lights[1])
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{
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if(corner.Lights[1]->_IdInInfluenceList==-1)
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{
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// append a PointLightInfluence
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pointLightList.push_back(CPointLightInfluence());
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2010-05-13 20:14:36 +00:00
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sint id= (sint)pointLightList.size()-1;
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2010-05-06 00:08:41 +00:00
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// setup the PointLightInfluence
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corner.Lights[1]->_IdInInfluenceList= id;
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pointLightList[id].PointLight= corner.Lights[1];
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pointLightList[id].Influence= corner.Influence;
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}
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else
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{
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// get the PointLightInfluence
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sint id= corner.Lights[1]->_IdInInfluenceList;
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// increment the influence of the PointLightInfluence
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pointLightList[id].Influence+= corner.Influence;
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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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