// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/patchdlm_context.h" #include "nel/3d/patch.h" #include "nel/3d/bezier_patch.h" #include "nel/3d/point_light.h" #include "nel/3d/texture_dlm.h" #include "nel/misc/fast_floor.h" #include "nel/3d/tile_far_bank.h" #include "nel/3d/landscape.h" #include "nel/misc/system_info.h" #include "nel/misc/fast_mem.h" using namespace std; using namespace NLMISC; namespace NL3D { // *************************************************************************** // *************************************************************************** // *************************************************************************** // *************************************************************************** void CPatchDLMPointLight::compile(const CPointLight &pl, NLMISC::CRGBA landDiffMat, float maxAttEnd) { nlassert(maxAttEnd>0); // copy color R= (float) (( pl.getDiffuse().R*(landDiffMat.R+1) ) >>8); G= (float) (( pl.getDiffuse().G*(landDiffMat.G+1) ) >>8); B= (float) (( pl.getDiffuse().B*(landDiffMat.B+1) ) >>8); // Copy Spot/Pos/Dir. IsSpot= pl.getType() == CPointLight::SpotLight; Pos= pl.getPosition(); Dir= pl.getSpotDirection(); // compute spot params if(IsSpot) { CosMax= cosf(pl.getSpotAngleBegin()); CosMin= cosf(pl.getSpotAngleEnd()); } else { // with tesse Values, we have always (cosSpot-CosMin) * OOCosDelta > 1.0f CosMax= -1; CosMin= -2; } OOCosDelta= 1.f / (CosMax-CosMin); // compute att params AttMax= pl.getAttenuationEnd(); AttMin= pl.getAttenuationBegin(); // infinite pointLight? if(AttMax==0) { AttMax= maxAttEnd; AttMin= maxAttEnd*0.99f; } // To big pointLigt? else if(AttMax>maxAttEnd) { AttMax= maxAttEnd; AttMin= min(AttMin, maxAttEnd*0.99f); } // compile distance OOAttDelta= 1.f / (AttMin-AttMax); // Compute bounding sphere. // If not a spot or if angleMin>Pi/2 if(!IsSpot || CosMin<0) { // Take sphere of pointlight sphere BSphere.Center= Pos; BSphere.Radius= AttMax; // The bbox englobe the sphere. BBox.setCenter(Pos); BBox.setHalfSize(CVector(AttMax, AttMax, AttMax)); } else { // Compute BSphere. //============== // compute sinus of AngleMin float sinMin= sqrtf(1-sqr(CosMin)); // Test 2 centers: Center of radius along Dir: Pos+Dir*AttMax/2, and intersection of end cone with line (Pos,Dir) // Don't know why but I think they are sufficiently good :) // See below for computing of those centers. /* compute radius of each sphere by taking max of 3 distances: distance to spotLight center, distance to spotLight forward extremity, and distance to spotLight circle interstion Cone/Sphere. (named DCCS) NB: Do the compute with radius=1 at first, then multiply later. */ float radius1= 0.5f; // =max(0.5, 0.5); max distance to spot center and extremity center :) // for distance DCCS, this is the hypothenuse of (cosMin-0.5) + sinMin. float dccs= sqrtf( sqr(CosMin-0.5f) + sqr(sinMin)); // take the bigger. radius1= max(radius1, dccs ); // Same reasoning for center2. float radius2= max(CosMin, 1-CosMin); // max distance to spot center and extremity center :) // for distance DCCS, it is simply sinMin!! dccs= sinMin; // take the bigger. radius2= max(radius2, dccs ); // Then take the center which gives the smaller sphere if(radius1releaseLightMap(TextPosX, TextPosY); } // exit _Patch= NULL; _DLMTexture= NULL; // remove it from list. if(_DLMContextList) _DLMContextList->remove(this); } // *************************************************************************** #ifdef NL_DLM_TILE_RES // if tileRes defined, still start to clip at tessBlockLevel. #define NL_DLM_CLIP_FACTOR 2 #else // start to clip at tessBlockLevel (same as dlm map precision) #define NL_DLM_CLIP_FACTOR 1 #endif #define NL_DLM_CLIP_NUM_LEVEL 3 // *************************************************************************** bool CPatchDLMContext::generate(CPatch *patch, CTextureDLM *textureDLM, CPatchDLMContextList *ctxList) { nlassert(patch); nlassert(textureDLM); nlassert(ctxList); // keep info on patch/landscape. _Patch= patch; _DLMTexture= textureDLM; // append to the list. _DLMContextList= ctxList; _DLMContextList->append(this); // Get Texture Size info; #ifdef NL_DLM_TILE_RES // get coord at cornes of tiles Width= (_Patch->getOrderS())+1; Height= (_Patch->getOrderT())+1; #else // get coord at cornes of tessBlocks Width= (_Patch->getOrderS()/2)+1; Height= (_Patch->getOrderT()/2)+1; #endif // Allocate space in texture if(!_DLMTexture->createLightMap(Width, Height, TextPosX, TextPosY)) { // Mark as not allocated. // NB: the context still work with NULL _DLMTexture, but do nothing (excpetionnal case) _DLMTexture= NULL; } // If the lightmap is correclty allocated in the global texture, compute UVBias. if(_DLMTexture) { // Compute patch UV matrix from pixels. Must map to center of pixels. DLMUScale= (float)(Width-1) / (float)_DLMTexture->getWidth(); DLMVScale= (float)(Height-1) / (float)_DLMTexture->getHeight(); DLMUBias= ((float)TextPosX+0.5f) / (float)_DLMTexture->getWidth(); DLMVBias= ((float)TextPosY+0.5f) / (float)_DLMTexture->getHeight(); } else { // Build UVBias such that the UVs point to Black // NB: TextureDLM ensure that point (MaxX,MaxY) of texture is black. DLMUScale= 0; DLMVScale= 0; DLMUBias= 1; DLMVBias= 1; } // TestYoyo: to see lightmap usage in the big texture /*DLMUScale= _Patch->getOrderS(); DLMVScale= _Patch->getOrderT(); DLMUBias= 0; DLMVBias= 0;*/ // Bound 8bits UV for Vegetable. This is to ensure vegetable Dlm UVs won't peek in neighbor lightmaps. sint tmpU, tmpV; // Bound U minimum tmpU= (sint)ceil ( (DLMUBias) * 255 ); clamp(tmpU, 0, 255); MinU8= tmpU; // Bound U maximum tmpU= (sint)floor( (DLMUBias+DLMUScale) * 255 ); clamp(tmpU, (sint)MinU8, 255); MaxU8= tmpU; // Bound V minimum tmpV= (sint)ceil ( (DLMVBias) * 255 ); clamp(tmpV, 0, 255); MinV8= tmpV; // Bound V maximum tmpV= (sint)floor( (DLMVBias+DLMVScale) * 255 ); clamp(tmpV, (sint)MinV8, 255); MaxV8= tmpV; // Allocate RAM Lightmap _LightMap.resize(Width*Height); // generate Vertices: pos and normals _Vertices.resize(Width*Height); float s, t; float ds= 1.0f / (Width-1); float dt= 1.0f / (Height-1); // eval all the patch. t= 0; uint x,y; for(y=0; yunpackIntoCache(); // Eval pos. vert.Pos= bpatch->eval(s, t); // Eval Normal. vert.Normal= bpatch->evalNormal(s, t); } } // Build bounding Spheres QuadTree //============ // Size of the cluster array (at level 0) uint bsx, bsy; #ifdef NL_DLM_TILE_RES // level 0 is at tile level. bsx= max(1, (_Patch->getOrderS())/NL_DLM_CLIP_FACTOR ); bsy= max(1, (_Patch->getOrderT())/NL_DLM_CLIP_FACTOR ); #else // level 0 is at tessBlock level. bsx= max(1, (_Patch->getOrderS()/2)/NL_DLM_CLIP_FACTOR ); bsy= max(1, (_Patch->getOrderT()/2)/NL_DLM_CLIP_FACTOR ); #endif // resize bboxes for level 0. static vector tmpBBoxes[NL_DLM_CLIP_NUM_LEVEL]; tmpBBoxes[0].resize(bsx * bsy); // Extend all leaves clusters BBoxes with patch coordinates for(y=0;y 1 && nextLevel1 && hSon>1) { CAABBox bbox1; CAABBox bbox2; bbox1= CAABBox::computeAABBoxUnion( tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]); bbox2= CAABBox::computeAABBoxUnion( tmpBBoxes[curLevel][(y2+1)*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2+1]); // final father bbox. tmpBBoxes[nextLevel][y*nextBsx + x]= CAABBox::computeAABBoxUnion(bbox1, bbox2); } else if(wSon==1) { CAABBox bbox1; bbox1= CAABBox::computeAABBoxUnion( tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][(y2+1)*bsx + x2]); // final father bbox. tmpBBoxes[nextLevel][y*nextBsx + x]= bbox1; } else if(hSon==1) { CAABBox bbox1; bbox1= CAABBox::computeAABBoxUnion( tmpBBoxes[curLevel][y2*bsx + x2], tmpBBoxes[curLevel][y2*bsx + x2+1]); // final father bbox. tmpBBoxes[nextLevel][y*nextBsx + x]= bbox1; } else // impossible... nlstop; } } // upper level. bsx= nextBsx; bsy= nextBsy; nextBsx= max(1U, nextBsx/2); nextBsy= max(1U, nextBsy/2); curLevel++; nextLevel++; } // Resize clusters with size according to all levels _Clusters.resize(finalClusterSize); uint iDstCluster= 0; // Fill cluster hierarchy, in _Clusters. uint numLevels= nextLevel; // NB: the principle is recursive, but it is "iterated", with a stack-like: tmpClusterX and tmpClusterY; uint tmpClusterX[NL_DLM_CLIP_NUM_LEVEL]; uint tmpClusterY[NL_DLM_CLIP_NUM_LEVEL]; uint tmpClusterXMin[NL_DLM_CLIP_NUM_LEVEL]; uint tmpClusterYMin[NL_DLM_CLIP_NUM_LEVEL]; uint tmpClusterXMax[NL_DLM_CLIP_NUM_LEVEL]; uint tmpClusterYMax[NL_DLM_CLIP_NUM_LEVEL]; // we start at curLevel (the highest Level), and we must fill all the squares of this level tmpClusterX[curLevel]= 0; tmpClusterY[curLevel]= 0; tmpClusterXMin[curLevel]= 0; tmpClusterYMin[curLevel]= 0; tmpClusterXMax[curLevel]= bsx; tmpClusterYMax[curLevel]= bsy; // while the "root" level is not pop while(curLevel < numLevels) { // If we ended with this level (all lines done). if(tmpClusterY[curLevel] >= tmpClusterYMax[curLevel]) { // Ok, finished with this level, pop up. curLevel++; // skip. continue; } nlassert(iDstCluster<_Clusters.size()); // get the bbox from current position. CAABBox bbox= tmpBBoxes[curLevel][ tmpClusterY[curLevel] * tmpClusterWidth[curLevel] + tmpClusterX[curLevel] ]; // Fill _Clusters for this square. _Clusters[iDstCluster].BSphere.Center= bbox.getCenter(); _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.empty()); 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;y0; 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; y0; 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; y0; 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.empty() && _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 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; yTiles[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 = 0; sint srcDeltaY = 0; 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;xavg4RGBOnly(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