1868 lines
54 KiB
C++
1868 lines
54 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/instance_lighter.h"
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#include "nel/3d/mesh_multi_lod.h"
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#include "nel/misc/file.h"
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#include "nel/misc/path.h"
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#include "nel/3d/visual_collision_manager.h"
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#include "nel/3d/visual_collision_entity.h"
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#include "nel/3d/ig_surface_light_build.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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// Bad coded: don't set too big else it allocates too much memory.
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#define NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE 16
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// ***************************************************************************
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// ***************************************************************************
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// Setup part
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CInstanceLighter::CLightDesc::CLightDesc ()
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{
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LightDirection.set (1, 1, -1);
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GridSize=512;
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GridCellSize=4;
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Shadow= true;
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OverSampling= 0;
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DisableSunContribution= false;
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}
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// ***************************************************************************
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CInstanceLighter::CInstanceLighter()
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{
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_IGSurfaceLightBuild= NULL;
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}
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// ***************************************************************************
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void CInstanceLighter::init ()
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{
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}
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// ***************************************************************************
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void CInstanceLighter::addTriangles (CLandscape &landscape, std::vector<uint> &listZone, uint order, std::vector<CTriangle>& triangleArray)
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{
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// Lamed from CZoneLighter.
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// Set all to refine
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excludeAllPatchFromRefineAll (landscape, listZone, false);
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// Setup the landscape
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landscape.setThreshold (0);
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landscape.setTileMaxSubdivision (order);
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// Refine it
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landscape.refineAll (CVector (0, 0, 0));
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// Dump tesselated triangles
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std::vector<const CTessFace*> leaves;
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landscape.getTessellationLeaves(leaves);
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// Number of leaves
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uint leavesCount=leaves.size();
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// Reserve the array
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triangleArray.reserve (triangleArray.size()+leavesCount);
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// Scan each leaves
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for (uint leave=0; leave<leavesCount; leave++)
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{
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// Leave
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const CTessFace *face=leaves[leave];
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// Add a triangle. -1 because not an instance from an IG
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triangleArray.push_back (CTriangle (NLMISC::CTriangle (face->VBase->EndPos, face->VLeft->EndPos, face->VRight->EndPos), -1 ));
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}
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// Setup the landscape
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landscape.setThreshold (1000);
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landscape.setTileMaxSubdivision (0);
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// Remove all triangles
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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landscape.refineAll (CVector (0, 0, 0));
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}
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// ***************************************************************************
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void CInstanceLighter::addTriangles (const IShape &shape, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId)
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{
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// Lamed from CZoneLighter.
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// Cast to CMesh
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const CMesh *mesh=dynamic_cast<const CMesh*>(&shape);
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// Cast to CMeshMultiLod
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const CMeshMultiLod *meshMulti=dynamic_cast<const CMeshMultiLod*>(&shape);
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// Cast to CMeshMultiLod
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const CMeshMRM *meshMRM=dynamic_cast<const CMeshMRM*>(&shape);
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// It is a mesh ?
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if (mesh)
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{
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// Add its triangles
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addTriangles (mesh->getMeshGeom (), modelMT, triangleArray, instanceId);
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}
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// It is a CMeshMultiLod ?
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else if (meshMulti)
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{
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// Get the first geommesh
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const IMeshGeom *meshGeom=&meshMulti->getMeshGeom (0);
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// Dynamic cast
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const CMeshGeom *geomMesh=dynamic_cast<const CMeshGeom*>(meshGeom);
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if (geomMesh)
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{
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addTriangles (*geomMesh, modelMT, triangleArray, instanceId);
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}
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// Dynamic cast
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const CMeshMRMGeom *mrmGeomMesh=dynamic_cast<const CMeshMRMGeom*>(meshGeom);
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if (mrmGeomMesh)
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{
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addTriangles (*mrmGeomMesh, modelMT, triangleArray, instanceId);
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}
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}
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// It is a CMeshMultiLod ?
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else if (meshMRM)
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{
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// Get the first lod mesh geom
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addTriangles (meshMRM->getMeshGeom (), modelMT, triangleArray, instanceId);
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}
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}
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// ***************************************************************************
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void CInstanceLighter::addTriangles (const CMeshGeom &meshGeom, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId)
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{
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// Get the vertex buffer
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const CVertexBuffer &vb=meshGeom.getVertexBuffer();
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CVertexBufferRead vba;
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vb.lock (vba);
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// For each matrix block
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uint numBlock=meshGeom.getNbMatrixBlock();
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for (uint block=0; block<numBlock; block++)
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{
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// For each render pass
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uint numRenderPass=meshGeom.getNbRdrPass(block);
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for (uint pass=0; pass<numRenderPass; pass++)
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{
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// Get the primitive block
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const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( block, pass);
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// Dump triangles
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CIndexBufferRead iba;
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primitive.lock (iba);
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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if (primitive.getFormat() == CIndexBuffer::Indices16)
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{
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const uint16* triIndex=(uint16*)iba.getPtr ();
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
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CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
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CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
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// Make a triangle
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triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), instanceId));
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}
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}
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else
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{
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const uint32* triIndex=(uint32*)iba.getPtr ();
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
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CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
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CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
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// Make a triangle
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triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), instanceId));
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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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void CInstanceLighter::addTriangles (const CMeshMRMGeom &meshGeom, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray, sint instanceId)
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{
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// Get the vertex buffer
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const CVertexBuffer &vb=meshGeom.getVertexBuffer();
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CVertexBufferRead vba;
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vb.lock (vba);
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// For each render pass
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uint numRenderPass=meshGeom.getNbRdrPass(0);
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for (uint pass=0; pass<numRenderPass; pass++)
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{
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// Get the primitive block
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const CIndexBuffer &primitive=meshGeom.getRdrPassPrimitiveBlock ( 0, pass);
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// Dump triangles
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CIndexBufferRead iba;
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primitive.lock (iba);
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uint numTri=primitive.getNumIndexes ()/3;
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uint tri;
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if (primitive.getFormat() == CIndexBuffer::Indices16)
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{
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const uint16* triIndex=(uint16*)iba.getPtr ();
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
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CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
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CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
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// Make a triangle
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triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), instanceId));
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}
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}
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else
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{
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const uint32* triIndex=(uint32*)iba.getPtr ();
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for (tri=0; tri<numTri; tri++)
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{
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// Vertex
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CVector v0=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3]));
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CVector v1=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+1]));
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CVector v2=modelMT*(*vba.getVertexCoordPointer (triIndex[tri*3+2]));
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// Make a triangle
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triangleArray.push_back (CTriangle (NLMISC::CTriangle (v0, v1, v2), instanceId));
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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 CInstanceLighter::excludeAllPatchFromRefineAll (CLandscape &landscape, vector<uint> &listZone, bool exclude)
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{
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// For each zone
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for (uint zone=0; zone<listZone.size(); zone++)
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{
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// Get num patches
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uint patchCount=landscape.getZone(listZone[zone])->getNumPatchs();
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// For each patches
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for (uint patch=0; patch<patchCount; patch++)
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{
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// Exclude all the patches from refine all
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landscape.excludePatchFromRefineAll (listZone[zone], patch, exclude);
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}
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// light part
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CInstanceLighter::light (const CInstanceGroup &igIn, CInstanceGroup &igOut, const CLightDesc &lightDesc,
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std::vector<CTriangle>& obstacles, CLandscape *landscape, CIGSurfaceLightBuild *igSurfaceLightBuild)
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{
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sint i;
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CVector outGlobalPos;
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std::vector<CCluster> outClusters;
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std::vector<CPortal> outPortals;
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std::vector<CPointLightNamed> pointLightList;
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nlassert(lightDesc.OverSampling==0 || lightDesc.OverSampling==2 || lightDesc.OverSampling==4
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|| lightDesc.OverSampling==8 || lightDesc.OverSampling==16);
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// Setup.
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//========
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// Prepare IGSurfaceLight lighting
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//-----------
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// Bkup SurfaceLightBuild to know if must light the surfaces, in differents part of the process.
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_IGSurfaceLightBuild= igSurfaceLightBuild;
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// Prepare _IGRetrieverGridMap.
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_IGRetrieverGridMap.clear();
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if(_IGSurfaceLightBuild)
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{
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_TotalCellNumber= 0;
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CIGSurfaceLightBuild::ItRetrieverGridMap itSrc;
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itSrc= _IGSurfaceLightBuild->RetrieverGridMap.begin();
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// For all retrievers Infos in _IGSurfaceLightBuild
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while(itSrc!=_IGSurfaceLightBuild->RetrieverGridMap.end())
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{
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uint numSurfaces= itSrc->second.Grids.size();
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// If !empty retriever.
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if(numSurfaces>0)
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{
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// Add it to the map,
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CIGSurfaceLight::CRetrieverLightGrid &rlgDst= _IGRetrieverGridMap[itSrc->first];
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// resize Array of surfaces.
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rlgDst.Grids.resize(numSurfaces);
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// For all surfaces, init them in rlgDst.
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for(uint i=0; i<numSurfaces; i++)
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{
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CIGSurfaceLightBuild::CSurface &surfSrc= itSrc->second.Grids[i];
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CSurfaceLightGrid &surfDst= rlgDst.Grids[i];
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// Init Cells with a default CellCorner
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CSurfaceLightGrid::CCellCorner defaultCellCorner;
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defaultCellCorner.SunContribution= 0;
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defaultCellCorner.Light[0]= 0xFF;
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defaultCellCorner.LocalAmbientId= 0xFF;
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// Init the grid.
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surfDst.Origin= surfSrc.Origin;
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surfDst.Width= surfSrc.Width;
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surfDst.Height= surfSrc.Height;
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surfDst.Cells.resize(surfSrc.Cells.size());
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surfDst.Cells.fill(defaultCellCorner);
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// The grid must be valid an not empty
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nlassert( surfDst.Cells.size() == surfDst.Width*surfDst.Height );
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nlassert( surfDst.Width>= 2 );
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nlassert( surfDst.Height>= 2 );
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_TotalCellNumber+= surfDst.Cells.size();
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}
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}
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// Next localRetriever info.
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itSrc++;
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}
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}
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// Reset cell iteration.
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_IsEndCell= true;
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// Retrieve info from igIn.
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//-----------
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igIn.retrieve (outGlobalPos, _Instances, outClusters, outPortals, pointLightList);
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// set All Instances StaticLightEnabled= true, and Build _InstanceInfos.
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//-----------
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// Map of shape
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std::map<string, IShape*> shapeMap;
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_InstanceInfos.resize(_Instances.size());
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for(i=0; i<(sint)_Instances.size();i++)
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{
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// Avoid StaticLight precomputing??
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if(_Instances[i].AvoidStaticLightPreCompute)
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{
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_Instances[i].StaticLightEnabled= false;
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// Next instance.
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continue;
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}
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// Else let's do it.
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_Instances[i].StaticLightEnabled= true;
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// Get the shape centerPos;
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//------------
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CVector shapeCenterPos;
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CVector overSamples[MaxOverSamples];
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// Get the instance shape name
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string name= _Instances[i].Name;
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bool shapeFound= true;
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// Try to find the shape in the UseShapeMap.
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std::map<string, IShape*>::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
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// If not found in userShape map, try to load it from the temp loaded ShapeBank.
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if( iteMap == lightDesc.UserShapeMap.end() )
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{
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// Add a .shape at the end ?
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if (name.find('.') == std::string::npos)
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name += ".shape";
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// Get the instance shape name
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string nameLookup = CPath::lookup (name, false, false);
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if (!nameLookup.empty())
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name = nameLookup;
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// Find the shape in the bank
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iteMap= shapeMap.find (name);
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if (iteMap==shapeMap.end())
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{
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// Input file
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CIFile inputFile;
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if (!name.empty() && inputFile.open (name))
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{
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// Load it
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CShapeStream stream;
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stream.serial (inputFile);
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// Get the pointer
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iteMap=shapeMap.insert (std::map<string, IShape*>::value_type (name, stream.getShapePointer ())).first;
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}
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else
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{
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// Error
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nlwarning ("WARNING can't load shape %s\n", name.c_str());
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shapeFound= false;
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}
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}
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}
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// Last chance to skip it: fully LightMapped ??
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//-----------
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if(shapeFound)
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{
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CMeshBase *mesh= dynamic_cast<CMeshBase*>(iteMap->second);
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if(mesh)
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{
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// If this mesh is not lightable (fully lightMapped)
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if(!mesh->isLightable())
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{
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// Force Avoid StaticLight precomputing
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_Instances[i].AvoidStaticLightPreCompute= true;
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// Disable static lighting.
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_Instances[i].StaticLightEnabled= false;
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// Next instance.
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continue;
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}
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}
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}
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// Compute pos and OverSamples
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//-----------
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{
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// Compute bbox, or default bbox
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CAABBox bbox;
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if(!shapeFound)
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{
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bbox.setCenter(CVector::Null);
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bbox.setHalfSize(CVector::Null);
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}
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else
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{
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iteMap->second->getAABBox(bbox);
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}
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// get pos
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shapeCenterPos= bbox.getCenter();
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// Compute overSamples
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float qx= bbox.getHalfSize().x/2;
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float qy= bbox.getHalfSize().y/2;
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float qz= bbox.getHalfSize().z/2;
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// No OverSampling => just copy.
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if(lightDesc.OverSampling==0)
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overSamples[0]= shapeCenterPos;
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else if(lightDesc.OverSampling==2)
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{
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// Prefer Z Axis.
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overSamples[0]= shapeCenterPos + CVector(0, 0, qz);
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overSamples[1]= shapeCenterPos - CVector(0, 0, qz);
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}
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else if(lightDesc.OverSampling==4)
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{
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// Apply an overSampling such that we see 4 points if we look on each side of the bbox.
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overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
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overSamples[1]= shapeCenterPos + CVector(+qx, -qy, +qz);
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overSamples[2]= shapeCenterPos + CVector(-qx, +qy, +qz);
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overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
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}
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else if(lightDesc.OverSampling==8 || lightDesc.OverSampling==16)
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{
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// 8x is the best overSampling shceme for bbox
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overSamples[0]= shapeCenterPos + CVector(-qx, -qy, -qz);
|
|
overSamples[1]= shapeCenterPos + CVector(+qx, -qy, -qz);
|
|
overSamples[2]= shapeCenterPos + CVector(-qx, +qy, -qz);
|
|
overSamples[3]= shapeCenterPos + CVector(+qx, +qy, -qz);
|
|
overSamples[4]= shapeCenterPos + CVector(-qx, -qy, +qz);
|
|
overSamples[5]= shapeCenterPos + CVector(+qx, -qy, +qz);
|
|
overSamples[6]= shapeCenterPos + CVector(-qx, +qy, +qz);
|
|
overSamples[7]= shapeCenterPos + CVector(+qx, +qy, +qz);
|
|
|
|
// 16x => use this setup, and decal from 1/8
|
|
if(lightDesc.OverSampling==16)
|
|
{
|
|
CVector decal(qx/2, qy/2, qz/2);
|
|
for(uint sample=0; sample<8; sample++)
|
|
{
|
|
// Copy and decal
|
|
overSamples[sample+8]= overSamples[sample] + decal;
|
|
// neg decal me
|
|
overSamples[sample]-= decal;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Compute pos of the instance
|
|
//------------
|
|
CMatrix matInst;
|
|
matInst.setPos(_Instances[i].Pos);
|
|
matInst.setRot(_Instances[i].Rot);
|
|
matInst.scale(_Instances[i].Scale);
|
|
_InstanceInfos[i].CenterPos= matInst * shapeCenterPos;
|
|
// Apply matInst to samples.
|
|
uint nSamples= max(1U, lightDesc.OverSampling);
|
|
for(uint sample=0; sample<nSamples; sample++)
|
|
{
|
|
_InstanceInfos[i].OverSamples[sample]= matInst * overSamples[sample];
|
|
}
|
|
}
|
|
|
|
// Clean Up shapes.
|
|
//-----------
|
|
std::map<string, IShape*>::iterator iteMap;
|
|
iteMap= shapeMap.begin();
|
|
while(iteMap!= shapeMap.end())
|
|
{
|
|
// delte shape
|
|
delete iteMap->second;
|
|
// delete entry in map
|
|
shapeMap.erase(iteMap);
|
|
// next
|
|
iteMap= shapeMap.begin();
|
|
}
|
|
|
|
// Build all obstacles plane.
|
|
//-----------
|
|
for(i=0; i<(sint)obstacles.size();i++)
|
|
{
|
|
CInstanceLighter::CTriangle& triangle=obstacles[i];
|
|
// Calc the plane
|
|
triangle.Plane.make (triangle.Triangle.V0, triangle.Triangle.V1, triangle.Triangle.V2);
|
|
}
|
|
|
|
|
|
// Lighting
|
|
//========
|
|
// Light With Sun: build the grid, and do it on all _Instances, using _InstanceInfos
|
|
// Compute also Lighting on surface.
|
|
computeSunContribution(lightDesc, obstacles, landscape);
|
|
|
|
// Light With PointLights
|
|
// build the cubeGrids
|
|
compilePointLightRT(lightDesc.GridSize, lightDesc.GridCellSize, obstacles, lightDesc.Shadow);
|
|
// kill pointLightList, because will use mine.
|
|
pointLightList.clear();
|
|
// Light for all _Instances, using _InstanceInfos
|
|
// Compute also Lighting on surface.
|
|
processIGPointLightRT(pointLightList);
|
|
|
|
// If _IGSurfaceLightBuild, then dilate lighting
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
dilateLightingOnSurfaceCells();
|
|
}
|
|
|
|
|
|
// Build result.
|
|
//========
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// build with IGSurfaceLight lighting
|
|
igOut.build(outGlobalPos, _Instances, outClusters, outPortals, pointLightList,
|
|
&_IGRetrieverGridMap, _IGSurfaceLightBuild->CellSize);
|
|
}
|
|
else
|
|
{
|
|
// build without IGSurfaceLight lighting
|
|
igOut.build(outGlobalPos, _Instances, outClusters, outPortals, pointLightList);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
static void NEL3DCalcBase (CVector &direction, CMatrix& matrix)
|
|
{
|
|
direction.normalize();
|
|
CVector I=(fabs(direction*CVector(1.f,0,0))>0.99)?CVector(0.f,1.f,0.f):CVector(1.f,0.f,0.f);
|
|
CVector K=-direction;
|
|
CVector J=K^I;
|
|
J.normalize();
|
|
I=J^K;
|
|
I.normalize();
|
|
matrix.identity();
|
|
matrix.setRot(I,J,K, true);
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::computeSunContribution(const CLightDesc &lightDesc, std::vector<CTriangle>& obstacles, CLandscape *landscape)
|
|
{
|
|
sint i;
|
|
// Use precoputed landscape SunContribution
|
|
CVisualCollisionManager *VCM= NULL;
|
|
CVisualCollisionEntity *VCE= NULL;
|
|
if(landscape)
|
|
{
|
|
// create a CVisualCollisionManager and a CVisualCollisionEntity
|
|
VCM= new CVisualCollisionManager;
|
|
VCM->setLandscape(landscape);
|
|
VCE= VCM->createEntity();
|
|
}
|
|
std::vector<CPointLightInfluence> dummyPointLightFromLandscape;
|
|
dummyPointLightFromLandscape.reserve(1024);
|
|
|
|
|
|
// If DisableSunContribution, easy,
|
|
if(lightDesc.DisableSunContribution)
|
|
{
|
|
// Light all instances.
|
|
//==========
|
|
for(i=0; i<(sint)_Instances.size(); i++)
|
|
{
|
|
// If staticLight not enabled, skip.
|
|
if( !_Instances[i].StaticLightEnabled )
|
|
continue;
|
|
|
|
// fill SunContribution to 0
|
|
_Instances[i].SunContribution= 0;
|
|
}
|
|
|
|
// Light SurfaceGrid Cells.
|
|
//==========
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
// get the current cell and cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
CSurfaceLightGrid::CCellCorner &cell= getCurrentCell();
|
|
|
|
// if the cell corner lies in the polygon surface.
|
|
if(cellInfo.InSurface)
|
|
{
|
|
// fill SunContribution to 0
|
|
cell.SunContribution= 0;
|
|
// copy it to cellInfo
|
|
cellInfo.SunContribution= cell.SunContribution;
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
}
|
|
// If no Raytrace Shadow, easy,
|
|
else if(!lightDesc.Shadow)
|
|
{
|
|
// Light all instances.
|
|
//==========
|
|
for(i=0; i<(sint)_Instances.size(); i++)
|
|
{
|
|
progress ("Compute SunContribution on Instances", i / float(_Instances.size()) );
|
|
|
|
// If staticLight not enabled, skip.
|
|
if( !_Instances[i].StaticLightEnabled )
|
|
continue;
|
|
|
|
// by default, fill SunContribution to 255
|
|
_Instances[i].SunContribution= 255;
|
|
// Try to get landscape SunContribution (better)
|
|
if(landscape)
|
|
{
|
|
CVector pos= _InstanceInfos[i].CenterPos;
|
|
uint8 landSunContribution;
|
|
dummyPointLightFromLandscape.clear();
|
|
// If find faces under me
|
|
NLMISC::CRGBA dummyAmbient;
|
|
if(VCE->getStaticLightSetup(NLMISC::CRGBA::Black, pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
|
|
{
|
|
_Instances[i].SunContribution= landSunContribution;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Light SurfaceGrid Cells.
|
|
//==========
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
progressCell("Compute SunContribution on Surfaces");
|
|
|
|
// get the current cell and cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
CSurfaceLightGrid::CCellCorner &cell= getCurrentCell();
|
|
|
|
// if the cell corner lies in the polygon surface.
|
|
if(cellInfo.InSurface)
|
|
{
|
|
// Just init SunContribution to 255, since no shadowing.
|
|
cell.SunContribution= 255;
|
|
// copy it to cellInfo
|
|
cellInfo.SunContribution= cell.SunContribution;
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Compute rayBasis
|
|
CVector rayDir= lightDesc.LightDirection;
|
|
CMatrix rayBasis;
|
|
rayDir.normalize();
|
|
NEL3DCalcBase(rayDir, rayBasis);
|
|
CMatrix invRayBasis;
|
|
invRayBasis= rayBasis.inverted();
|
|
|
|
// Build QuadGrid of obstacles.
|
|
//=========
|
|
// setup quadGrid
|
|
CQuadGrid<const CTriangle*> quadGrid;
|
|
quadGrid.changeBase (invRayBasis);
|
|
quadGrid.create(lightDesc.GridSize, lightDesc.GridCellSize);
|
|
// Insert all obstacles in quadGrid
|
|
for(i=0; i<(sint)obstacles.size(); i++)
|
|
{
|
|
CAABBox triBBox;
|
|
// Compute the bbox in rayBasis.
|
|
triBBox.setCenter(invRayBasis * obstacles[i].Triangle.V0);
|
|
triBBox.extend(invRayBasis * obstacles[i].Triangle.V1);
|
|
triBBox.extend(invRayBasis * obstacles[i].Triangle.V2);
|
|
// And set the coord in our world, because will be multiplied with invRayBasis in insert()
|
|
quadGrid.insert(rayBasis * triBBox.getMin(), rayBasis * triBBox.getMax(), &obstacles[i]);
|
|
}
|
|
|
|
// For all instances, light them.
|
|
//=========
|
|
for(i=0; i<(sint)_Instances.size(); i++)
|
|
{
|
|
progress ("Compute SunContribution on Instances", i / float(_Instances.size()) );
|
|
|
|
// If staticLight not enabled, skip.
|
|
if( !_Instances[i].StaticLightEnabled )
|
|
continue;
|
|
|
|
// try to use landscape SunContribution.
|
|
bool landUsed= false;
|
|
if(landscape)
|
|
{
|
|
CVector pos= _InstanceInfos[i].CenterPos;
|
|
uint8 landSunContribution;
|
|
dummyPointLightFromLandscape.clear();
|
|
// If find faces under me
|
|
NLMISC::CRGBA dummyAmbient;
|
|
if(VCE->getStaticLightSetup(NLMISC::CRGBA::Black, pos, dummyPointLightFromLandscape, landSunContribution, dummyAmbient) )
|
|
{
|
|
_Instances[i].SunContribution= landSunContribution;
|
|
landUsed= true;
|
|
}
|
|
}
|
|
|
|
// If failed to use landscape SunContribution, rayTrace
|
|
if(!landUsed)
|
|
{
|
|
// number of samples (1 if no overSampling)
|
|
uint nSamples= max(1U, lightDesc.OverSampling);
|
|
|
|
// Default is full lighted.
|
|
uint sunAccum= 255*nSamples;
|
|
|
|
// For all samples
|
|
for(uint sample=0; sample<nSamples; sample++)
|
|
{
|
|
// pos to rayTrace against
|
|
CVector pos= _InstanceInfos[i].OverSamples[sample];
|
|
|
|
// rayTrace from this pos.
|
|
CVector lightPos= pos-(rayDir*1000.f);
|
|
// Select an element with the X axis as a 3d ray
|
|
quadGrid.select (lightPos, lightPos);
|
|
// For each triangle selected
|
|
CQuadGrid<const CTriangle*>::CIterator it=quadGrid.begin();
|
|
while (it!=quadGrid.end())
|
|
{
|
|
const CTriangle *tri= *it;
|
|
|
|
// If same instanceId, skip
|
|
if(tri->InstanceId != i)
|
|
{
|
|
CVector hit;
|
|
// If triangle occlude the ray, no sun Contribution
|
|
if(tri->Triangle.intersect(lightPos, pos, hit, tri->Plane))
|
|
{
|
|
// The sample is not touched by sun. sub his contribution
|
|
sunAccum-= 255;
|
|
// End
|
|
break;
|
|
}
|
|
}
|
|
|
|
it++;
|
|
}
|
|
}
|
|
|
|
// Average samples
|
|
_Instances[i].SunContribution= sunAccum / nSamples;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Light SurfaceGrid Cells.
|
|
//==========
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// No instance currenlty computed, since we compute surface cells.
|
|
_CurrentInstanceComputed= -1;
|
|
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
progressCell("Compute SunContribution on Surfaces");
|
|
|
|
// get the current cell and cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
CSurfaceLightGrid::CCellCorner &cell= getCurrentCell();
|
|
|
|
// if the cell corner lies in the polygon surface.
|
|
if(cellInfo.InSurface)
|
|
{
|
|
// number of samples (at least 1 if no overSampling)
|
|
uint nSamples= cellInfo.NumOverSamples;
|
|
nlassert(nSamples>=1);
|
|
|
|
// Default is full lighted.
|
|
uint sunAccum= 255*nSamples;
|
|
|
|
// For all samples
|
|
for(uint sample=0; sample<nSamples; sample++)
|
|
{
|
|
// Get pos to rayTrace.
|
|
CVector pos= cellInfo.OverSamples[sample];
|
|
|
|
// rayTrace from the pos of this Cell sample.
|
|
CVector lightPos= pos-(rayDir*1000.f);
|
|
// Select an element with the X axis as a 3d ray
|
|
quadGrid.select (lightPos, lightPos);
|
|
// For each triangle selected
|
|
CQuadGrid<const CTriangle*>::CIterator it=quadGrid.begin();
|
|
while (it!=quadGrid.end())
|
|
{
|
|
const CTriangle *tri= *it;
|
|
|
|
CVector hit;
|
|
// If triangle occlude the ray, no sun Contribution
|
|
if(tri->Triangle.intersect(lightPos, pos, hit, tri->Plane))
|
|
{
|
|
// The cell sample is not touched by sun. sub his contribution
|
|
sunAccum-= 255;
|
|
// End
|
|
break;
|
|
}
|
|
|
|
it++;
|
|
}
|
|
}
|
|
|
|
// Average SunContribution
|
|
cell.SunContribution= sunAccum / nSamples;
|
|
|
|
// copy it to cellInfo
|
|
cellInfo.SunContribution= cell.SunContribution;
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// Clean VCM and VCE
|
|
if(landscape)
|
|
{
|
|
// delete CVisualCollisionManager and CVisualCollisionEntity
|
|
VCM->deleteEntity(VCE);
|
|
delete VCM;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// PointLights part
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
CInstanceLighter::CPointLightRT::CPointLightRT()
|
|
{
|
|
RefCount= 0;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CInstanceLighter::CPointLightRT::testRaytrace(const CVector &v, sint instanceComputed)
|
|
{
|
|
CVector dummy;
|
|
|
|
if(!BSphere.include(v))
|
|
return false;
|
|
|
|
// If Ambient light, just skip
|
|
if(PointLight.getType()== CPointLight::AmbientLight)
|
|
return false;
|
|
|
|
// If SpotLight verify in angle radius.
|
|
if(PointLight.getType()== CPointLight::SpotLight)
|
|
{
|
|
float att= PointLight.computeLinearAttenuation(v);
|
|
if (att==0)
|
|
return false;
|
|
}
|
|
|
|
|
|
// Select in the cubeGrid
|
|
FaceCubeGrid.select(v);
|
|
// For all faces selected
|
|
while(!FaceCubeGrid.isEndSel())
|
|
{
|
|
const CTriangle *tri= FaceCubeGrid.getSel();
|
|
|
|
// If the triangle is not a triangle of the instance currenlty lighted
|
|
if( instanceComputed<0 || tri->InstanceId != instanceComputed )
|
|
{
|
|
// If intersect, the point is occluded.
|
|
if( tri->Triangle.intersect(BSphere.Center, v, dummy, tri->getPlane()) )
|
|
return false;
|
|
}
|
|
|
|
// next
|
|
FaceCubeGrid.nextSel();
|
|
}
|
|
|
|
// Ok the point is visilbe from the light
|
|
return true;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::addStaticPointLight(const CPointLightNamed &pln, const char *igName)
|
|
{
|
|
// NB: adding light more than 255 is allowed here, since the important thing is to not overflow really useful lights
|
|
|
|
// build the plRT.
|
|
CPointLightRT plRT;
|
|
plRT.PointLight= pln;
|
|
// compute plRT.OODeltaAttenuation
|
|
plRT.OODeltaAttenuation= pln.getAttenuationEnd() - pln.getAttenuationBegin();
|
|
if(plRT.OODeltaAttenuation <=0 )
|
|
plRT.OODeltaAttenuation= 1e10f;
|
|
else
|
|
plRT.OODeltaAttenuation= 1.0f / plRT.OODeltaAttenuation;
|
|
// compute plRT.BSphere
|
|
plRT.BSphere.Center= pln.getPosition();
|
|
plRT.BSphere.Radius= pln.getAttenuationEnd();
|
|
// NB: FaceCubeGrid will be computed during light()
|
|
|
|
// add the plRT
|
|
_StaticPointLights.push_back(plRT);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::compilePointLightRT(uint gridSize, float gridCellSize, std::vector<CTriangle>& obstacles, bool doShadow)
|
|
{
|
|
uint i;
|
|
|
|
// Fill the quadGrid of Lights.
|
|
// ===========
|
|
_StaticPointLightQuadGrid.create(gridSize, gridCellSize);
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
|
|
// Compute the bbox of the light
|
|
CAABBox bbox;
|
|
bbox.setCenter(plRT.BSphere.Center);
|
|
float hl= plRT.BSphere.Radius;
|
|
bbox.setHalfSize(CVector(hl,hl,hl));
|
|
|
|
// Insert the pointLight in the quadGrid.
|
|
_StaticPointLightQuadGrid.insert(bbox.getMin(), bbox.getMax(), &plRT);
|
|
}
|
|
|
|
|
|
// Append triangles to cubeGrid ??
|
|
if(doShadow)
|
|
{
|
|
// For all obstacles, Fill a quadGrid.
|
|
// ===========
|
|
CQuadGrid<CTriangle*> obstacleGrid;
|
|
obstacleGrid.create(gridSize, gridCellSize);
|
|
uint size= obstacles.size();
|
|
for(i=0; i<size; i++)
|
|
{
|
|
// bbox of triangle
|
|
CAABBox bbox;
|
|
bbox.setCenter(obstacles[i].Triangle.V0);
|
|
bbox.extend(obstacles[i].Triangle.V1);
|
|
bbox.extend(obstacles[i].Triangle.V2);
|
|
// insert triangle in quadGrid.
|
|
obstacleGrid.insert(bbox.getMin(), bbox.getMax(), &obstacles[i]);
|
|
}
|
|
|
|
|
|
// For all PointLights, fill his CubeGrid
|
|
// ===========
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
// progress
|
|
progress ("Compute Influences of PointLights 1/2", i / (float)_StaticPointLights.size());
|
|
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// Create the cubeGrid
|
|
plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), NL3D_INSTANCE_LIGHTER_CUBE_GRID_SIZE);
|
|
|
|
// AmbiantLIghts: do nothing.
|
|
if(plRT.PointLight.getType()!=CPointLight::AmbientLight)
|
|
{
|
|
// Select only obstacle Faces around the light. Other are not useful
|
|
CAABBox bbox;
|
|
bbox.setCenter(plRT.PointLight.getPosition());
|
|
float hl= plRT.PointLight.getAttenuationEnd();
|
|
bbox.setHalfSize(CVector(hl,hl,hl));
|
|
obstacleGrid.select(bbox.getMin(), bbox.getMax());
|
|
|
|
// For all faces, fill the cubeGrid.
|
|
CQuadGrid<CTriangle*>::CIterator itObstacle;
|
|
itObstacle= obstacleGrid.begin();
|
|
while( itObstacle!=obstacleGrid.end() )
|
|
{
|
|
CTriangle &tri= *(*itObstacle);
|
|
/* Don't Test BackFace culling Here (unlike in CZoneLighter !!).
|
|
For objects:
|
|
AutoOccluding problem is avoided with _CurrentInstanceComputed scheme.
|
|
Also, With pointLights, there is no multiSampling (since no factor stored)
|
|
Hence we are sure that no Object samples will lies under floor, and that the center of the
|
|
object is far away.
|
|
For IGSurface lighting:
|
|
notice that we already add 20cm in height because of "stairs problem" so
|
|
floor/surface auto_shadowing is not a problem here...
|
|
*/
|
|
// Insert the triangle in the CubeGrid
|
|
plRT.FaceCubeGrid.insert( tri.Triangle, &tri);
|
|
|
|
itObstacle++;
|
|
}
|
|
}
|
|
|
|
// Compile the CubeGrid.
|
|
plRT.FaceCubeGrid.compile();
|
|
|
|
// And Reset RefCount.
|
|
plRT.RefCount= 0;
|
|
}
|
|
}
|
|
// else, just build empty grid
|
|
else
|
|
{
|
|
for(i=0; i<_StaticPointLights.size();i++)
|
|
{
|
|
// progress
|
|
progress ("Compute Influences of PointLights 1/2", i / (float)_StaticPointLights.size());
|
|
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// Create a dummy empty cubeGrid => no rayTrace :)
|
|
plRT.FaceCubeGrid.create(plRT.PointLight.getPosition(), 4);
|
|
|
|
// Compile the CubeGrid.
|
|
plRT.FaceCubeGrid.compile();
|
|
|
|
// And Reset RefCount.
|
|
plRT.RefCount= 0;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CInstanceLighter::CPredPointLightToPoint::operator() (CPointLightRT *pla, CPointLightRT *plb) const
|
|
{
|
|
float ra= (pla->BSphere.Center - Point).norm();
|
|
float rb= (plb->BSphere.Center - Point).norm();
|
|
float infA= (pla->PointLight.getAttenuationEnd() - ra) * pla->OODeltaAttenuation;
|
|
float infB= (plb->PointLight.getAttenuationEnd() - rb) * plb->OODeltaAttenuation;
|
|
// It is important to clamp, else strange results...
|
|
clamp(infA, 0.f, 1.f);
|
|
clamp(infB, 0.f, 1.f);
|
|
// return which light impact the most.
|
|
// If same impact
|
|
if(infA==infB)
|
|
// return nearest
|
|
return ra < rb;
|
|
else
|
|
// return better impact
|
|
return infA > infB;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::processIGPointLightRT(std::vector<CPointLightNamed> &listPointLight)
|
|
{
|
|
uint i;
|
|
vector<CPointLightRT*> lightInfs;
|
|
lightInfs.reserve(1024);
|
|
|
|
// clear result list
|
|
listPointLight.clear();
|
|
|
|
|
|
// Compute each Instance
|
|
//===========
|
|
for(i=0; i<_InstanceInfos.size(); i++)
|
|
{
|
|
// If staticLight not enabled, skip.
|
|
if( !_Instances[i].StaticLightEnabled )
|
|
continue;
|
|
|
|
CInstanceInfo &inst= _InstanceInfos[i];
|
|
// Avoid autoShadowing
|
|
_CurrentInstanceComputed= i;
|
|
|
|
// progress
|
|
progress ("Compute Influences of PointLights 2/2", i / (float)_InstanceInfos.size());
|
|
|
|
// get the point of the instance.
|
|
CVector pos= inst.CenterPos;
|
|
|
|
// Default: takes no LocalAmbientLight;
|
|
inst.LocalAmbientLight= NULL;
|
|
float furtherAmbLight= 0;
|
|
|
|
// Compute Which light influences him.
|
|
//---------
|
|
lightInfs.clear();
|
|
// Search possible lights around the position.
|
|
_StaticPointLightQuadGrid.select(pos, pos);
|
|
// For all of them, get the ones which touch this point.
|
|
CQuadGrid<CPointLightRT*>::CIterator it= _StaticPointLightQuadGrid.begin();
|
|
while(it != _StaticPointLightQuadGrid.end())
|
|
{
|
|
CPointLightRT *pl= *it;
|
|
|
|
// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup
|
|
if( pl->testRaytrace(pos, _CurrentInstanceComputed) )
|
|
{
|
|
// Ok, add the light to the lights which influence the instance
|
|
lightInfs.push_back(pl);
|
|
}
|
|
|
|
// Ambient Light ??
|
|
if( pl->PointLight.getType() == CPointLight::AmbientLight )
|
|
{
|
|
// If the instance is in radius of the ambiant light.
|
|
float dRadius= pl->BSphere.Radius - (pl->BSphere.Center - pos).norm();
|
|
if(dRadius>0)
|
|
{
|
|
// Take the best ambient light: the one which is further from the circumference
|
|
if(dRadius > furtherAmbLight)
|
|
{
|
|
furtherAmbLight= dRadius;
|
|
inst.LocalAmbientLight= pl;
|
|
}
|
|
}
|
|
}
|
|
|
|
// next
|
|
it++;
|
|
}
|
|
|
|
// If ambientLight chosen, inc Ref count of it
|
|
if(inst.LocalAmbientLight)
|
|
inst.LocalAmbientLight->RefCount++;
|
|
|
|
// Choose the Best ones.
|
|
//---------
|
|
CPredPointLightToPoint predPLTP;
|
|
predPLTP.Point= pos;
|
|
// sort.
|
|
sort(lightInfs.begin(), lightInfs.end(), predPLTP);
|
|
// truncate.
|
|
lightInfs.resize( min((uint)lightInfs.size(), (uint)CInstanceGroup::NumStaticLightPerInstance) );
|
|
|
|
|
|
// For each of them, fill instance
|
|
//---------
|
|
uint lightInfId;
|
|
for(lightInfId=0; lightInfId<lightInfs.size(); lightInfId++)
|
|
{
|
|
CPointLightRT *pl= lightInfs[lightInfId];
|
|
|
|
// copy light.
|
|
inst.Light[lightInfId]= pl;
|
|
|
|
// Inc RefCount of the light.
|
|
pl->RefCount++;
|
|
}
|
|
// Reset any empty slot to NULL.
|
|
for(; lightInfId<CInstanceGroup::NumStaticLightPerInstance; lightInfId++)
|
|
{
|
|
inst.Light[lightInfId]= NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// Compute Lighting on SurfaceLightGrid
|
|
//===========
|
|
// Must do it before compression !!
|
|
// NB: big copy/Past from above
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// No instance currenlty computed, since we compute surface cells.
|
|
_CurrentInstanceComputed= -1;
|
|
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
progressCell("Compute PointLights on Surfaces");
|
|
|
|
// get the current cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
|
|
// if the cell corner lies in the polygon surface.
|
|
if(cellInfo.InSurface)
|
|
{
|
|
// get the point of the cell.
|
|
CVector pos= cellInfo.CenterPos;
|
|
|
|
// Default: takes no LocalAmbientLight;
|
|
cellInfo.LocalAmbientLight= NULL;
|
|
float furtherAmbLight= 0;
|
|
|
|
// Compute Which light influences him.
|
|
//---------
|
|
lightInfs.clear();
|
|
// Search possible lights around the position.
|
|
_StaticPointLightQuadGrid.select(pos, pos);
|
|
// For all of them, get the ones which touch this point.
|
|
CQuadGrid<CPointLightRT*>::CIterator it= _StaticPointLightQuadGrid.begin();
|
|
while(it != _StaticPointLightQuadGrid.end())
|
|
{
|
|
CPointLightRT *pl= *it;
|
|
|
|
// Test if really in the radius of the light, no occlusion, not an ambient, and in Spot Angle setup
|
|
if( pl->testRaytrace(pos, _CurrentInstanceComputed) )
|
|
{
|
|
// Ok, add the light to the lights which influence the cell
|
|
lightInfs.push_back(pl);
|
|
}
|
|
|
|
// Ambient Light ??
|
|
if( pl->PointLight.getType() == CPointLight::AmbientLight )
|
|
{
|
|
// If the instance is in radius of the ambiant light.
|
|
float dRadius= pl->BSphere.Radius - (pl->BSphere.Center - pos).norm();
|
|
if(dRadius>0)
|
|
{
|
|
// Take the best ambient light: the one which is further from the circumference
|
|
if(dRadius > furtherAmbLight)
|
|
{
|
|
furtherAmbLight= dRadius;
|
|
cellInfo.LocalAmbientLight= pl;
|
|
}
|
|
}
|
|
}
|
|
|
|
// next
|
|
it++;
|
|
}
|
|
|
|
// If ambientLight chosen, inc Ref count of it
|
|
if(cellInfo.LocalAmbientLight)
|
|
((CPointLightRT*)cellInfo.LocalAmbientLight)->RefCount++;
|
|
|
|
|
|
// Choose the Best ones.
|
|
//---------
|
|
CPredPointLightToPoint predPLTP;
|
|
predPLTP.Point= pos;
|
|
// sort.
|
|
sort(lightInfs.begin(), lightInfs.end(), predPLTP);
|
|
// truncate.
|
|
lightInfs.resize( min((uint)lightInfs.size(), (uint)CSurfaceLightGrid::NumLightPerCorner) );
|
|
|
|
|
|
// For each of them, fill cellInfo
|
|
//---------
|
|
uint lightInfId;
|
|
for(lightInfId=0; lightInfId<lightInfs.size(); lightInfId++)
|
|
{
|
|
CPointLightRT *pl= lightInfs[lightInfId];
|
|
|
|
// copy light.
|
|
cellInfo.LightInfo[lightInfId]= pl;
|
|
|
|
// Inc RefCount of the light.
|
|
pl->RefCount++;
|
|
}
|
|
// Reset any empty slot to NULL.
|
|
for(; lightInfId<CSurfaceLightGrid::NumLightPerCorner; lightInfId++)
|
|
{
|
|
cellInfo.LightInfo[lightInfId]= NULL;
|
|
}
|
|
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// Compress and setup _Instances with compressed data.
|
|
//===========
|
|
uint plId= 0;
|
|
// Process each pointLights
|
|
for(i=0; i<_StaticPointLights.size(); i++)
|
|
{
|
|
CPointLightRT &plRT= _StaticPointLights[i];
|
|
// If this light is used.
|
|
if(plRT.RefCount > 0)
|
|
{
|
|
// Valid light ?
|
|
if (plId <=0xFF)
|
|
{
|
|
// Must Copy it into Ig.
|
|
listPointLight.push_back(plRT.PointLight);
|
|
plRT.DstId= plId++;
|
|
// If index >= 255, too many lights (NB: => because 255 is a NULL code).
|
|
}
|
|
else
|
|
{
|
|
nlwarning("ERROR: Too many Static Point Lights influence the IG!!");
|
|
// Set 0xFF. Special code indicating that the light CAN'T BE USED => any instance using
|
|
// it is buggy (won't be lighted by this light).
|
|
plRT.DstId= plId++;
|
|
}
|
|
}
|
|
}
|
|
|
|
// For each instance, compress Point light info
|
|
for(i=0; i<_Instances.size(); i++)
|
|
{
|
|
// If staticLight not enabled, skip.
|
|
if( !_Instances[i].StaticLightEnabled )
|
|
continue;
|
|
|
|
CInstanceInfo &instSrc= _InstanceInfos[i];
|
|
CInstanceGroup::CInstance &instDst= _Instances[i];
|
|
|
|
// Do it for PointLights
|
|
for(uint lightId= 0; lightId<CInstanceGroup::NumStaticLightPerInstance; lightId++)
|
|
{
|
|
if(instSrc.Light[lightId] == NULL)
|
|
{
|
|
// Mark as unused.
|
|
instDst.Light[lightId]= 0xFF;
|
|
}
|
|
else
|
|
{
|
|
// Get index. NB: may still be 0xFF if 'Too many static light' bug.
|
|
instDst.Light[lightId]= instSrc.Light[lightId]->DstId;
|
|
}
|
|
}
|
|
|
|
// Ensure that all FF are at end of the list (possible because of the TooManyStaticLight bug).
|
|
// But don't do a full sort, to preserve order due to influence...
|
|
nlctassert(CInstanceGroup::NumStaticLightPerInstance==2);
|
|
if(instDst.Light[0] == 0xFF) swap(instDst.Light[0], instDst.Light[1]);
|
|
|
|
// Do it for Ambientlight
|
|
if(instSrc.LocalAmbientLight == NULL)
|
|
instDst.LocalAmbientId= 0xFF;
|
|
else
|
|
// NB: may still be 0xFF if 'Too many static light' bug.
|
|
instDst.LocalAmbientId= instSrc.LocalAmbientLight->DstId;
|
|
}
|
|
|
|
// For each cell, compress Point light info
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
// get the current cell and cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
CSurfaceLightGrid::CCellCorner &cell= getCurrentCell();
|
|
|
|
if(cellInfo.InSurface)
|
|
{
|
|
// Do it for PointLights
|
|
for(uint lightId= 0; lightId<CSurfaceLightGrid::NumLightPerCorner; lightId++)
|
|
{
|
|
if(cellInfo.LightInfo[lightId] == NULL)
|
|
{
|
|
// Mark as unused.
|
|
cell.Light[lightId]= 0xFF;
|
|
}
|
|
else
|
|
{
|
|
// Get index. NB: may still be 0xFF if 'Too many static light' bug.
|
|
cell.Light[lightId]= reinterpret_cast<CPointLightRT*>(cellInfo.LightInfo[lightId])->DstId;
|
|
}
|
|
}
|
|
|
|
// Ensure that all FF are at end of the list (possible because of the TooManyStaticLight bug).
|
|
// But don't do a full sort, to preserve order due to influence...
|
|
nlctassert(CInstanceGroup::NumStaticLightPerInstance==2);
|
|
if(cell.Light[0] == 0xFF) swap(cell.Light[0], cell.Light[1]);
|
|
|
|
// Do it for Ambientlight
|
|
if(cellInfo.LocalAmbientLight == NULL)
|
|
cell.LocalAmbientId= 0xFF;
|
|
else
|
|
// NB: may still be 0xFF if 'Too many static light' bug.
|
|
cell.LocalAmbientId= ((CPointLightRT*)cellInfo.LocalAmbientLight)->DstId;
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// lightIgSimple
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::lightIgSimple(CInstanceLighter &instLighter, const CInstanceGroup &igIn, CInstanceGroup &igOut, const CLightDesc &lightDesc, const char *igName)
|
|
{
|
|
sint i;
|
|
|
|
|
|
// Setup.
|
|
//=======
|
|
// Init
|
|
instLighter.init();
|
|
|
|
// Add obstacles.
|
|
std::vector<CInstanceLighter::CTriangle> obstacles;
|
|
// only if Shadowing On.
|
|
if(lightDesc.Shadow)
|
|
{
|
|
// Map of shape to load
|
|
std::map<string, IShape*> shapeMap;
|
|
|
|
// For all instances of igIn.
|
|
for(i=0; i<(sint)igIn.getNumInstance();i++)
|
|
{
|
|
// progress
|
|
instLighter.progress("Loading Shapes obstacles", float(i)/igIn.getNumInstance());
|
|
|
|
// Skip it??
|
|
if(igIn.getInstance(i).DontCastShadow)
|
|
continue;
|
|
|
|
// Get the instance shape name
|
|
string name= igIn.getShapeName(i);
|
|
bool shapeFound= true;
|
|
|
|
// Try to find the shape in the UseShapeMap.
|
|
std::map<string, IShape*>::const_iterator iteMap= lightDesc.UserShapeMap.find (name);
|
|
|
|
// If not found in userShape map, try to load it from the temp loaded ShapeBank.
|
|
if( iteMap == lightDesc.UserShapeMap.end() )
|
|
{
|
|
// Add a .shape at the end ?
|
|
if (name.find('.') == std::string::npos)
|
|
name += ".shape";
|
|
|
|
// Get the instance shape name
|
|
string nameLookup = CPath::lookup (name, false, false);
|
|
if (!nameLookup.empty())
|
|
name = nameLookup;
|
|
|
|
// Find the shape in the bank
|
|
iteMap= shapeMap.find (name);
|
|
if (iteMap==shapeMap.end())
|
|
{
|
|
// Input file
|
|
CIFile inputFile;
|
|
|
|
if (!name.empty() && inputFile.open (name))
|
|
{
|
|
// Load it
|
|
CShapeStream stream;
|
|
stream.serial (inputFile);
|
|
|
|
// Get the pointer
|
|
iteMap=shapeMap.insert (std::map<string, IShape*>::value_type (name, stream.getShapePointer ())).first;
|
|
}
|
|
else
|
|
{
|
|
// Error
|
|
nlwarning ("WARNING can't load shape %s\n", name.c_str());
|
|
shapeFound= false;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(shapeFound)
|
|
{
|
|
CMatrix matInst;
|
|
matInst.setPos(igIn.getInstancePos(i));
|
|
matInst.setRot(igIn.getInstanceRot(i));
|
|
matInst.scale(igIn.getInstanceScale(i));
|
|
// Add triangles of this shape
|
|
CInstanceLighter::addTriangles(*iteMap->second, matInst, obstacles, i);
|
|
}
|
|
|
|
}
|
|
|
|
// Clean Up shapes.
|
|
//-----------
|
|
std::map<string, IShape*>::iterator iteMap;
|
|
iteMap= shapeMap.begin();
|
|
while(iteMap!= shapeMap.end())
|
|
{
|
|
// delte shape
|
|
delete iteMap->second;
|
|
// delete entry in map
|
|
shapeMap.erase(iteMap);
|
|
// next
|
|
iteMap= shapeMap.begin();
|
|
}
|
|
}
|
|
|
|
// Add pointLights of the IG.
|
|
for(i=0; i<(sint)igIn.getPointLightList().size();i++)
|
|
{
|
|
instLighter.addStaticPointLight( igIn.getPointLightList()[i], igName );
|
|
}
|
|
|
|
|
|
// Run.
|
|
//=======
|
|
instLighter.light(igIn, igOut, lightDesc, obstacles);
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// Cell Iteration
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::progressCell(const char *message)
|
|
{
|
|
float cp= getCurrentCellNumber() / float(getTotalCellNumber());
|
|
if( cp > _LastCellProgress+0.05f)
|
|
{
|
|
progress(message, cp);
|
|
_LastCellProgress= cp;
|
|
}
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::beginCell()
|
|
{
|
|
if(_IGSurfaceLightBuild)
|
|
{
|
|
_ItRetriever= _IGRetrieverGridMap.begin();
|
|
if(_ItRetriever != _IGRetrieverGridMap.end() )
|
|
{
|
|
_ItRetrieverInfo= _IGSurfaceLightBuild->RetrieverGridMap.find(_ItRetriever->first);
|
|
nlassert(_ItRetrieverInfo != _IGSurfaceLightBuild->RetrieverGridMap.end() );
|
|
// We are suze here that the retriever is not empty, and that the grid herself is not empty too
|
|
_ItSurfId= 0;
|
|
_ItCellId= 0;
|
|
_ItCurrentCellNumber= 0;
|
|
_IsEndCell= false;
|
|
_LastCellProgress= 0;
|
|
}
|
|
else
|
|
{
|
|
_IsEndCell= true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_IsEndCell= true;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::nextCell()
|
|
{
|
|
nlassert(!isEndCell());
|
|
|
|
// Next Cell.
|
|
_ItCellId++;
|
|
_ItCurrentCellNumber++;
|
|
|
|
// If end of Cells, next surface.
|
|
if(_ItCellId >= _ItRetriever->second.Grids[_ItSurfId].Cells.size() )
|
|
{
|
|
_ItCellId= 0;
|
|
_ItSurfId ++;
|
|
}
|
|
|
|
// If end of surface, next retriever.
|
|
if(_ItSurfId >= _ItRetriever->second.Grids.size() )
|
|
{
|
|
_ItSurfId= 0;
|
|
_ItRetriever++;
|
|
if(_ItRetriever != _IGRetrieverGridMap.end())
|
|
{
|
|
// Get info.
|
|
_ItRetrieverInfo= _IGSurfaceLightBuild->RetrieverGridMap.find(_ItRetriever->first);
|
|
nlassert(_ItRetrieverInfo != _IGSurfaceLightBuild->RetrieverGridMap.end() );
|
|
}
|
|
}
|
|
|
|
// If end of retreiver, End.
|
|
if(_ItRetriever == _IGRetrieverGridMap.end())
|
|
{
|
|
_IsEndCell= true;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
bool CInstanceLighter::isEndCell()
|
|
{
|
|
return _IsEndCell;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CSurfaceLightGrid::CCellCorner &CInstanceLighter::getCurrentCell()
|
|
{
|
|
nlassert(!isEndCell());
|
|
|
|
// return ref on Cell.
|
|
return _ItRetriever->second.Grids[_ItSurfId].Cells[_ItCellId];
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CIGSurfaceLightBuild::CCellCorner &CInstanceLighter::getCurrentCellInfo()
|
|
{
|
|
nlassert(!isEndCell());
|
|
|
|
// return ref on CellInfo.
|
|
return _ItRetrieverInfo->second.Grids[_ItSurfId].Cells[_ItCellId];
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
bool CInstanceLighter::isCurrentNeighborCellInSurface(sint xnb, sint ynb)
|
|
{
|
|
nlassert(!isEndCell());
|
|
|
|
// get a ref on the current grid.
|
|
CSurfaceLightGrid &surfGrid= _ItRetriever->second.Grids[_ItSurfId];
|
|
// copute coordinate of the current cellCorner.
|
|
sint xCell, yCell;
|
|
xCell= _ItCellId%surfGrid.Width;
|
|
yCell= _ItCellId/surfGrid.Width;
|
|
// compute coordinate of the neighbor cell corner
|
|
xCell+= xnb;
|
|
yCell+= ynb;
|
|
|
|
// check if in the surfaceGrid
|
|
if(xCell<0 || xCell>=(sint)surfGrid.Width)
|
|
return false;
|
|
if(yCell<0 || yCell>=(sint)surfGrid.Height)
|
|
return false;
|
|
|
|
// compute the neighbor id
|
|
uint nbId= yCell*surfGrid.Width + xCell;
|
|
|
|
// Now check in the cellInfo if this cell is InSurface.
|
|
if( !_ItRetrieverInfo->second.Grids[_ItSurfId].Cells[nbId].InSurface )
|
|
return false;
|
|
|
|
// Ok, the neighbor cell is valid.
|
|
|
|
return true;
|
|
}
|
|
|
|
// ***************************************************************************
|
|
CSurfaceLightGrid::CCellCorner &CInstanceLighter::getCurrentNeighborCell(sint xnb, sint ynb)
|
|
{
|
|
nlassert(isCurrentNeighborCellInSurface(xnb, ynb));
|
|
|
|
// get a ref on the current grid.
|
|
CSurfaceLightGrid &surfGrid= _ItRetriever->second.Grids[_ItSurfId];
|
|
// copute coordinate of the current cellCorner.
|
|
sint xCell, yCell;
|
|
xCell= _ItCellId%surfGrid.Width;
|
|
yCell= _ItCellId/surfGrid.Width;
|
|
// compute coordinate of the neighbor cell corner
|
|
xCell+= xnb;
|
|
yCell+= ynb;
|
|
// compute the neighbor id
|
|
uint nbId= yCell*surfGrid.Width + xCell;
|
|
|
|
// then return a ref on it
|
|
return surfGrid.Cells[nbId];
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CIGSurfaceLightBuild::CCellCorner &CInstanceLighter::getCurrentNeighborCellInfo(sint xnb, sint ynb)
|
|
{
|
|
nlassert(isCurrentNeighborCellInSurface(xnb, ynb));
|
|
|
|
// get a ref on the current grid.
|
|
CIGSurfaceLightBuild::CSurface &surfGrid= _ItRetrieverInfo->second.Grids[_ItSurfId];
|
|
// copute coordinate of the current cellCorner.
|
|
sint xCell, yCell;
|
|
xCell= _ItCellId%surfGrid.Width;
|
|
yCell= _ItCellId/surfGrid.Width;
|
|
// compute coordinate of the neighbor cell corner
|
|
xCell+= xnb;
|
|
yCell+= ynb;
|
|
// compute the neighbor id
|
|
uint nbId= yCell*surfGrid.Width + xCell;
|
|
|
|
// then return a ref on it
|
|
return surfGrid.Cells[nbId];
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CInstanceLighter::dilateLightingOnSurfaceCells()
|
|
{
|
|
// Begin cell iteration
|
|
beginCell();
|
|
// For all surface cell corners
|
|
while( !isEndCell() )
|
|
{
|
|
progressCell("Dilate Surfaces grids");
|
|
|
|
// get the current cell and cellInfo iterated.
|
|
CIGSurfaceLightBuild::CCellCorner &cellInfo= getCurrentCellInfo();
|
|
CSurfaceLightGrid::CCellCorner &cell= getCurrentCell();
|
|
|
|
// if the cell is not in the polygon surface, try to get from his neighbors.
|
|
if(!cellInfo.InSurface)
|
|
{
|
|
// Add Weighted influence of SunContribution, and get one of the PointLightContribution (random).
|
|
uint wgtSunContribution= 0;
|
|
uint wgtSunCount= 0;
|
|
// search if one of 8 neighbors is InSurface.
|
|
for(sint ynb= -1; ynb<= 1; ynb++)
|
|
{
|
|
for(sint xnb= -1; xnb<= 1; xnb++)
|
|
{
|
|
// center => skip.
|
|
if( xnb==0 && ynb==0 )
|
|
continue;
|
|
// If the neighbor point is not out of the grid, and if in Surface.
|
|
if( isCurrentNeighborCellInSurface(xnb, ynb) )
|
|
{
|
|
// get the neighbor cell
|
|
CIGSurfaceLightBuild::CCellCorner &nbCellInfo= getCurrentNeighborCellInfo(xnb, ynb);
|
|
CSurfaceLightGrid::CCellCorner &nbCell= getCurrentNeighborCell(xnb, ynb);
|
|
// Add SunContribution.
|
|
wgtSunContribution+= nbCell.SunContribution;
|
|
wgtSunCount++;
|
|
// Just Copy PointLight info.
|
|
for(uint lightId= 0; lightId<CSurfaceLightGrid::NumLightPerCorner; lightId++)
|
|
cell.Light[lightId]= nbCell.Light[lightId];
|
|
// Just Copy AmbientLight info.
|
|
cell.LocalAmbientId= nbCell.LocalAmbientId;
|
|
|
|
|
|
// For debug mesh only, copy z from nb cellInfo
|
|
cellInfo.CenterPos.z= nbCellInfo.CenterPos.z;
|
|
}
|
|
}
|
|
}
|
|
// average SunContribution.
|
|
if(wgtSunCount>0)
|
|
{
|
|
cell.SunContribution= wgtSunContribution / wgtSunCount;
|
|
|
|
// For debug mesh only, copy SunContribution into cellInfo
|
|
cellInfo.SunContribution= cell.SunContribution;
|
|
cellInfo.Dilated= true;
|
|
}
|
|
}
|
|
|
|
// next cell
|
|
nextCell();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|