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619 lines
17 KiB
C++
619 lines
17 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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#ifndef NL_ZONE_LIGHTER_H
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#define NL_ZONE_LIGHTER_H
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#include "nel/misc/triangle.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/plane.h"
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#include "nel/misc/mutex.h"
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#include "nel/misc/bit_set.h"
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#include "nel/misc/pool_memory.h"
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#include "nel/misc/random.h"
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#include "nel/misc/bitmap.h"
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#include "nel/misc/mutex.h"
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#include "nel/3d/frustum.h"
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#include "nel/3d/zone.h"
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#include "nel/3d/quad_grid.h"
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#include "nel/3d/cube_grid.h"
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#include "nel/3d/patchuv_locator.h"
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#include "nel/3d/tile_light_influence.h"
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#include <list>
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namespace NL3D
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{
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class CZone;
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class CPatchUVLocator;
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class IShape;
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class CLightRunnable;
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class CCalcLightableShapeRunnable;
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class CMeshGeom;
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class CMeshBase;
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class CMeshMRMGeom;
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class CWaterShape;
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class CRenderZBuffer;
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class CMaterial;
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// The zone lighter
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class CZoneLighter
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{
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friend class NL3D::CLightRunnable;
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friend class NL3D::CRenderZBuffer;
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public:
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CZoneLighter ();
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virtual ~CZoneLighter () {}
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// Light decription structure
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class CLightDesc
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{
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public:
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// Default Ctor
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CLightDesc ();
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// Grid size
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uint GridSize;
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// Grid size
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float GridCellSize;
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// Height field size
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float HeightfieldSize;
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// Height field cell size
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float HeightfieldCellSize;
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// Render shadows
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bool Shadow;
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/// \name Sun parameters
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// Sun direction
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NLMISC::CVector SunDirection;
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// Distance of the sun
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float SunDistance;
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// FOV of the sun in radian
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float SunFOV;
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// Center of the landscape pointed by the sun
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NLMISC::CVector SunCenter;
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// Sun radius, (for softshadow sampling)
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float SunRadius;
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/// \name ZBuffer parameters
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// Landscape ZBuffers size for all the landscape. There is one zbuffer like this one per softshadow sample.
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uint ZBufferLandscapeSize;
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// Object ZBuffers size for all the landscape. This zbuffer is typically finer. There is only one zbuffer like this.
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uint ZBufferObjectSize;
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/// \name Softshadows
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// Square root of the number of soft shadow samples
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uint SoftShadowSamplesSqrt;
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// Soft shadow jitter (0 ~ 1) to smooth softshadow aliasing when sampling number is small
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float SoftShadowJitter;
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// Use sun contribution
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bool SunContribution;
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// Use sky contribution
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bool SkyContribution;
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// Sky intensity [0, 1]
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float SkyIntensity;
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// z-bias for water rendering
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float WaterShadowBias;
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// Water ambient intensity
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float WaterAmbient;
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// This is used to modulate the direct contribution of light to water
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float WaterDiffuse;
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// Sky contribution for water
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bool SkyContributionForWater;
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// True to enable modulation with water previous texture
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bool ModulateWaterColor;
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/// Evaluation of the max height, in meters, of the vegetables. Needed when we compute whether a tile is below or above water.
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float VegetableHeight;
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// Nombrer of CPU used
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uint NumCPU;
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};
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// A triangle used to light the zone
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class CTriangle
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{
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friend class CZoneLighter;
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public:
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enum TFlags
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{
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Landscape = 1,
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DoubleSided = 2,
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ClampU = 4,
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ClampV = 8,
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};
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// Ctors
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CTriangle (const NLMISC::CTriangle& triangle, bool doubleSided, const NLMISC::CBitmap *texture, bool clampU, bool clampV, float *u, float *v, uint8 alphaTestThreshold)
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{
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// Copy the triangle
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Triangle=triangle;
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// Draw it in the heightmap
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Flags = 0;
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// Double sided
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Flags |= doubleSided ? DoubleSided : 0;
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// Texture
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Texture = texture;
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// Texture used ?
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if (Texture)
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{
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// Alpha test threshold
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AlphaTestThreshold = alphaTestThreshold;
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// Flags
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Flags |= clampU ? ClampU : 0;
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Flags |= clampV ? ClampV : 0;
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// Copy U and V
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for (uint i=0; i<3; i++)
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{
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U[i] = u[i];
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V[i] = v[i];
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}
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}
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}
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// Ctor for lansdcape triangles
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CTriangle (const NLMISC::CTriangle& triangle)
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{
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// Copy the triangle
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Triangle=triangle;
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// Draw it in the heightmap
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Flags = Landscape;
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// Texture
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Texture = NULL;
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}
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// The triangle
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NLMISC::CTriangle Triangle;
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// Flags
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uint8 Flags;
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uint8 AlphaTestThreshold;
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// UV
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float U[3];
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float V[3];
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// Texture
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const NLMISC::CBitmap *Texture;
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// Other info
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const CPlane &getPlane() const {return _Plane;}
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private:
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NLMISC::CPlane _Plane;
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};
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#define SHAPE_VERTICES_MAX 100
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#define SHAPE_MAX 500
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#define MAX_CPU_PROCESS 10
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// A lumel
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class CLumelDescriptor
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{
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public:
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CLumelDescriptor ()
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{
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}
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NLMISC::CVector Position;
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NLMISC::CVector Normal;
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float S;
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float T;
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};
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// A lumel corner
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class CLumelCorner
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{
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public:
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CLumelCorner ()
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{
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}
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NLMISC::CVector Position;
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};
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// The ZBuffer struct
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class CZBuffer
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{
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public:
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std::vector<float> Pixels;
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NL3D::CFrustum WorldToZBufferFrustum;
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NLMISC::CMatrix WorldToZBuffer;
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sint LocalZBufferXMin;
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sint LocalZBufferXMax;
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sint LocalZBufferYMin;
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sint LocalZBufferYMax;
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float LocalZBufferZMin;
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float LocalZBufferZMax;
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sint LocalZBufferWidth;
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sint LocalZBufferHeight;
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sint ZBufferPixelSize;
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NLMISC::CVector BoundingBoxVectors[8];
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};
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// A hierarchical heightfield
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class CHeightField
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{
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public:
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enum TDirection
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{
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North,
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NorthEast,
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East,
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SouthEast,
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South,
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SouthWest,
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West,
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NorthWest
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};
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// Build the heightfield
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void build (std::vector<float>& heightField, const NLMISC::CVector &origine, float cellSeize, uint width, uint height);
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// Get max height on a direction
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float getMaxHeight (const NLMISC::CVector &position, TDirection direction) const;
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private:
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std::vector<std::vector<float> > HeightFields;
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};
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// Init the system
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void init ();
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// Light a zone
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void light (CLandscape &landscape, CZone& output, uint zoneToLight, const CLightDesc& description,
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std::vector<CTriangle>& obstacles, std::vector<uint> &listZone);
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// patch a zone, to compute only the tile water states.
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void computeTileFlagsOnly (CLandscape &landscape, CZone& output, uint zoneToLight, const CLightDesc& description,
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std::vector<uint> &listZone);
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// Add triangles from a landscape
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void addTriangles (CLandscape &landscape, std::vector<uint> &listZone, uint order, std::vector<CTriangle>& triangleArray);
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// Add triangles from a transform shape. Work only for CMesh, CMultiMesh and CMeshMRM all without skinning.
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void addTriangles (const IShape &shape, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray);
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/** Some shape (water shapes for now) can be lit.
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* This add such a shape to the process of lighting.
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* \see isLightableShape()
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*/
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void addLightableShape(IShape *shape, const NLMISC::CMatrix& modelMT);
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/// Add a water shape. This is needed to decide whether tiles are above / below water
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void addWaterShape(CWaterShape *shape, const NLMISC::CMatrix &MT);
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/// get the number of water shapes added
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uint getNumWaterShape() const {return (uint)_WaterShapes.size();}
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/// check whether a shape is lightable.
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static bool isLightableShape(IShape &shape);
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// Progress callback
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virtual void progress (const char *message, float progress) {}
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// Compute shadow attenuation
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float attenuation (const CVector &pos, const CZoneLighter::CLightDesc &description);
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/// \name Static PointLights mgt.
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//@{
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/// Append a static point light to compute. call at setup stage (before light() ).
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void addStaticPointLight(const CPointLightNamed &pln);
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//@}
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private:
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friend class CCalcLightableShapeRunnable;
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// Add triangles from a non skinned CMeshGeom.
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void addTriangles (const CMeshBase &meshBase, const CMeshGeom &meshGeom, const NLMISC::CMatrix& modelMT, std::vector<CTriangle>& triangleArray);
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// Add triangles from a non skinned CMeshMRMGeom.
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void addTriangles (const CMeshBase &meshBase, const CMeshMRMGeom &meshGeom, const CMatrix& modelMT, std::vector<CTriangle>& triangleArray);
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// One process method
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void processCalc (uint process, const CLightDesc& description);
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// Build internal zone information
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void buildZoneInformation (CLandscape &landscape, const std::vector<uint> &listZone, const CLightDesc &lightDesc);
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// Exclude all the patch of a landscape from refine all
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void excludeAllPatchFromRefineAll (CLandscape &landscape, std::vector<uint> &listZone, bool exclude);
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// Get positions and normal from a patch
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void getPatchNormalAndPositions (std::vector<CLumelDescriptor>& lumels, CLandscape &landscape, uint zoneToLight, uint patch,
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CPatchUVLocator *locator, bool *binded);
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// Calc sky contribution. Used by getSkyContribution
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float calcSkyContribution (sint s, sint t, float height, float skyIntensity, const CVector& normal) const;
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/// compute the sky contribution at the given position
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float getSkyContribution(const CVector &pos, const CVector &normal, float SkyIntensity) const;
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// Get max height
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uint8 getMaxPhi (sint s, sint t, sint deltaS, sint deltaT, float heightPos) const;
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// Eval a normal in the neighborhood
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void getNormal (const NL3D::CPatch *pPatch, sint16 lumelS, sint16 lumelT, std::vector<NL3D::CPatchUVLocator> &locator,
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const std::vector<NL3D::CPatch::CBindInfo> &bindInfo, const std::vector<bool> &binded, std::set<uint64>& visited,
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float deltaS, float deltaT, uint rotation, const NL3D::CBezierPatch &bezierPatch, uint lastEdge=5);
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// Tell if the edge lumel must be oversampled
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bool isLumelOnEdgeMustBeOversample (uint patch, uint edge, sint s, sint t, const std::vector<bool> &binded,
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const std::vector<bool> &oversampleEdges, std::vector<CPatchUVLocator> &locator,
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uint8 shadowed, std::vector<std::vector<uint8> >& shadowBuffer);
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/// Struct describing the position of a lightable shape
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struct CShapeInfo
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{
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IShape *Shape;
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NLMISC::CMatrix MT;
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};
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/// A vector of lightable shapes
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typedef std::vector<CShapeInfo> TShapeVect;
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/// Launch a set of threads to perform lighting of lightable shapes
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void lightShapes(uint zoneID, const CLightDesc& description);
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/// Process lighting for a set of lightable shapes. This is called by the threads created by lightShapes().
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void processLightableShapeCalc (uint process,
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TShapeVect *shapeToLit,
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uint firstShape,
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uint lastShape,
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const CLightDesc& description);
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/// Compute the lighting for a single lightable shape
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void lightSingleShape(CShapeInfo &lsi, const CLightDesc& description, uint cpu);
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/// Compute the lighting for a water shape
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void lightWater(CWaterShape &ws, const CMatrix &MT, const CLightDesc& description, uint cpu);
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/** Make a quad grid of all the water shapes that where registered by calling addWaterShape()
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* The vector of water shapes is released then
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* \param bbox the bbox of the zone containing the water shapes
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*/
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void makeQuadGridFromWaterShapes(NLMISC::CAABBox zoneBBox);
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/** For each tile of the current zone, check whether it below or above water.
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* The result is stored in the flags of the tile.
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* The quadtree is removed then.
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*/
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void computeTileFlagsForPositionTowardWater(const CLightDesc &lightDesc,
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std::vector<const CTessFace*> &tessFaces
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);
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/** If no water surface overlap the zone, so we set all the flags to 'AboveWater", or don't change them if they
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* were set to 'DisableVegetable'
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*/
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void setTileFlagsToDefault(std::vector<const CTessFace*> &tessFaces);
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/** This copy the flags of the tiles from the source zone to a dest zone (result of the lighting).
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* This is needed beacuse these flags are updated to say whether a given tile is above / below water
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* IMPORTANT : the source and destination zones must match of course...
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*/
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static void copyTileFlags(CZone &destZone, const CZone &srcZone);
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// Get texture from a material for alpha test
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bool getTexture (const CMaterial &material, NLMISC::CBitmap *&result, bool &clampU, bool &clampV, uint8 &alphaTestThreshold, bool &doubleSided);
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// Give a thread a patch to compute
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uint getAPatch (uint process);
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// The quad grid
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CQuadGrid<const CTriangle*> _QuadGrid[MAX_CPU_PROCESS];
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NLMISC::CMatrix _RayBasis;
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NLMISC::CVector _SunDirection;
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uint _ZoneToLight;
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NL3D::CLandscape *_Landscape;
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float _ShadowBias;
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bool _Softshadow;
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std::vector<std::vector<uint8> > _ShadowArray;
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// Processes
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NLMISC::CSynchronized<std::vector<bool> > _PatchComputed;
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std::vector<uint> _LastPatchComputed;
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uint _NumberOfPatchComputed;
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uint _ProcessCount;
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uint64 _CPUMask;
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NLMISC::CMutex _ProcessExitedMutex;
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volatile uint _ProcessExited;
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// *** Bitmap sharing
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std::map<std::string, NLMISC::CBitmap> _Bitmaps;
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// *** The zbuffer
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// ZBuffer mutex
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NLMISC::CFastMutex _Mutex;
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public:
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// Zbuffer pixels in meters
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std::vector<CZBuffer> _ZBufferLandscape;
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CZBuffer _ZBufferObject;
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private:
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// ZBuffer lookup overflow
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bool _ZBufferOverflow;
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// Random generator
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NLMISC::CRandom _Random;
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// The heightfield
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std::vector<float> _HeightField;
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sint _HeightFieldCellCount;
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NLMISC::CVector _OrigineHeightField;
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float _HeightfieldCellSize;
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class CLumelCorners
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{
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};
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// Zone infos
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std::vector<CPatchInfo> _PatchInfo;
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std::vector<CBorderVertex> _BorderVertices;
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std::vector<std::vector<CLumelDescriptor> > _Lumels;
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//std::vector<std::vector<CLumelCorners> > _LumelCorners;
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std::vector<std::vector<CBezierPatch> > _BezierPatch;
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std::vector<std::vector<std::vector<CPatchUVLocator> > > _Locator;
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std::vector<std::vector<std::vector<CPatch::CBindInfo> > > _BindInfo;
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std::vector<std::vector<std::vector<bool> > > _Binded;
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std::vector<std::vector<bool> > _OversampleEdges;
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std::map<uint, uint> _ZoneId;
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// Get normal info
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const NL3D::CPatch *_GetNormalPatch;
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NLMISC::CVector _GetNormalNormal;
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uint _GetNormalRadius;
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uint _GetNormalSqRadius;
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static sint16 _GetNormalDeltaS[4];
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static sint16 _GetNormalDeltaT[4];
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// Precalc
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NLMISC::CVector _K[256][8];
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/// \name Static PointLights mgt.
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//@{
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/// A PointLight struct to test raytracing.
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struct CPointLightRT
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{
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CPointLightNamed PointLight;
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float OODeltaAttenuation;
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// BBox of the pointLight
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NLMISC::CBSphere BSphere;
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// Faces that may occlude the light. Only Back Faces (from the light pov) are inserted
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CCubeGrid<const CTriangle*> FaceCubeGrid;
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// Number of TileLightInfluences which use this PointLight.
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uint RefCount;
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// Final id of the pointLight in the Zone.
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uint DstId;
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CPointLightRT();
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/** Tells if a point is visible from this light. NB: test first if in BSphere
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* If occluded or out of radius, return false, else return true.
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* Also Skip if the light is an Ambient, and skip if the light is a spot and if the position is out of the cone
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*/
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bool testRaytrace(const CVector &v);
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};
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/// For sort()
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struct CPredPointLightToPoint
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{
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CVector Point;
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bool operator() (CPointLightRT *pla, CPointLightRT *plb) const;
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};
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/// An UnCompressed TileLightInfluence.
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struct CTileLightInfUnpack
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{
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CPointLightRT *Light[CTileLightInfluence::NumLightPerCorner];
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float LightFactor[CTileLightInfluence::NumLightPerCorner];
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};
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/// A patch with UnCompressed TileInfluences.
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struct CPatchForPL
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{
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uint OrderS, OrderT;
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uint WidthTLI, HeightTLI;
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std::vector<CTileLightInfUnpack> TileLightInfluences;
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};
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/// List of PointLights
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std::vector<CPointLightRT> _StaticPointLights;
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/// QuadGrid of PointLights. Builded from _StaticPointLights
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CQuadGrid<CPointLightRT*> _StaticPointLightQuadGrid;
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|
|
|
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/// Fill CubeGrid, and set PointLightRT in _StaticPointLightQuadGrid.
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void compilePointLightRT(uint gridSize, float gridCellSize, std::vector<CTriangle>& obstacles, bool doShadow);
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|
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/** Process the zone, ie process _PatchInfo.
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* MultiCPU: not done for now. Be aware of CPointLightRT::RefCount!!!!
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|
*/
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void processZonePointLightRT(std::vector<CPointLightNamed> &listPointLight);
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|
|
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//@}
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|
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|
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/// lightable shapes
|
|
TShapeVect _LightableShapes;
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|
uint _NumLightableShapesProcessed;
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|
|
|
/** List of all the water shapes in the zone. We need them to check whether the tiles are above / below water, or if theyr intersect water
|
|
*/
|
|
TShapeVect _WaterShapes;
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|
|
|
typedef CQuadGrid<CShapeInfo> TWaterShapeQuadGrid;
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|
|
|
TWaterShapeQuadGrid _WaterShapeQuadGrid;
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|
|
|
/// Some constants
|
|
static const sint8 TriangleIndexes[10][2][3];
|
|
static const sint8 VertexThanCanBeSnappedOnABorder[8][4];
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|
static const sint8 VertexThanCanBeSnappedOnACorner[3][2];
|
|
};
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|
|
|
} // NL3D
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|
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#endif // NL_ZONE_LIGHTER_H
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|
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/* End of zone_lighter.h */
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