light_influence_interpolator.cpp

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00001 
00005 /* Copyright, 2001 Nevrax Ltd.
00006  *
00007  * This file is part of NEVRAX NEL.
00008  * NEVRAX NEL is free software; you can redistribute it and/or modify
00009  * it under the terms of the GNU General Public License as published by
00010  * the Free Software Foundation; either version 2, or (at your option)
00011  * any later version.
00012 
00013  * NEVRAX NEL is distributed in the hope that it will be useful, but
00014  * WITHOUT ANY WARRANTY; without even the implied warranty of
00015  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
00016  * General Public License for more details.
00017 
00018  * You should have received a copy of the GNU General Public License
00019  * along with NEVRAX NEL; see the file COPYING. If not, write to the
00020  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
00021  * MA 02111-1307, USA.
00022  */
00023 
00024 #include "std3d.h"
00025 
00026 #include "nel/3d/light_influence_interpolator.h"
00027 #include "nel/misc/debug.h"
00028 #include "nel/3d/point_light_named.h"
00029 
00030 
00031 namespace NL3D
00032 {
00033 
00034 
00035 // ***************************************************************************
00036 void        CLightInfluenceInterpolator::interpolate(std::vector<CPointLightInfluence> &pointLightList, float subX, float subY)
00037 {
00038     uint    crn;
00039     // UnRolled loops.
00040     nlassert(NumLightPerCorner==2);
00041 
00042     // Reset index for each light.
00043     for(crn= 0; crn<4; crn++)
00044     {
00045         CCorner     &corner= Corners[crn];
00046         // UnRolled.
00047         if(corner.Lights[0])
00048             corner.Lights[0]->_IdInInfluenceList= -1;
00049         if(corner.Lights[1])
00050             corner.Lights[1]->_IdInInfluenceList= -1;
00051     }
00052 
00053     // Compute biLinear influence on each corner
00054     Corners[0].Influence= (1-subX) * (1-subY);
00055     Corners[1].Influence= subX * (1-subY);
00056     Corners[2].Influence= (1-subX) * subY;
00057     Corners[3].Influence= subX * subY;
00058 
00059     // For each light of each corner
00060     for(crn= 0; crn<4; crn++)
00061     {
00062         CCorner     &corner= Corners[crn];
00063         // UnRolled.
00064         // light 0.
00065         if(corner.Lights[0])
00066         {
00067             if(corner.Lights[0]->_IdInInfluenceList==-1)
00068             {
00069                 // append a PointLightInfluence
00070                 pointLightList.push_back(CPointLightInfluence());
00071                 sint    id= pointLightList.size()-1;
00072                 // setup the PointLightInfluence
00073                 corner.Lights[0]->_IdInInfluenceList= id;
00074                 pointLightList[id].PointLight= corner.Lights[0];
00075                 pointLightList[id].Influence= corner.Influence;
00076             }
00077             else
00078             {
00079                 // get the PointLightInfluence
00080                 sint    id= corner.Lights[0]->_IdInInfluenceList;
00081                 // increment the influence of the PointLightInfluence
00082                 pointLightList[id].Influence+= corner.Influence;
00083             }
00084         }
00085         // light 1.
00086         if(corner.Lights[1])
00087         {
00088             if(corner.Lights[1]->_IdInInfluenceList==-1)
00089             {
00090                 // append a PointLightInfluence
00091                 pointLightList.push_back(CPointLightInfluence());
00092                 sint    id= pointLightList.size()-1;
00093                 // setup the PointLightInfluence
00094                 corner.Lights[1]->_IdInInfluenceList= id;
00095                 pointLightList[id].PointLight= corner.Lights[1];
00096                 pointLightList[id].Influence= corner.Influence;
00097             }
00098             else
00099             {
00100                 // get the PointLightInfluence
00101                 sint    id= corner.Lights[1]->_IdInInfluenceList;
00102                 // increment the influence of the PointLightInfluence
00103                 pointLightList[id].Influence+= corner.Influence;
00104             }
00105         }
00106     }
00107 }
00108 
00109 
00110 
00111 } // NL3D

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