Public Methods |
| csRadElement () |
| ~csRadElement () |
float | GetPriority () |
| for queueing of elements to shoot their light.
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float | GetArea () const |
| get area size of element, precomputed.
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float | GetDiffuse () const |
| Get diffuse reflection value for element. 0.55-0.75 is nice.
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int | GetWidth () const |
| get width of lightmap and deltamap.
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int | GetHeight () const |
| get height of lightmap and deltamap.
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int | GetSize () const |
| get size of lightmap and deltamap.
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bool | DeltaIsZero (int suv) |
| check if a delta lumel is zero.
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virtual csSector* | GetSector () const=0 |
| return the sector of this element.
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virtual const csVector3& | GetNormal (int x, int y) const=0 |
| return the normal at the point x, y.
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csVector3 | GetAvgNormal () const |
| return the average normal for this element.
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bool | DeltaIsZero (int suv, int w, int h) |
| check if a patch has zero delta.
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void | GetTextureColour (int suv, int w, int h, csColor &avg, csRGBMap *texturemap) |
| Get avg texture colour for a patch.
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void | CapDelta (int suv, int w, int h, float max) |
| Cap every delta in patch to value.
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void | GetSummedDelta (int suv, int w, int h, csColor &sum) |
| Get the summed delta of a patch.
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csRGBFloatLightMap* | GetDeltaMap () |
| get the delta map.
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void | ShowDeltaMap () |
| For debugging: keep a pointer of the static lightmap and temporarily copy the deltamap to the static lightmap again.
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void | RestoreStaticMap () |
| For debugging: restore the state of the static lightmaps and free the copy of the static lightmap.
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float | GetLastShootingPriority () |
| Get last shooting priority of this radpoly.
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void | SetLastShootingPriority (float val) |
| Set last shooting priority.
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int | GetRepeatCount () |
| Get number of repeats shooting at the same priority for this poly.
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void | IncNumRepeats () |
| Increment the number of repeats of shooting at same priority by one.
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virtual void | Lumel2World (csVector3 &res, int x, int y)=0 |
| Get world coordinates for a lumel.
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float | GetOneLumelArea () const |
| get area of one lumel in world space.
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virtual void | GetCoverageMatrix (csFrustumView *lview, csCoverageMatrix *shadow_matrix)=0 |
| Populates the shadow coverage Matrix for this element.
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void | ComputePriority () |
| computes new priority value, summing the light unshot. More...
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void | AddDelta (csRadElement *src, int suv, int ruv, float fraction, const csColor &filtercolor) |
| Add a fraction to delta map of lumel from given source RadPoly. More...
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void | AddToDelta (int ruv, const csColor &value) |
| Add a value *to* the deltamap.
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void | CopyAndClearDelta () |
| light has been shot, copy delta to lightmap, clear delta, recompute priority. More...
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void | GetDeltaSums (float &red, float &green, float &blue) |
| Get the sums of red.green.blue in the delta map.
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void | ApplyAmbient (int red, int green, int blue) |
| Add ambient value to deltamap.
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csRGBMap* | ComputeTextureLumelSized () |
| Compute the texture map at the size of the lumel map. More...
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Public Attributes |
csLightMap* | csmap |
Static Public Methods |
csRadElement* | GetRadElement (csPolygon3D &object) |
| Get a RadElement when you have a csPolygon3D or a csCurve.
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csRadElement* | GetRadElement (csCurve &object) |
| Get a RadElement.
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Protected Methods |
virtual iMaterialWrapper* | GetMaterialWrapper ()=0 |
| return the material handle.
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virtual csColor | GetFlatColor () const=0 |
| return the flat color value.
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virtual void | Setup () |
Protected Attributes |
float | area |
float | total_unshot_light |
int | width |
int | height |
int | size |
csRGBMap* | lightmap |
| ptr to static lightmap of polygon.
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csRGBFloatLightMap* | deltamap |
| the change to this lightmap, unshot light.
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csRGBMap* | copy_lightmap |
| if we are debugging radiosity then this is a copy of the lightmap that we store in order to restore the static lightmap values later.
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float | one_lumel_area |
| the area of one lumel of the polygon.
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float | last_shoot_priority |
| values for loop detection, last shooting priority and repeats.
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int | num_repeats |
Radiosity rendering specific info is kept here.