Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CSkyBoxSceneNode.cpp :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#include "CSkyBoxSceneNode.h"
#include "IVideoDriver.h"
#include "ISceneManager.h"
#include "ICameraSceneNode.h"
#include "S3DVertex.h"
#include "os.h"

namespace irr
{
namespace scene
{

//! constructor

CSkyBoxSceneNode::CSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom, video::ITexture* left,
			video::ITexture* right, video::ITexture* front, video::ITexture* back, ISceneNode* parent, ISceneManager* mgr, s32 id)
: ISceneNode(parent, mgr, id)
{
	#ifdef _DEBUG
	setDebugName("CSkyBoxSceneNode");
	#endif

	setAutomaticCulling(scene::EAC_OFF);
	Box.MaxEdge.set(0,0,0);
	Box.MinEdge.set(0,0,0);

	// create indices


	Indices[0] = 0;
	Indices[1] = 1;
	Indices[2] = 2;
	Indices[3] = 3;

	// create material


	video::SMaterial mat;
	mat.Lighting = false;
	mat.ZBuffer = video::ECFN_NEVER;
	mat.ZWriteEnable = false;
	mat.AntiAliasing=0;
	mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
	mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;

	/* Hey, I am no artist, but look at that
	   cool ASCII art I made! ;)

       -111         111
          /6--------/5        y
         /  |      / |        ^  z
        /   |   11-1 |        | /
  -11-1 3---------2  |        |/
        |   7- - -| -4 1-11    *---->x
        | -1-11   |  /       3-------|2
        |/        | /         |    //|

        0---------1/          |  //  |

     -1-1-1     1-1-1         |//    |

	                     0--------1
	*/

	video::ITexture* tex = front;
	if (!tex) tex = left;
	if (!tex) tex = back;
	if (!tex) tex = right;
	if (!tex) tex = top;
	if (!tex) tex = bottom;

	const f32 onepixel = tex?(1.0f / (tex->getSize().Width * 1.5f)) : 0.0f;
	const f32 t = 1.0f - onepixel;
	const f32 o = 0.0f + onepixel;

	// create front side


	Material[0] = mat;
	Material[0].setTexture(0, front);
	Vertices[0] = video::S3DVertex(-1,-1,-1, 0,0,1, video::SColor(255,255,255,255), t, t);
	Vertices[1] = video::S3DVertex( 1,-1,-1, 0,0,1, video::SColor(255,255,255,255), o, t);
	Vertices[2] = video::S3DVertex( 1, 1,-1, 0,0,1, video::SColor(255,255,255,255), o, o);
	Vertices[3] = video::S3DVertex(-1, 1,-1, 0,0,1, video::SColor(255,255,255,255), t, o);

	// create left side


	Material[1] = mat;
	Material[1].setTexture(0, left);
	Vertices[4] = video::S3DVertex( 1,-1,-1, -1,0,0, video::SColor(255,255,255,255), t, t);
	Vertices[5] = video::S3DVertex( 1,-1, 1, -1,0,0, video::SColor(255,255,255,255), o, t);
	Vertices[6] = video::S3DVertex( 1, 1, 1, -1,0,0, video::SColor(255,255,255,255), o, o);
	Vertices[7] = video::S3DVertex( 1, 1,-1, -1,0,0, video::SColor(255,255,255,255), t, o);

	// create back side


	Material[2] = mat;
	Material[2].setTexture(0, back);
	Vertices[8]  = video::S3DVertex( 1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), t, t);
	Vertices[9]  = video::S3DVertex(-1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), o, t);
	Vertices[10] = video::S3DVertex(-1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), o, o);
	Vertices[11] = video::S3DVertex( 1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), t, o);

	// create right side


	Material[3] = mat;
	Material[3].setTexture(0, right);
	Vertices[12] = video::S3DVertex(-1,-1, 1, 1,0,0, video::SColor(255,255,255,255), t, t);
	Vertices[13] = video::S3DVertex(-1,-1,-1, 1,0,0, video::SColor(255,255,255,255), o, t);
	Vertices[14] = video::S3DVertex(-1, 1,-1, 1,0,0, video::SColor(255,255,255,255), o, o);
	Vertices[15] = video::S3DVertex(-1, 1, 1, 1,0,0, video::SColor(255,255,255,255), t, o);

	// create top side


	Material[4] = mat;
	Material[4].setTexture(0, top);
	Vertices[16] = video::S3DVertex( 1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, t);
	Vertices[17] = video::S3DVertex( 1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, t);
	Vertices[18] = video::S3DVertex(-1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, o);
	Vertices[19] = video::S3DVertex(-1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, o);

	// create bottom side


	Material[5] = mat;
	Material[5].setTexture(0, bottom);
	Vertices[20] = video::S3DVertex( 1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, o);
	Vertices[21] = video::S3DVertex( 1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, o);
	Vertices[22] = video::S3DVertex(-1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, t);
	Vertices[23] = video::S3DVertex(-1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, t);
}


//! renders the node.

void CSkyBoxSceneNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();
	scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();

	if (!camera || !driver)
		return;

	if ( !camera->isOrthogonal() )
	{
		// draw perspective skybox


		core::matrix4 translate(AbsoluteTransformation);
		translate.setTranslation(camera->getAbsolutePosition());

		// Draw the sky box between the near and far clip plane

		const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
		core::matrix4 scale;
		scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));

		driver->setTransform(video::ETS_WORLD, translate * scale);

		for (s32 i=0; i<6; ++i)
		{
			driver->setMaterial(Material[i]);
			driver->drawIndexedTriangleFan(&Vertices[i*4], 4, Indices, 2);
		}
	}
	else
	{
		// draw orthogonal skybox,

		// simply choose one texture and draw it as 2d picture.

		// there could be better ways to do this, but currently I think this is ok.


		core::vector3df lookVect = camera->getTarget() - camera->getAbsolutePosition();
		lookVect.normalize();
		core::vector3df absVect( core::abs_(lookVect.X),
					 core::abs_(lookVect.Y),
					 core::abs_(lookVect.Z));

		int idx = 0;

		if ( absVect.X >= absVect.Y && absVect.X >= absVect.Z )
		{
			// x direction

			idx = lookVect.X > 0 ? 0 : 2;
		}
		else
		if ( absVect.Y >= absVect.X && absVect.Y >= absVect.Z )
		{
			// y direction

			idx = lookVect.Y > 0 ? 4 : 5;
		}
		else
		if ( absVect.Z >= absVect.X && absVect.Z >= absVect.Y )
		{
			// z direction

			idx = lookVect.Z > 0 ? 1 : 3;
		}

		video::ITexture* tex = Material[idx].getTexture(0);

		if ( tex )
		{
			core::rect<s32> rctDest(core::position2d<s32>(-1,0),
									core::dimension2di(driver->getCurrentRenderTargetSize()));
			core::rect<s32> rctSrc(core::position2d<s32>(0,0),
									core::dimension2di(tex->getSize()));

			driver->draw2DImage(tex, rctDest, rctSrc);
		}
	}
}



//! returns the axis aligned bounding box of this node

const core::aabbox3d<f32>& CSkyBoxSceneNode::getBoundingBox() const
{
	return Box;
}


void CSkyBoxSceneNode::OnRegisterSceneNode()
{
	if (IsVisible)
		SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX);

	ISceneNode::OnRegisterSceneNode();
}


//! returns the material based on the zero based index i. To get the amount

//! of materials used by this scene node, use getMaterialCount().

//! This function is needed for inserting the node into the scene hirachy on a

//! optimal position for minimizing renderstate changes, but can also be used

//! to directly modify the material of a scene node.

video::SMaterial& CSkyBoxSceneNode::getMaterial(u32 i)
{
	return Material[i];
}


//! returns amount of materials used by this scene node.

u32 CSkyBoxSceneNode::getMaterialCount() const
{
	return 6;
}


//! Creates a clone of this scene node and its children.

ISceneNode* CSkyBoxSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
{
	if (!newParent) newParent = Parent;
	if (!newManager) newManager = SceneManager;

	CSkyBoxSceneNode* nb = new CSkyBoxSceneNode(0,0,0,0,0,0, newParent,
		newManager, ID);

	nb->cloneMembers(this, newManager);

	for (u32 i=0; i<6; ++i)
		nb->Material[i] = Material[i];

	if ( newParent )
		nb->drop();
	return nb;
}


} // end namespace scene

} // end namespace irr


Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
882 membres
1429 sujets
11119 messages
Dernier membre inscrit: LiseBuisson96
80 invités en ligne
Aucun membre connecté
RSS Feed