// 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
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