117 lines
4 KiB
C++
117 lines
4 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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#include "std3d.h"
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#include "nel/3d/water_env_map_user.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_camera.h"
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namespace NL3D
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{
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//////////////////////
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// CWaterEnvMapUser //
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//////////////////////
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//***********************************************************************************
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void CWaterEnvMapUser::init(uint cubeMapSize, uint projection2DSize, TGlobalAnimationTime updateTime)
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{
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EnvMap.init(cubeMapSize, projection2DSize, updateTime, *(EnvMap.Driver->getDriver()));
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}
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//////////////////////////////
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// CWaterEnvMapRenderHelper //
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//////////////////////////////
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//***********************************************************************************
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void CWaterEnvMapRenderHelper::render(TFace face, TGlobalAnimationTime time, UDriver &drv)
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{
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CMatrix mat;
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using NLMISC::CVector;
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switch(face)
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{
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case IWaterEnvMapRender::positive_x: mat.setRot(CVector::J, -CVector::I, -CVector::K); break;
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case IWaterEnvMapRender::negative_x: mat.setRot(-CVector::J, CVector::I, -CVector::K); break;
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case IWaterEnvMapRender::positive_y: mat.setRot(CVector::I, CVector::J, -CVector::K); break;
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case IWaterEnvMapRender::negative_y: mat.setRot(-CVector::I, -CVector::J, -CVector::K); break;
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case IWaterEnvMapRender::positive_z: mat.setRot(-CVector::I, CVector::K, -CVector::J); break;
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case IWaterEnvMapRender::negative_z: mat.setRot(-CVector::I, -CVector::K, CVector::J); break;
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default:
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nlassert(0);
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break;
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}
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doRender(mat, time, drv);
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}
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//////////////////////////////////
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// CWaterEnvMapRenderFromUScene //
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//////////////////////////////////
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//***********************************************************************************
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CWaterEnvMapRenderFromUScene::CWaterEnvMapRenderFromUScene()
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{
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_Scene = NULL;
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_ZNear = 0.1f;
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_ZFar = 1000.f;
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_RenderPart = UScene::RenderAll;
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}
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//***********************************************************************************
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void CWaterEnvMapRenderFromUScene::setScene(UScene *scene, UCamera cam)
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{
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_Scene = scene;
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_Cam = cam;
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if (_Scene)
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{
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nlassert(!_Cam.empty());
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}
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}
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//***********************************************************************************
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void CWaterEnvMapRenderFromUScene::doRender(const CMatrix &camMatrix, TGlobalAnimationTime time, UDriver &drv)
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{
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if (!_Scene) return;
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preRender(time, drv);
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UCamera oldCam = _Scene->getCam();
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if (_Cam.empty()) return;
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_Scene->setCam(_Cam);
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_Cam.setTransformMode(UTransformable::DirectMatrix);
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nlassert(!_Cam.empty());
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_Cam.setFrustum(-_ZNear, _ZNear, -_ZNear, _ZNear, _ZNear, _ZFar);
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drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW);
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CMatrix mat = camMatrix;
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mat.setPos(_CamPos);
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_Cam.setMatrix(mat);
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CViewport old = _Scene->getViewport();
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_Scene->setViewport(CViewport());
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_Scene->beginPartRender();
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_Scene->renderPart(_RenderPart);
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_Scene->endPartRender();
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_Scene->setViewport(old);
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drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW);
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_Scene->setCam(oldCam);
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postRender(time, drv);
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}
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//***********************************************************************************
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void CWaterEnvMapUser::invalidate()
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{
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EnvMap.invalidate();
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}
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} // NL3D
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