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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
261 lines
7.7 KiB
C++
261 lines
7.7 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "CSkyBoxSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "S3DVertex.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CSkyBoxSceneNode::CSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom, video::ITexture* left,
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video::ITexture* right, video::ITexture* front, video::ITexture* back, ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id)
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{
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#ifdef _DEBUG
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setDebugName("CSkyBoxSceneNode");
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#endif
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setAutomaticCulling(scene::EAC_OFF);
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Box.MaxEdge.set(0,0,0);
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Box.MinEdge.set(0,0,0);
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// create indices
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Indices[0] = 0;
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Indices[1] = 1;
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Indices[2] = 2;
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Indices[3] = 3;
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// create material
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video::SMaterial mat;
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mat.Lighting = false;
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mat.ZBuffer = video::ECFN_DISABLED;
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mat.ZWriteEnable = video::EZW_OFF;
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mat.AntiAliasing=0;
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mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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mat.TextureLayer[0].TextureWrapW = video::ETC_CLAMP_TO_EDGE;
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/* Hey, I am no artist, but look at that
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cool ASCII art I made! ;)
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-111 111
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/6--------/5 y
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/ | / | ^ z
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/ | 11-1 | | /
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-11-1 3---------2 | |/
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| 7- - -| -4 1-11 *---->x
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| -1-11 | / 3-------|2
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|/ | / | //|
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0---------1/ | // |
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-1-1-1 1-1-1 |// |
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0--------1
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*/
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video::ITexture* tex = front;
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if (!tex) tex = left;
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if (!tex) tex = back;
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if (!tex) tex = right;
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if (!tex) tex = top;
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if (!tex) tex = bottom;
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const f32 onepixel = tex?(1.0f / (tex->getSize().Width * 1.5f)) : 0.0f;
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const f32 t = 1.0f - onepixel;
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const f32 o = 0.0f + onepixel;
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// create front side
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Material[0] = mat;
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Material[0].setTexture(0, front);
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Vertices[0] = video::S3DVertex(-1,-1,-1, 0,0,1, video::SColor(255,255,255,255), t, t);
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Vertices[1] = video::S3DVertex( 1,-1,-1, 0,0,1, video::SColor(255,255,255,255), o, t);
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Vertices[2] = video::S3DVertex( 1, 1,-1, 0,0,1, video::SColor(255,255,255,255), o, o);
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Vertices[3] = video::S3DVertex(-1, 1,-1, 0,0,1, video::SColor(255,255,255,255), t, o);
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// create left side
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Material[1] = mat;
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Material[1].setTexture(0, left);
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Vertices[4] = video::S3DVertex( 1,-1,-1, -1,0,0, video::SColor(255,255,255,255), t, t);
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Vertices[5] = video::S3DVertex( 1,-1, 1, -1,0,0, video::SColor(255,255,255,255), o, t);
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Vertices[6] = video::S3DVertex( 1, 1, 1, -1,0,0, video::SColor(255,255,255,255), o, o);
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Vertices[7] = video::S3DVertex( 1, 1,-1, -1,0,0, video::SColor(255,255,255,255), t, o);
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// create back side
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Material[2] = mat;
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Material[2].setTexture(0, back);
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Vertices[8] = video::S3DVertex( 1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), t, t);
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Vertices[9] = video::S3DVertex(-1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), o, t);
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Vertices[10] = video::S3DVertex(-1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), o, o);
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Vertices[11] = video::S3DVertex( 1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), t, o);
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// create right side
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Material[3] = mat;
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Material[3].setTexture(0, right);
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Vertices[12] = video::S3DVertex(-1,-1, 1, 1,0,0, video::SColor(255,255,255,255), t, t);
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Vertices[13] = video::S3DVertex(-1,-1,-1, 1,0,0, video::SColor(255,255,255,255), o, t);
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Vertices[14] = video::S3DVertex(-1, 1,-1, 1,0,0, video::SColor(255,255,255,255), o, o);
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Vertices[15] = video::S3DVertex(-1, 1, 1, 1,0,0, video::SColor(255,255,255,255), t, o);
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// create top side
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Material[4] = mat;
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Material[4].setTexture(0, top);
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Vertices[16] = video::S3DVertex( 1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, t);
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Vertices[17] = video::S3DVertex( 1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, t);
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Vertices[18] = video::S3DVertex(-1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, o);
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Vertices[19] = video::S3DVertex(-1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, o);
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// create bottom side
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Material[5] = mat;
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Material[5].setTexture(0, bottom);
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Vertices[20] = video::S3DVertex( 1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, o);
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Vertices[21] = video::S3DVertex( 1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, o);
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Vertices[22] = video::S3DVertex(-1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, t);
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Vertices[23] = video::S3DVertex(-1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, t);
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}
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//! renders the node.
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void CSkyBoxSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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if ( !camera->isOrthogonal() )
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{
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// draw perspective skybox
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core::matrix4 translate(AbsoluteTransformation);
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translate.setTranslation(camera->getAbsolutePosition());
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// Draw the sky box between the near and far clip plane
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const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
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core::matrix4 scale;
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scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
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driver->setTransform(video::ETS_WORLD, translate * scale);
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for (s32 i=0; i<6; ++i)
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{
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driver->setMaterial(Material[i]);
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driver->drawIndexedTriangleFan(&Vertices[i*4], 4, Indices, 2);
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}
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}
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else
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{
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// draw orthogonal skybox,
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// simply choose one texture and draw it as 2d picture.
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// there could be better ways to do this, but currently I think this is ok.
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core::vector3df lookVect = camera->getTarget() - camera->getAbsolutePosition();
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lookVect.normalize();
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core::vector3df absVect( core::abs_(lookVect.X),
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core::abs_(lookVect.Y),
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core::abs_(lookVect.Z));
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int idx = 0;
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if ( absVect.X >= absVect.Y && absVect.X >= absVect.Z )
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{
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// x direction
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idx = lookVect.X > 0 ? 0 : 2;
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}
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else
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if ( absVect.Y >= absVect.X && absVect.Y >= absVect.Z )
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{
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// y direction
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idx = lookVect.Y > 0 ? 4 : 5;
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}
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else
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if ( absVect.Z >= absVect.X && absVect.Z >= absVect.Y )
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{
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// z direction
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idx = lookVect.Z > 0 ? 1 : 3;
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}
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video::ITexture* tex = Material[idx].getTexture(0);
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if ( tex )
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{
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core::rect<s32> rctDest(core::position2d<s32>(-1,0),
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core::dimension2di(driver->getCurrentRenderTargetSize()));
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core::rect<s32> rctSrc(core::position2d<s32>(0,0),
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core::dimension2di(tex->getOriginalSize()));
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driver->draw2DImage(tex, rctDest, rctSrc);
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}
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}
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CSkyBoxSceneNode::getBoundingBox() const
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{
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return Box;
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}
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void CSkyBoxSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX);
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ISceneNode::OnRegisterSceneNode();
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}
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//! returns the material based on the zero based index i.
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video::SMaterial& CSkyBoxSceneNode::getMaterial(u32 i)
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{
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return Material[i];
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}
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//! returns amount of materials used by this scene node.
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u32 CSkyBoxSceneNode::getMaterialCount() const
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{
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return 6;
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CSkyBoxSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent) newParent = Parent;
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if (!newManager) newManager = SceneManager;
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CSkyBoxSceneNode* nb = new CSkyBoxSceneNode(0,0,0,0,0,0, newParent,
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newManager, ID);
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nb->cloneMembers(this, newManager);
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for (u32 i=0; i<6; ++i)
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nb->Material[i] = Material[i];
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if ( newParent )
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nb->drop();
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return nb;
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}
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} // end namespace scene
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} // end namespace irr
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