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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
247 lines
6.0 KiB
C++
247 lines
6.0 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 "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_CUBE_SCENENODE_
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#include "CCubeSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "S3DVertex.h"
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#include "SMeshBuffer.h"
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#include "os.h"
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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#include "CShadowVolumeSceneNode.h"
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#else
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#include "IShadowVolumeSceneNode.h"
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#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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namespace irr
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{
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namespace scene
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{
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/*
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011 111
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/6,8------/5 y
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/ | / | ^ z
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/ | / | | /
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010 3,9-------2 | |/
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| 7- - -10,4 101 *---->x
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| / | /
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|/ | /
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0------11,1/
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000 100
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*/
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//! constructor
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CCubeSceneNode::CCubeSceneNode(f32 size, ISceneNode* parent, ISceneManager* mgr,
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s32 id, const core::vector3df& position,
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const core::vector3df& rotation, const core::vector3df& scale)
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: IMeshSceneNode(parent, mgr, id, position, rotation, scale),
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Mesh(0), Shadow(0), Size(size)
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{
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#ifdef _DEBUG
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setDebugName("CCubeSceneNode");
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#endif
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setSize();
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}
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CCubeSceneNode::~CCubeSceneNode()
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{
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if (Shadow)
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Shadow->drop();
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if (Mesh)
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Mesh->drop();
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}
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void CCubeSceneNode::setSize()
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{
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if (Mesh)
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Mesh->drop();
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Mesh = SceneManager->getGeometryCreator()->createCubeMesh(core::vector3df(Size));
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}
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//! renders the node.
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void CCubeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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if (Shadow)
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Shadow->updateShadowVolumes();
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// for debug purposes only:
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video::SMaterial mat = Mesh->getMeshBuffer(0)->getMaterial();
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// overwrite half transparency
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if (DebugDataVisible & scene::EDS_HALF_TRANSPARENCY)
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mat.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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driver->setMaterial(mat);
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driver->drawMeshBuffer(Mesh->getMeshBuffer(0));
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// for debug purposes only:
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if (DebugDataVisible)
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{
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video::SMaterial m;
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m.Lighting = false;
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m.AntiAliasing=0;
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driver->setMaterial(m);
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if (DebugDataVisible & scene::EDS_BBOX)
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{
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driver->draw3DBox(Mesh->getMeshBuffer(0)->getBoundingBox(), video::SColor(255,255,255,255));
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}
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if (DebugDataVisible & scene::EDS_BBOX_BUFFERS)
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{
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driver->draw3DBox(Mesh->getMeshBuffer(0)->getBoundingBox(),
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video::SColor(255,190,128,128));
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}
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if (DebugDataVisible & scene::EDS_NORMALS)
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{
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// draw normals
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const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
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const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
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const u32 count = Mesh->getMeshBufferCount();
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for (u32 i=0; i != count; ++i)
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{
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driver->drawMeshBufferNormals(Mesh->getMeshBuffer(i), debugNormalLength, debugNormalColor);
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}
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}
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// show mesh
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if (DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
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{
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m.Wireframe = true;
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driver->setMaterial(m);
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driver->drawMeshBuffer(Mesh->getMeshBuffer(0));
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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>& CCubeSceneNode::getBoundingBox() const
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{
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return Mesh->getMeshBuffer(0)->getBoundingBox();
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}
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//! Removes a child from this scene node.
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//! Implemented here, to be able to remove the shadow properly, if there is one,
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//! or to remove attached childs.
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bool CCubeSceneNode::removeChild(ISceneNode* child)
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{
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if (child && Shadow == child)
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{
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Shadow->drop();
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Shadow = 0;
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}
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return ISceneNode::removeChild(child);
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}
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//! Creates shadow volume scene node as child of this node
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//! and returns a pointer to it.
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IShadowVolumeSceneNode* CCubeSceneNode::addShadowVolumeSceneNode(
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const IMesh* shadowMesh, s32 id, bool zfailmethod, f32 infinity)
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{
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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if (!SceneManager->getVideoDriver()->queryFeature(video::EVDF_STENCIL_BUFFER))
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return 0;
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if (!shadowMesh)
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shadowMesh = Mesh; // if null is given, use the mesh of node
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if (Shadow)
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Shadow->drop();
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Shadow = new CShadowVolumeSceneNode(shadowMesh, this, SceneManager, id, zfailmethod, infinity);
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return Shadow;
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#else
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return 0;
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#endif
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}
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void CCubeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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SceneManager->registerNodeForRendering(this);
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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& CCubeSceneNode::getMaterial(u32 i)
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{
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return Mesh->getMeshBuffer(0)->getMaterial();
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}
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//! returns amount of materials used by this scene node.
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u32 CCubeSceneNode::getMaterialCount() const
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{
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return 1;
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}
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//! Writes attributes of the scene node.
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void CCubeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
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{
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ISceneNode::serializeAttributes(out, options);
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out->addFloat("Size", Size);
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}
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//! Reads attributes of the scene node.
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void CCubeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
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{
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f32 newSize = in->getAttributeAsFloat("Size");
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newSize = core::max_(newSize, 0.0001f);
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if (newSize != Size)
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{
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Size = newSize;
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setSize();
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}
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ISceneNode::deserializeAttributes(in, options);
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}
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//! Creates a clone of this scene node and its children.
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ISceneNode* CCubeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
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{
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if (!newParent)
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newParent = Parent;
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if (!newManager)
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newManager = SceneManager;
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CCubeSceneNode* nb = new CCubeSceneNode(Size, newParent,
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newManager, ID, RelativeTranslation);
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nb->cloneMembers(this, newManager);
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nb->getMaterial(0) = getMaterial(0);
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nb->Shadow = Shadow;
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if ( nb->Shadow )
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nb->Shadow->grab();
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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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#endif // _IRR_COMPILE_WITH_CUBE_SCENENODE_
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