stk-code_catmod/lib/irrlicht/source/Irrlicht/CSkyBoxSceneNode.cpp
curaga 98e9c8d43d irr: skies respect Z so they can be drawn after
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13006 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-28 12:12:47 +00:00

263 lines
7.9 KiB
C++

// Copyright (C) 2002-2012 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.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