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diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CSkyBoxSceneNode.cpp b/src/others/irrlicht-1.8.1/source/Irrlicht/CSkyBoxSceneNode.cpp
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#include "CSkyBoxSceneNode.h"
6#include "IVideoDriver.h"
7#include "ISceneManager.h"
8#include "ICameraSceneNode.h"
9#include "S3DVertex.h"
10#include "os.h"
11
12namespace irr
13{
14namespace scene
15{
16
17//! constructor
18CSkyBoxSceneNode::CSkyBoxSceneNode(video::ITexture* top, video::ITexture* bottom, video::ITexture* left,
19 video::ITexture* right, video::ITexture* front, video::ITexture* back, ISceneNode* parent, ISceneManager* mgr, s32 id)
20: ISceneNode(parent, mgr, id)
21{
22 #ifdef _DEBUG
23 setDebugName("CSkyBoxSceneNode");
24 #endif
25
26 setAutomaticCulling(scene::EAC_OFF);
27 Box.MaxEdge.set(0,0,0);
28 Box.MinEdge.set(0,0,0);
29
30 // create indices
31
32 Indices[0] = 0;
33 Indices[1] = 1;
34 Indices[2] = 2;
35 Indices[3] = 3;
36
37 // create material
38
39 video::SMaterial mat;
40 mat.Lighting = false;
41 mat.ZBuffer = video::ECFN_NEVER;
42 mat.ZWriteEnable = false;
43 mat.AntiAliasing=0;
44 mat.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
45 mat.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
46
47 /* Hey, I am no artist, but look at that
48 cool ASCII art I made! ;)
49
50 -111 111
51 /6--------/5 y
52 / | / | ^ z
53 / | 11-1 | | /
54 -11-1 3---------2 | |/
55 | 7- - -| -4 1-11 *---->x
56 | -1-11 | / 3-------|2
57 |/ | / | //|
58 0---------1/ | // |
59 -1-1-1 1-1-1 |// |
60 0--------1
61 */
62
63 video::ITexture* tex = front;
64 if (!tex) tex = left;
65 if (!tex) tex = back;
66 if (!tex) tex = right;
67 if (!tex) tex = top;
68 if (!tex) tex = bottom;
69
70 const f32 onepixel = tex?(1.0f / (tex->getSize().Width * 1.5f)) : 0.0f;
71 const f32 t = 1.0f - onepixel;
72 const f32 o = 0.0f + onepixel;
73
74 // create front side
75
76 Material[0] = mat;
77 Material[0].setTexture(0, front);
78 Vertices[0] = video::S3DVertex(-1,-1,-1, 0,0,1, video::SColor(255,255,255,255), t, t);
79 Vertices[1] = video::S3DVertex( 1,-1,-1, 0,0,1, video::SColor(255,255,255,255), o, t);
80 Vertices[2] = video::S3DVertex( 1, 1,-1, 0,0,1, video::SColor(255,255,255,255), o, o);
81 Vertices[3] = video::S3DVertex(-1, 1,-1, 0,0,1, video::SColor(255,255,255,255), t, o);
82
83 // create left side
84
85 Material[1] = mat;
86 Material[1].setTexture(0, left);
87 Vertices[4] = video::S3DVertex( 1,-1,-1, -1,0,0, video::SColor(255,255,255,255), t, t);
88 Vertices[5] = video::S3DVertex( 1,-1, 1, -1,0,0, video::SColor(255,255,255,255), o, t);
89 Vertices[6] = video::S3DVertex( 1, 1, 1, -1,0,0, video::SColor(255,255,255,255), o, o);
90 Vertices[7] = video::S3DVertex( 1, 1,-1, -1,0,0, video::SColor(255,255,255,255), t, o);
91
92 // create back side
93
94 Material[2] = mat;
95 Material[2].setTexture(0, back);
96 Vertices[8] = video::S3DVertex( 1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), t, t);
97 Vertices[9] = video::S3DVertex(-1,-1, 1, 0,0,-1, video::SColor(255,255,255,255), o, t);
98 Vertices[10] = video::S3DVertex(-1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), o, o);
99 Vertices[11] = video::S3DVertex( 1, 1, 1, 0,0,-1, video::SColor(255,255,255,255), t, o);
100
101 // create right side
102
103 Material[3] = mat;
104 Material[3].setTexture(0, right);
105 Vertices[12] = video::S3DVertex(-1,-1, 1, 1,0,0, video::SColor(255,255,255,255), t, t);
106 Vertices[13] = video::S3DVertex(-1,-1,-1, 1,0,0, video::SColor(255,255,255,255), o, t);
107 Vertices[14] = video::S3DVertex(-1, 1,-1, 1,0,0, video::SColor(255,255,255,255), o, o);
108 Vertices[15] = video::S3DVertex(-1, 1, 1, 1,0,0, video::SColor(255,255,255,255), t, o);
109
110 // create top side
111
112 Material[4] = mat;
113 Material[4].setTexture(0, top);
114 Vertices[16] = video::S3DVertex( 1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, t);
115 Vertices[17] = video::S3DVertex( 1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, t);
116 Vertices[18] = video::S3DVertex(-1, 1, 1, 0,-1,0, video::SColor(255,255,255,255), o, o);
117 Vertices[19] = video::S3DVertex(-1, 1,-1, 0,-1,0, video::SColor(255,255,255,255), t, o);
118
119 // create bottom side
120
121 Material[5] = mat;
122 Material[5].setTexture(0, bottom);
123 Vertices[20] = video::S3DVertex( 1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, o);
124 Vertices[21] = video::S3DVertex( 1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, o);
125 Vertices[22] = video::S3DVertex(-1,-1,-1, 0,1,0, video::SColor(255,255,255,255), t, t);
126 Vertices[23] = video::S3DVertex(-1,-1, 1, 0,1,0, video::SColor(255,255,255,255), o, t);
127}
128
129
130//! renders the node.
131void CSkyBoxSceneNode::render()
132{
133 video::IVideoDriver* driver = SceneManager->getVideoDriver();
134 scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
135
136 if (!camera || !driver)
137 return;
138
139 if ( !camera->isOrthogonal() )
140 {
141 // draw perspective skybox
142
143 core::matrix4 translate(AbsoluteTransformation);
144 translate.setTranslation(camera->getAbsolutePosition());
145
146 // Draw the sky box between the near and far clip plane
147 const f32 viewDistance = (camera->getNearValue() + camera->getFarValue()) * 0.5f;
148 core::matrix4 scale;
149 scale.setScale(core::vector3df(viewDistance, viewDistance, viewDistance));
150
151 driver->setTransform(video::ETS_WORLD, translate * scale);
152
153 for (s32 i=0; i<6; ++i)
154 {
155 driver->setMaterial(Material[i]);
156 driver->drawIndexedTriangleFan(&Vertices[i*4], 4, Indices, 2);
157 }
158 }
159 else
160 {
161 // draw orthogonal skybox,
162 // simply choose one texture and draw it as 2d picture.
163 // there could be better ways to do this, but currently I think this is ok.
164
165 core::vector3df lookVect = camera->getTarget() - camera->getAbsolutePosition();
166 lookVect.normalize();
167 core::vector3df absVect( core::abs_(lookVect.X),
168 core::abs_(lookVect.Y),
169 core::abs_(lookVect.Z));
170
171 int idx = 0;
172
173 if ( absVect.X >= absVect.Y && absVect.X >= absVect.Z )
174 {
175 // x direction
176 idx = lookVect.X > 0 ? 0 : 2;
177 }
178 else
179 if ( absVect.Y >= absVect.X && absVect.Y >= absVect.Z )
180 {
181 // y direction
182 idx = lookVect.Y > 0 ? 4 : 5;
183 }
184 else
185 if ( absVect.Z >= absVect.X && absVect.Z >= absVect.Y )
186 {
187 // z direction
188 idx = lookVect.Z > 0 ? 1 : 3;
189 }
190
191 video::ITexture* tex = Material[idx].getTexture(0);
192
193 if ( tex )
194 {
195 core::rect<s32> rctDest(core::position2d<s32>(-1,0),
196 core::dimension2di(driver->getCurrentRenderTargetSize()));
197 core::rect<s32> rctSrc(core::position2d<s32>(0,0),
198 core::dimension2di(tex->getSize()));
199
200 driver->draw2DImage(tex, rctDest, rctSrc);
201 }
202 }
203}
204
205
206
207//! returns the axis aligned bounding box of this node
208const core::aabbox3d<f32>& CSkyBoxSceneNode::getBoundingBox() const
209{
210 return Box;
211}
212
213
214void CSkyBoxSceneNode::OnRegisterSceneNode()
215{
216 if (IsVisible)
217 SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX);
218
219 ISceneNode::OnRegisterSceneNode();
220}
221
222
223//! returns the material based on the zero based index i. To get the amount
224//! of materials used by this scene node, use getMaterialCount().
225//! This function is needed for inserting the node into the scene hirachy on a
226//! optimal position for minimizing renderstate changes, but can also be used
227//! to directly modify the material of a scene node.
228video::SMaterial& CSkyBoxSceneNode::getMaterial(u32 i)
229{
230 return Material[i];
231}
232
233
234//! returns amount of materials used by this scene node.
235u32 CSkyBoxSceneNode::getMaterialCount() const
236{
237 return 6;
238}
239
240
241//! Creates a clone of this scene node and its children.
242ISceneNode* CSkyBoxSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
243{
244 if (!newParent) newParent = Parent;
245 if (!newManager) newManager = SceneManager;
246
247 CSkyBoxSceneNode* nb = new CSkyBoxSceneNode(0,0,0,0,0,0, newParent,
248 newManager, ID);
249
250 nb->cloneMembers(this, newManager);
251
252 for (u32 i=0; i<6; ++i)
253 nb->Material[i] = Material[i];
254
255 if ( newParent )
256 nb->drop();
257 return nb;
258}
259
260
261} // end namespace scene
262} // end namespace irr
263