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103 lines
3.5 KiB
C++
103 lines
3.5 KiB
C++
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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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 "stdpch.h"
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#include "water_env_map_rdr.h"
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#include "sky.h"
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#include "global.h"
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#include "view.h"
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#include "continent_manager.h"
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#include "light_cycle_manager.h"
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#include "weather.h"
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#include "nel/3d/viewport.h"
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#include "nel/3d/u_driver.h"
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#include "nel/misc/matrix.h"
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#include "nel/misc/vectord.h"
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using namespace NL3D;
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using namespace NLMISC;
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extern CContinentManager ContinentMngr;
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extern CFogState RootFogState;
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H_AUTO_DECL(RZ_WaterEnvMapRDR)
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static void renderEnvMapScene(UScene *scene, UCamera &cam, const CMatrix &camMatrix, float znear, float zfar)
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{
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H_AUTO_USE(RZ_WaterEnvMapRDR)
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if (!scene) return;
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if (!cam.empty())
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{
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UCamera oldCam = scene->getCam();
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scene->setCam(cam);
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cam.setTransformMode(UTransformable::DirectMatrix);
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cam.setFrustum(-znear, znear, -znear, znear, znear, zfar);
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cam.setMatrix(camMatrix);
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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((UScene::TRenderPart) (UScene::RenderOpaque | UScene::RenderTransparent));
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scene->endPartRender();
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scene->setViewport(old);
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scene->setCam(oldCam);
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}
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}
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void CWaterEnvMapRdr::doRender(const CMatrix &camMatrix, TGlobalAnimationTime time, UDriver &drv)
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{
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H_AUTO_USE(RZ_WaterEnvMapRDR)
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drv.clearZBuffer();
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if (time != _LastRenderStartTime) // begin a new rendering of the cube
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{
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_DateForRender = CurrDate;
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_AnimationDateForRender = AnimationDate;
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_WeatherForRender = CurrWeather;
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_FogColorForRender = CurrFogColor;
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_LastRenderStartTime = time;
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_CurrCanopyCamPos = View.currentViewPos();
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}
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if (Sky)
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{
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Sky->setup(_DateForRender, _AnimationDateForRender, _WeatherForRender, _FogColorForRender, CVector(0.5f, 0.f, -0.85f).normed(), true);
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if (CurrTime != -1)
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{
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if (Sky->getScene()) Sky->getScene()->animate(CurrTime); // this will force the elapsed time to be set to so that fx won't be animated twice
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}
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}
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drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW);
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// render canopy
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ContinentMngr.getFogState(CanopyFog, LightCycleManager.getLightLevel(), LightCycleManager.getLightDesc().DuskRatio, LightCycleManager.getState(), CVectorD(View.viewPos()), RootFogState);
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RootFogState.setupInDriver(drv);
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CMatrix mat = camMatrix;
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drv.setDepthRange(0.f, 0.5f);
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mat.setPos(_CurrCanopyCamPos);
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renderEnvMapScene(SceneRoot, WaterEnvMapCanopyCam, mat, SceneRootCameraZNear, SceneRootCameraZFar);
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Driver->enableFog(false);
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// render sky
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if (Sky)
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{
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drv.setDepthRange(0.5f, 1.f); // force sky scene to appear behind canopy scene
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mat.setPos(CVector(0.f, 0.f, Sky->getWaterEnvMapCameraHeight()));
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renderEnvMapScene(Sky->getScene(), WaterEnvMapSkyCam, mat, 0.1f, 1000.f);
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}
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drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW);
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drv.setDepthRange(0.f, 1.f);
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}
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