// NeL - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #include "std3d.h" #include "nel/3d/water_env_map_user.h" #include "nel/3d/u_scene.h" #include "nel/3d/u_camera.h" namespace NL3D { ////////////////////// // CWaterEnvMapUser // ////////////////////// //*********************************************************************************** void CWaterEnvMapUser::init(uint cubeMapSize, uint projection2DSize, TGlobalAnimationTime updateTime) { EnvMap.init(cubeMapSize, projection2DSize, updateTime, *(EnvMap.Driver->getDriver())); } ////////////////////////////// // CWaterEnvMapRenderHelper // ////////////////////////////// //*********************************************************************************** void CWaterEnvMapRenderHelper::render(TFace face, TGlobalAnimationTime time, UDriver &drv) { CMatrix mat; using NLMISC::CVector; switch(face) { case IWaterEnvMapRender::positive_x: mat.setRot(CVector::J, -CVector::I, -CVector::K); break; case IWaterEnvMapRender::negative_x: mat.setRot(-CVector::J, CVector::I, -CVector::K); break; case IWaterEnvMapRender::positive_y: mat.setRot(CVector::I, CVector::J, -CVector::K); break; case IWaterEnvMapRender::negative_y: mat.setRot(-CVector::I, -CVector::J, -CVector::K); break; case IWaterEnvMapRender::positive_z: mat.setRot(-CVector::I, CVector::K, -CVector::J); break; case IWaterEnvMapRender::negative_z: mat.setRot(-CVector::I, -CVector::K, CVector::J); break; default: nlassert(0); break; } doRender(mat, time, drv); } ////////////////////////////////// // CWaterEnvMapRenderFromUScene // ////////////////////////////////// //*********************************************************************************** CWaterEnvMapRenderFromUScene::CWaterEnvMapRenderFromUScene() { _Scene = NULL; _ZNear = 0.1f; _ZFar = 1000.f; _RenderPart = UScene::RenderAll; } //*********************************************************************************** void CWaterEnvMapRenderFromUScene::setScene(UScene *scene, UCamera cam) { _Scene = scene; _Cam = cam; if (_Scene) { nlassert(!_Cam.empty()); } } //*********************************************************************************** void CWaterEnvMapRenderFromUScene::doRender(const CMatrix &camMatrix, TGlobalAnimationTime time, UDriver &drv) { if (!_Scene) return; preRender(time, drv); UCamera oldCam = _Scene->getCam(); if (_Cam.empty()) return; _Scene->setCam(_Cam); _Cam.setTransformMode(UTransformable::DirectMatrix); nlassert(!_Cam.empty()); _Cam.setFrustum(-_ZNear, _ZNear, -_ZNear, _ZNear, _ZNear, _ZFar); drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW); CMatrix mat = camMatrix; mat.setPos(_CamPos); _Cam.setMatrix(mat); CViewport old = _Scene->getViewport(); _Scene->setViewport(CViewport()); _Scene->beginPartRender(); _Scene->renderPart(_RenderPart); _Scene->endPartRender(); _Scene->setViewport(old); drv.setCullMode(drv.getCullMode() == UDriver::CCW ? UDriver::CW : UDriver::CCW); _Scene->setCam(oldCam); postRender(time, drv); } //*********************************************************************************** void CWaterEnvMapUser::invalidate() { EnvMap.invalidate(); } } // NL3D