// 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