// Ryzom - 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 "stdpch.h" #include "decal.h" // #include "nel/3d/shadow_map.h" #include "nel/3d/texture_file.h" #include "nel/3d/scene.h" #include "nel/3d/driver_user.h" #include "nel/3d/landscape.h" #include "nel/3d/landscape_model.h" #include "nel/3d/landscape_user.h" #include "nel/3d/scene_user.h" #include "nel/3d/texture_user.h" // // TMP TMP #include "nel/3d/texture_mem.h" // #include "nel/misc/aabbox.h" #include "nel/misc/vector_2f.h" #include "nel/misc/plane.h" // #include "global.h" // #include "interface_v3/interface_manager.h" using namespace NL3D; using namespace NLMISC; CDecalRenderList DecalRenderList; extern uint SkipFrame; NL3D::CVertexBuffer CDecal::_VB; bool CDecal::_VBInitialized = false; static const char *DecalAttenuationVertexProgramCode = "!!VP1.0 \n\ DP4 o[HPOS].x, c[0], v[0]; #transform vertex in view space \n\ DP4 o[HPOS].y, c[1], v[0]; \n\ DP4 o[HPOS].z, c[2], v[0]; \n\ DP4 o[HPOS].w, c[3], v[0]; \n\ # transform texcoord 0 \n\ DP4 o[TEX0].x, c[4], v[0]; \n\ DP4 o[TEX0].y, c[5], v[0]; \n\ #compute distance from camera \n\ ADD R0, v[0], -c[6]; \n\ DP3 R0.x, R0, R0; \n\ RSQ R0.x, R0.x; \n\ RCP R0.x, R0.x; \n\ MUL o[COL0].xyz, c[8], v[3]; \n\ #compute attenuation with distance \n\ MAD R0.w, R0.x, c[7].x, c[7].y; \n\ # clamp in [0, 1] \n\ MIN R0.w, R0.w, c[7].w; \n\ MAX R0.w, R0.w, c[7].z; \n\ #compute bottom blend \n\ MAD R1.x, v[0].z, c[11].x, c[11].y; \n\ MIN R1.x, R1.x, c[7].w; \n\ MAX R1.x, R1.x, c[7].z; \n\ MUL R0.w, R1.x, R0.w; \n\ #compute top blend \n\ MAD R1.x, v[0].z, c[11].z, c[11].w; \n\ MIN R1.x, R1.x, c[7].w; \n\ MAX R1.x, R1.x, c[7].z; \n\ MUL R0.w, R1.x, R0.w; \n\ #apply vertex alpha \n\ MUL o[COL0].w, v[3], R0.w; \n\ END \n"; class CVertexProgramDecalAttenuation : public CVertexProgram { public: struct CIdx { // 0-3 mvp uint WorldToUV0; // 4 uint WorldToUV1; // 5 uint RefCamDist; // 6 uint DistScaleBias; // 7 uint Diffuse; // 8 // 9 // 10 uint BlendScale; // 11 }; CVertexProgramDecalAttenuation() { // nelvp { CSource *source = new CSource(); source->Profile = nelvp; source->DisplayName = "nelvp/DecalAttenuation"; source->setSourcePtr(DecalAttenuationVertexProgramCode); source->ParamIndices["modelViewProjection"] = 0; source->ParamIndices["worldToUV0"] = 4; source->ParamIndices["worldToUV1"] = 5; source->ParamIndices["refCamDist"] = 6; source->ParamIndices["distScaleBias"] = 7; source->ParamIndices["diffuse"] = 8; source->ParamIndices["blendScale"] = 11; addSource(source); } // TODO_VP_GLSL } ~CVertexProgramDecalAttenuation() { } virtual void buildInfo() { m_Idx.WorldToUV0 = getUniformIndex("worldToUV0"); nlassert(m_Idx.WorldToUV0 != ~0); m_Idx.WorldToUV1 = getUniformIndex("worldToUV1"); nlassert(m_Idx.WorldToUV1 != ~0); m_Idx.RefCamDist = getUniformIndex("refCamDist"); nlassert(m_Idx.RefCamDist != ~0); m_Idx.DistScaleBias = getUniformIndex("distScaleBias"); nlassert(m_Idx.DistScaleBias != ~0); m_Idx.Diffuse = getUniformIndex("diffuse"); nlassert(m_Idx.Diffuse != ~0); m_Idx.BlendScale = getUniformIndex("blendScale"); nlassert(m_Idx.BlendScale != ~0); } inline const CIdx &idx() const { return m_Idx; } private: CIdx m_Idx; }; static NLMISC::CSmartPtr DecalAttenuationVertexProgram; typedef CShadowPolyReceiver::CRGBAVertex CRGBAVertex; // **************************************************************************** CDecal::CDecal() { if (!DecalAttenuationVertexProgram) { DecalAttenuationVertexProgram = new CVertexProgramDecalAttenuation(); } _ShadowMap = new CShadowMap(&(((CSceneUser *) Scene)->getScene().getRenderTrav().getShadowMapManager())); _Material.initUnlit(); _Diffuse = CRGBA::White; _Emissive = CRGBA::Black; // _Material.setBlend(true); _Material.setSrcBlend(CMaterial::srcalpha); _Material.setDstBlend(CMaterial::invsrcalpha); _Material.setZWrite(false); _Material.setDoubleSided(true); // diffuse color applied at first stage _Material.texEnvOpRGB(0, CMaterial::Modulate); _Material.texEnvArg0RGB(0, CMaterial::Texture, CMaterial::SrcColor); _Material.texEnvArg1RGB(0, CMaterial::Diffuse, CMaterial::SrcColor); _Material.texEnvOpAlpha(0, CMaterial::Modulate); _Material.texEnvArg0Alpha(0, CMaterial::Diffuse, CMaterial::SrcAlpha); _Material.texEnvArg1Alpha(0, CMaterial::Texture, CMaterial::SrcAlpha); // _Material.texEnvOpRGB(1, CMaterial::Add); _Material.texEnvArg0RGB(1, CMaterial::Previous, CMaterial::SrcColor); _Material.texEnvArg1RGB(1, CMaterial::Constant, CMaterial::SrcColor); _Material.texEnvOpAlpha(1, CMaterial::Modulate); _Material.texEnvArg0Alpha(1, CMaterial::Previous, CMaterial::SrcAlpha); _Material.texEnvArg1Alpha(1, CMaterial::Constant, CMaterial::SrcAlpha); // setEmissive(CRGBA::Black); setDiffuse(CRGBA::White); // _Material.setAlphaTest(true); _Material.setAlphaTestThreshold(1.f / 255.f); // _Touched = true; _ClipDownFacing = false; _WorldMatrix.get(_WorldMatrixFlat); setWorldMatrix(_WorldMatrix); // _BottomBlendZMin = -10100.f; _BottomBlendZMax = -10000.f; _TopBlendZMin = 10000.f; _TopBlendZMax = 10100.f; } // **************************************************************************** void CDecal::setCustomUVMatrix(bool on, const NLMISC::CMatrix &matrix) { if (_CustomUVMatrix.set(on, matrix)) { _Touched = true; } } // **************************************************************************** const std::string &CDecal::getTextureFileName() const { CTextureFile *tf = dynamic_cast(_Material.getTexture(0)); if (tf) return tf->getFileName(); static std::string emptyString; return emptyString; } // **************************************************************************** void CDecal::setupMaterialColor() { _Material.texConstantColor(1, NLMISC::CRGBA(_Emissive.R, _Emissive.G, _Emissive.B, _Diffuse.A)); } // **************************************************************************** void CDecal::setEmissive(NLMISC::CRGBA emissive) { _Emissive = emissive; setupMaterialColor(); } // **************************************************************************** void CDecal::setDiffuse(NLMISC::CRGBA diffuse) { _Diffuse = diffuse; setupMaterialColor(); } // **************************************************************************** CRGBA CDecal::getDiffuse() const { return _Diffuse; } // **************************************************************************** CDecal::~CDecal() { delete _ShadowMap; } // **************************************************************************** void CDecal::setTexture(const std::string &fileName, bool clampU, bool clampV, bool filtered) { if (getTextureFileName() != fileName) { CInterfaceManager *im = CInterfaceManager::getInstance(); CViewRenderer &vr = *CViewRenderer::getInstance(); UTexture *tex = vr.getGlobalTexture(fileName); if (tex != NULL) { _Material.setTexture(0, (dynamic_cast(tex))->getITexture()); } else { _Material.setTexture(0, fileName.empty() ? NULL : new CTextureFile(fileName)); } if (_Material.getTexture(0)) { _Material.getTexture(0)->setUploadFormat(ITexture::RGBA8888); // don't want ugly dxtc mipmaps for most decals } } if (_Material.getTexture(0)) { _Material.getTexture(0)->setWrapS(clampU ? ITexture::Clamp : ITexture::Repeat); _Material.getTexture(0)->setWrapT(clampV ? ITexture::Clamp : ITexture::Repeat); if (filtered) { _Material.getTexture(0)->setFilterMode(ITexture::Linear , ITexture::LinearMipMapLinear); } else { _Material.getTexture(0)->setFilterMode(ITexture::Nearest, ITexture::NearestMipMapOff); } _Material.setTexture(1, _Material.getTexture(0)); } else { _Material.setTexture(1, NULL); } } // **************************************************************************** void CDecal::setWorldMatrix(const NLMISC::CMatrix &matrix) { float newMat[16]; matrix.get(newMat); if (std::equal(newMat, newMat + 16, _WorldMatrixFlat)) return; _WorldMatrix = matrix; _WorldMatrix.get(_WorldMatrixFlat); _InvertedWorldMatrix = matrix.inverted(); _Touched = true; const float bboxHeight = 10000.f; static const NLMISC::CVector corners[8] = { CVector(0.f, 0.f, - bboxHeight), CVector(1.f, 0.f, - bboxHeight), CVector(0.f, 1.f, - bboxHeight), CVector(1.f, 1.f, - bboxHeight), CVector(0.f, 0.f, bboxHeight), CVector(1.f, 0.f, bboxHeight), CVector(0.f, 1.f, bboxHeight), CVector(1.f, 1.f, bboxHeight), }; for(uint k = 0; k < 8; ++k) { _ClipCorners[k] = _WorldMatrix * corners[k]; } } // **************************************************************************** bool CDecal::clipFront(const NLMISC::CPlane &p) const { for(uint k = 0; k < 8; ++k) { if (p * _ClipCorners[k] <= 0.f) return false; } return true; } // **************************************************************************** void CDecal::setWorldMatrixForArrow(const NLMISC::CVector2f &start, const NLMISC::CVector2f &end, float halfWidth) { CMatrix matrix; CVector I = CVector(end.x, end.y, 0.f) - CVector(start.x, start.y, 0.f); CVector J = 2.f * halfWidth * CVector::K ^ I.normed(); matrix.setRot(I, J, CVector::K); matrix.setPos(start - 0.5f * J); setWorldMatrix(matrix); } // **************************************************************************** void CDecal::setWorldMatrixForSpot(const NLMISC::CVector2f &pos, float radius, float angleInRadians) { CMatrix matrix; matrix.rotateZ(angleInRadians); matrix.setScale(2.f * radius); matrix.setPos(pos - radius * CVector2f(1.f, 1.f)); setWorldMatrix(matrix); } NLMISC::CVector r2MaskOffset(1.f / 4.f, 1.f / 4.f, 0.f); // **************************************************************************** void CDecal::renderTriCache(NL3D::IDriver &drv, NL3D::CShadowPolyReceiver &/* receiver */, bool useVertexProgram) { if (_TriCache.empty()) return; if (!_VBInitialized) { _VB.setPreferredMemory(CVertexBuffer::AGPVolatile, false); _VB.setVertexFormat(CVertexBuffer::PositionFlag|CVertexBuffer::PrimaryColorFlag); _VBInitialized = true; } CMatrix modelMat; modelMat.setPos(_RefPosition); drv.setupModelMatrix(modelMat); if (useVertexProgram) { CVertexProgramDecalAttenuation *program = DecalAttenuationVertexProgram; { CVertexBufferReadWrite vba; _VB.setNumVertices((uint32)_TriCache.size()); _VB.lock(vba); memcpy(vba.getVertexCoordPointer(), &_TriCache[0], sizeof(CRGBAVertex) * _TriCache.size()); } drv.activeVertexBuffer(_VB); drv.setUniformMatrix(IDriver::VertexProgram, program->getUniformIndex(CProgramIndex::ModelViewProjection), NL3D::IDriver::ModelViewProjection, NL3D::IDriver::Identity); drv.setUniform4f(IDriver::VertexProgram, program->idx().WorldToUV0, _WorldToUVMatrix[0][0], _WorldToUVMatrix[1][0], _WorldToUVMatrix[2][0], _WorldToUVMatrix[3][0]); drv.setUniform4f(IDriver::VertexProgram, program->idx().WorldToUV1, _WorldToUVMatrix[0][1], _WorldToUVMatrix[1][1], _WorldToUVMatrix[2][1], _WorldToUVMatrix[3][1]); drv.setUniform4f(IDriver::VertexProgram, program->idx().Diffuse, _Diffuse.R * (1.f / 255.f), _Diffuse.G * (1.f / 255.f), _Diffuse.B * (1.f / 255.f), 1.f); const NLMISC::CVector &camPos = MainCam.getMatrix().getPos(); drv.setUniform4f(IDriver::VertexProgram, program->idx().RefCamDist, camPos.x - _RefPosition.x, camPos.y - _RefPosition.y, camPos.z - _RefPosition.z, 1.f); // bottom & top blend float bottomBlendScale = 1.f / favoid0(_BottomBlendZMax - _BottomBlendZMin); float topBlendScale = 1.f / favoid0(_TopBlendZMin - _TopBlendZMax); drv.setUniform4f(IDriver::VertexProgram, program->idx().BlendScale, bottomBlendScale, bottomBlendScale * (_RefPosition.z - _BottomBlendZMin), topBlendScale, topBlendScale * (_RefPosition.z - _TopBlendZMax)); // static volatile bool wantSimpleMat = false; if (wantSimpleMat) { static CMaterial simpleMat; static volatile bool disableStencil = false; if (disableStencil) { drv.enableStencilTest(false); } simpleMat.initUnlit(); simpleMat.setTexture(0, _Material.getTexture(0)); simpleMat.texEnvOpRGB(0, CMaterial::Replace); simpleMat.texEnvArg0RGB(0, CMaterial::Constant, CMaterial::SrcColor); simpleMat.setDoubleSided(true); simpleMat.texConstantColor(0, CRGBA::White); drv.renderRawTriangles(simpleMat, 0, (uint32)_TriCache.size() / 3); IDriver::TPolygonMode pm = drv.getPolygonMode(); drv.setPolygonMode(IDriver::Line); simpleMat.texConstantColor(0, CRGBA::Red); drv.renderRawTriangles(simpleMat, 0, (uint32)_TriCache.size() / 3); drv.setPolygonMode(pm); } else { drv.renderRawTriangles(_Material, 0, (uint32)_TriCache.size() / 3); } } else { { CVertexBufferReadWrite vba; _VB.setNumVertices((uint32)_TriCache.size()); _VB.lock(vba); NLMISC::CRGBA col = _Diffuse; if (drv.getVertexColorFormat()==CVertexBuffer::TBGRA) { std::swap(col.R, col.B); } CRGBAVertex *dest = (CRGBAVertex *) vba.getVertexCoordPointer(); const CRGBAVertex *destEnd = dest + _TriCache.size(); const CRGBAVertex *srcVert = &_TriCache[0]; const NLMISC::CVector camPos = MainCam.getMatrix().getPos() - _RefPosition; float scale = 255.f * CDecalRenderList::getInstance()._DistScale; float bias = 255.f * CDecalRenderList::getInstance()._DistBias; float bottomBlendScale = 1.f / favoid0(_BottomBlendZMax - _BottomBlendZMin); float bottomBlendBias = bottomBlendScale * (_RefPosition.z - _BottomBlendZMin); do { dest->V = srcVert->V; float dist = (camPos - srcVert->V).norm(); float intensity = scale * dist + bias; float bottomBlend = srcVert->V.z * bottomBlendScale + bottomBlendBias; clamp(bottomBlend, 0.f, 1.f); clamp(intensity, 0.f, 255.f); intensity *= bottomBlend; col.A = (uint8) (((uint16) intensity * (uint16) srcVert->Color.A) >> 8); dest->Color = col; ++dest; ++srcVert; } while (dest != destEnd); } drv.activeVertexBuffer(_VB); static volatile bool wantSimpleMat2 = false; if (wantSimpleMat2) { static CMaterial simpleMat2; simpleMat2.initUnlit(); simpleMat2.setDoubleSided(true); drv.renderRawTriangles(simpleMat2, 0, (uint32)_TriCache.size() / 3); } else { drv.renderRawTriangles(_Material, 0, (uint32)_TriCache.size() / 3); } } } // **************************************************************************** void CDecal::render(NL3D::UDriver &/* drv */, NL3D::CShadowPolyReceiver &receiver, const std::vector &worldPyramid, const std::vector &pyramidCorners, bool useVertexProgram ) { const NLMISC::CVector &camPos = MainCam.getMatrix().getPos(); if ((camPos - _LastCamPos).norm() >= 4.f) { _Touched = true; } if (_Touched) { _LastCamPos = camPos; } // if out of only 1 plane, entirely out. for(sint i=0;i<(sint)worldPyramid.size();i++) { if (clipFront(worldPyramid[i])) return; } // do finer clip uint inside = 0; for(uint l = 0; l < pyramidCorners.size(); ++l) { NLMISC::CVector localCorner = _InvertedWorldMatrix * pyramidCorners[l]; if (localCorner.x >= 0.f) inside |= 1; if (localCorner.x <= 1.f) inside |= 2; if (localCorner.y >= 0.f) inside |= 4; if (localCorner.y <= 1.f) inside |= 8; } if(inside != 0xf) return; // must setup attenuation texture each frame /* _Material.enableUserTexMat(1, true); _Material.setTexCoordGen(1, true); _Material.setTexCoordGenMode(1, CMaterial::TexCoordGenObjectSpace); // object is in world space float scale = 1.f / tileNear; CMatrix attenMat; attenMat.setScale(CVector(0.5f * scale, tileNear, 0.f)); attenMat.setPos(CVector(-0.5f * (1.f - camPos.x * scale), -0.5f * (1.f - camPos.y * scale), 0.f)); _Material.setUserTexMat(1, attenMat); */ // if (!_Touched) { NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver(); renderTriCache(*drvInternal, receiver, useVertexProgram); return; } // float tileNear = Landscape->getTileNear(); // nlassert(_ShadowMap); _ShadowMap->LocalClipPlanes.resize(4); CVector corners[4] = { _WorldMatrix * CVector(0.f, 1.f, 0.f), _WorldMatrix * CVector(1.f, 1.f, 0.f), _WorldMatrix * CVector(1.f, 0.f, 0.f), _WorldMatrix * CVector(0.f, 0.f, 0.f) }; CAABBox bbox; _ShadowMap->LocalBoundingBox.setMinMax(corners[0], corners[1]); _ShadowMap->LocalBoundingBox.extend(corners[2]); _ShadowMap->LocalBoundingBox.extend(corners[3]); for(uint k = 0; k < 4; ++k) { _ShadowMap->LocalClipPlanes[k].make(corners[k], corners[(k + 1) & 3], corners[k] + (corners[(k + 1) & 3] - corners[k]).norm() * CVector::K); _ShadowMap->LocalClipPlanes[k].invert(); } _RefPosition = MainCam.getMatrix().getPos(); // set uv matrix to match the world matrix // matrix to map (x, y ) = (0, 0) to (u, v) = (0, 1) & (x, y ) = (0, 1) to (u, v) = (0, 0) in local decal space CMatrix reverseUVMatrix; reverseUVMatrix.setRot(CVector::I, -CVector::J, CVector::K); reverseUVMatrix.setPos(CVector::J); CMatrix worldToUVMatrix = _CustomUVMatrix.On ? _CustomUVMatrix.Matrix : (_TextureMatrix * reverseUVMatrix * _InvertedWorldMatrix); CMatrix refPosMatrix; refPosMatrix.setPos(_RefPosition); worldToUVMatrix = worldToUVMatrix * refPosMatrix; worldToUVMatrix.get((float *) _WorldToUVMatrix); // stage 0 if (useVertexProgram) { _Material.enableUserTexMat(0, false); } else { _Material.enableUserTexMat(0, true); _Material.setTexCoordGen(0, true); _Material.setTexCoordGenMode(0, CMaterial::TexCoordGenObjectSpace); _Material.setUserTexMat(0, worldToUVMatrix); } // // static NLMISC::CPolygon clipPoly; static NLMISC::CPolygon2D clipPoly2D; clipPoly.Vertices.resize(4); std::copy(corners, corners + 4, clipPoly.Vertices.begin()); // clip with by "near tiles" for better selection (avoid unwanted wrapping during triangle selection ...) CPlane planes[4]; planes[0].make(CVector::J, camPos + tileNear * CVector::J), planes[1].make(-CVector::J, camPos - tileNear * CVector::J), planes[2].make(CVector::I, camPos + tileNear * CVector::I), planes[3].make(-CVector::I, camPos - tileNear * CVector::I); uint numVerts = (uint)clipPoly.Vertices.size(); clipPoly2D.Vertices.resize(numVerts); for (uint k = 0; k < numVerts; ++k) { clipPoly2D.Vertices[k].set(clipPoly.Vertices[k].x, clipPoly.Vertices[k].y); } NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver(); // rebuild the triangle cache if (SkipFrame == 0) // don't update just after a tp because landscape hasn't been updated yet ... { _Touched = false; } // compute tris near the camera to avoid precision z-preision problems due to huge translation in the world matrix) receiver.computeClippedTrisWithPolyClip(_ShadowMap, CVector::Null, - _RefPosition, clipPoly2D, _TriCache, _ClipDownFacing); _Material.setZBias(-0.06f); renderTriCache(*drvInternal, receiver, useVertexProgram); } // **************************************************************************** void CDecalRenderList::renderAllDecals() { if (_Empty) return; if( !Landscape) { return; } Driver->enableFog(false); MainCam.buildCameraPyramid(_WorldCamPyramid, false); MainCam.buildCameraPyramidCorners(_WorldCamPyramidCorners, false); Driver->setModelMatrix(CMatrix::Identity); CLandscapeModel *landscapeModel = ((CLandscapeUser *) Landscape)->getLandscape(); CShadowPolyReceiver &shadowPolyReceiver = landscapeModel->Landscape.getShadowPolyReceiver(); // float maxDist = Landscape->getTileNear() * 0.9f; const float threshold = 0.8f; // ratio over the whole dist at which the fade out begins float factor = 1.f / (1.f - threshold); _DistScale = - factor / maxDist; _DistBias = factor; // bool useVertexProgram = false; NL3D::IDriver *drvInternal = ((CDriverUser *) Driver)->getDriver(); // static volatile bool forceNoVertexProgram = false; if (!forceNoVertexProgram && drvInternal->compileVertexProgram(DecalAttenuationVertexProgram)) { drvInternal->activeVertexProgram(DecalAttenuationVertexProgram); //drvInternal->setCons/tantMatrix(0, NL3D::IDriver::ModelViewProjection, NL3D::IDriver::Identity); drvInternal->setUniform4f(IDriver::VertexProgram, DecalAttenuationVertexProgram->idx().DistScaleBias, _DistScale, _DistBias, 0.f, 1.f); useVertexProgram = true; } else { drvInternal->activeVertexProgram(NULL); } for(uint k = 0; k < DECAL_NUM_PRIORITIES; ++k) { std::vector &renderList = _RenderList[k]; for(uint l = 0; l < renderList.size(); ++l) { if (renderList[l]) { renderList[l]->render(*Driver, shadowPolyReceiver, _WorldCamPyramid, _WorldCamPyramidCorners, useVertexProgram); } } } if (useVertexProgram) { drvInternal->activeVertexProgram(NULL); } } // **************************************************************************** void CDecalRenderList::clearRenderList() { for(uint k = 0; k < DECAL_NUM_PRIORITIES; ++k) { _RenderList[k].clear(); } _Empty = true; } // **************************************************************************** void CDecal::addToRenderList(uint priority /*=0*/) { if( !Landscape) { return; } nlassert(priority < DECAL_NUM_PRIORITIES); CDecalRenderList &drl = CDecalRenderList::getInstance(); drl._RenderList[priority].push_back(this); drl._Empty = false; } // **************************************************************************** bool CDecal::contains(const NLMISC::CVector2f &pos) const { CVector posIn = _InvertedWorldMatrix * CVector(pos.x, pos.y, 0.f); return posIn.x >= 0.f && posIn.x <= 1.f && posIn.y >= 0.f && posIn.y <= 1.f; } // **************************************************************************** void CDecal::setClipDownFacing(bool clipDownFacing) { if (clipDownFacing != _ClipDownFacing) { _Touched = true; _ClipDownFacing = clipDownFacing; } } // **************************************************************************** void CDecal::setBottomBlend(float zMin, float zMax) { if (zMin > zMax) std::swap(zMin, zMax); _BottomBlendZMin = zMin; _BottomBlendZMax = zMax; } // **************************************************************************** void CDecal::setTopBlend(float zMin, float zMax) { if (zMin > zMax) std::swap(zMin, zMax); _TopBlendZMin = zMin; _TopBlendZMax = zMax; }