mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-29 09:27:31 +01:00
265 lines
7.9 KiB
C++
265 lines
7.9 KiB
C++
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
// Code for this scene node has been contributed by Anders la Cour-Harbo (alc)
|
||
|
|
||
|
#include "IrrCompileConfig.h"
|
||
|
#ifdef _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
|
||
|
#include "CSkyDomeSceneNode.h"
|
||
|
#include "IVideoDriver.h"
|
||
|
#include "ISceneManager.h"
|
||
|
#include "ICameraSceneNode.h"
|
||
|
#include "IAnimatedMesh.h"
|
||
|
#include "os.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
|
||
|
/* horiRes and vertRes:
|
||
|
Controls the number of faces along the horizontal axis (30 is a good value)
|
||
|
and the number of faces along the vertical axis (8 is a good value).
|
||
|
|
||
|
texturePercentage:
|
||
|
Only the top texturePercentage of the image is used, e.g. 0.8 uses the top 80% of the image,
|
||
|
1.0 uses the entire image. This is useful as some landscape images have a small banner
|
||
|
at the bottom that you don't want.
|
||
|
|
||
|
spherePercentage:
|
||
|
This controls how far around the sphere the sky dome goes. For value 1.0 you get exactly the upper
|
||
|
hemisphere, for 1.1 you get slightly more, and for 2.0 you get a full sphere. It is sometimes useful
|
||
|
to use a value slightly bigger than 1 to avoid a gap between some ground place and the sky. This
|
||
|
parameters stretches the image to fit the chosen "sphere-size". */
|
||
|
|
||
|
CSkyDomeSceneNode::CSkyDomeSceneNode(video::ITexture* sky, u32 horiRes, u32 vertRes,
|
||
|
f32 texturePercentage, f32 spherePercentage, f32 radius,
|
||
|
ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||
|
: ISceneNode(parent, mgr, id), Buffer(0),
|
||
|
HorizontalResolution(horiRes), VerticalResolution(vertRes),
|
||
|
TexturePercentage(texturePercentage),
|
||
|
SpherePercentage(spherePercentage), Radius(radius)
|
||
|
{
|
||
|
#ifdef _DEBUG
|
||
|
setDebugName("CSkyDomeSceneNode");
|
||
|
#endif
|
||
|
|
||
|
setAutomaticCulling(scene::EAC_OFF);
|
||
|
|
||
|
Buffer = new SMeshBuffer();
|
||
|
Buffer->Material.Lighting = false;
|
||
|
Buffer->Material.ZBuffer = video::ECFN_DISABLED;
|
||
|
Buffer->Material.ZWriteEnable = video::EZW_OFF;
|
||
|
Buffer->Material.AntiAliasing = video::EAAM_OFF;
|
||
|
Buffer->Material.setTexture(0, sky);
|
||
|
Buffer->BoundingBox.MaxEdge.set(0,0,0);
|
||
|
Buffer->BoundingBox.MinEdge.set(0,0,0);
|
||
|
|
||
|
// regenerate the mesh
|
||
|
generateMesh();
|
||
|
}
|
||
|
|
||
|
|
||
|
CSkyDomeSceneNode::~CSkyDomeSceneNode()
|
||
|
{
|
||
|
if (Buffer)
|
||
|
Buffer->drop();
|
||
|
}
|
||
|
|
||
|
|
||
|
void CSkyDomeSceneNode::generateMesh()
|
||
|
{
|
||
|
f32 azimuth;
|
||
|
u32 k;
|
||
|
|
||
|
Buffer->Vertices.clear();
|
||
|
Buffer->Indices.clear();
|
||
|
|
||
|
const f32 azimuth_step = (core::PI * 2.f) / HorizontalResolution;
|
||
|
if (SpherePercentage < 0.f)
|
||
|
SpherePercentage = -SpherePercentage;
|
||
|
if (SpherePercentage > 2.f)
|
||
|
SpherePercentage = 2.f;
|
||
|
const f32 elevation_step = SpherePercentage * core::HALF_PI / (f32)VerticalResolution;
|
||
|
|
||
|
Buffer->Vertices.reallocate( (HorizontalResolution + 1) * (VerticalResolution + 1) );
|
||
|
Buffer->Indices.reallocate(3 * (2*VerticalResolution - 1) * HorizontalResolution);
|
||
|
|
||
|
video::S3DVertex vtx;
|
||
|
vtx.Color.set(255,255,255,255);
|
||
|
vtx.Normal.set(0.0f,-1.f,0.0f);
|
||
|
|
||
|
const f32 tcV = TexturePercentage / VerticalResolution;
|
||
|
for (k = 0, azimuth = 0; k <= HorizontalResolution; ++k)
|
||
|
{
|
||
|
f32 elevation = core::HALF_PI;
|
||
|
const f32 tcU = (f32)k / (f32)HorizontalResolution;
|
||
|
const f32 sinA = sinf(azimuth);
|
||
|
const f32 cosA = cosf(azimuth);
|
||
|
for (u32 j = 0; j <= VerticalResolution; ++j)
|
||
|
{
|
||
|
const f32 cosEr = Radius * cosf(elevation);
|
||
|
vtx.Pos.set(cosEr*sinA, Radius*sinf(elevation), cosEr*cosA);
|
||
|
vtx.TCoords.set(tcU, j*tcV);
|
||
|
|
||
|
vtx.Normal = -vtx.Pos;
|
||
|
vtx.Normal.normalize();
|
||
|
|
||
|
Buffer->Vertices.push_back(vtx);
|
||
|
elevation -= elevation_step;
|
||
|
}
|
||
|
azimuth += azimuth_step;
|
||
|
}
|
||
|
|
||
|
for (k = 0; k < HorizontalResolution; ++k)
|
||
|
{
|
||
|
Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k);
|
||
|
Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k);
|
||
|
Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k);
|
||
|
|
||
|
for (u32 j = 1; j < VerticalResolution; ++j)
|
||
|
{
|
||
|
Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
|
||
|
Buffer->Indices.push_back(1 + (VerticalResolution + 1)*k + j);
|
||
|
Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
|
||
|
|
||
|
Buffer->Indices.push_back(VerticalResolution + 1 + (VerticalResolution + 1)*k + j);
|
||
|
Buffer->Indices.push_back(VerticalResolution + 2 + (VerticalResolution + 1)*k + j);
|
||
|
Buffer->Indices.push_back(0 + (VerticalResolution + 1)*k + j);
|
||
|
}
|
||
|
}
|
||
|
Buffer->setHardwareMappingHint(scene::EHM_STATIC);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! renders the node.
|
||
|
void CSkyDomeSceneNode::render()
|
||
|
{
|
||
|
video::IVideoDriver* driver = SceneManager->getVideoDriver();
|
||
|
scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
|
||
|
|
||
|
if (!camera || !driver)
|
||
|
return;
|
||
|
|
||
|
if ( !camera->isOrthogonal() )
|
||
|
{
|
||
|
core::matrix4 mat(AbsoluteTransformation);
|
||
|
mat.setTranslation(camera->getAbsolutePosition());
|
||
|
|
||
|
driver->setTransform(video::ETS_WORLD, mat);
|
||
|
|
||
|
driver->setMaterial(Buffer->Material);
|
||
|
driver->drawMeshBuffer(Buffer);
|
||
|
}
|
||
|
|
||
|
// for debug purposes only:
|
||
|
if ( DebugDataVisible )
|
||
|
{
|
||
|
video::SMaterial m;
|
||
|
m.Lighting = false;
|
||
|
driver->setMaterial(m);
|
||
|
|
||
|
if ( DebugDataVisible & scene::EDS_NORMALS )
|
||
|
{
|
||
|
// draw normals
|
||
|
const f32 debugNormalLength = SceneManager->getParameters()->getAttributeAsFloat(DEBUG_NORMAL_LENGTH);
|
||
|
const video::SColor debugNormalColor = SceneManager->getParameters()->getAttributeAsColor(DEBUG_NORMAL_COLOR);
|
||
|
driver->drawMeshBufferNormals(Buffer, debugNormalLength, debugNormalColor);
|
||
|
}
|
||
|
|
||
|
// show mesh
|
||
|
if ( DebugDataVisible & scene::EDS_MESH_WIRE_OVERLAY )
|
||
|
{
|
||
|
m.Wireframe = true;
|
||
|
driver->setMaterial(m);
|
||
|
|
||
|
driver->drawMeshBuffer(Buffer);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns the axis aligned bounding box of this node
|
||
|
const core::aabbox3d<f32>& CSkyDomeSceneNode::getBoundingBox() const
|
||
|
{
|
||
|
return Buffer->BoundingBox;
|
||
|
}
|
||
|
|
||
|
|
||
|
void CSkyDomeSceneNode::OnRegisterSceneNode()
|
||
|
{
|
||
|
if (IsVisible)
|
||
|
{
|
||
|
SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX );
|
||
|
}
|
||
|
|
||
|
ISceneNode::OnRegisterSceneNode();
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns the material based on the zero based index i.
|
||
|
video::SMaterial& CSkyDomeSceneNode::getMaterial(u32 i)
|
||
|
{
|
||
|
return Buffer->Material;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns amount of materials used by this scene node.
|
||
|
u32 CSkyDomeSceneNode::getMaterialCount() const
|
||
|
{
|
||
|
return 1;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Writes attributes of the scene node.
|
||
|
void CSkyDomeSceneNode::serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const
|
||
|
{
|
||
|
ISceneNode::serializeAttributes(out, options);
|
||
|
|
||
|
out->addInt ("HorizontalResolution", HorizontalResolution);
|
||
|
out->addInt ("VerticalResolution", VerticalResolution);
|
||
|
out->addFloat("TexturePercentage", TexturePercentage);
|
||
|
out->addFloat("SpherePercentage", SpherePercentage);
|
||
|
out->addFloat("Radius", Radius);
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Reads attributes of the scene node.
|
||
|
void CSkyDomeSceneNode::deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options)
|
||
|
{
|
||
|
HorizontalResolution = in->getAttributeAsInt ("HorizontalResolution");
|
||
|
VerticalResolution = in->getAttributeAsInt ("VerticalResolution");
|
||
|
TexturePercentage = in->getAttributeAsFloat("TexturePercentage");
|
||
|
SpherePercentage = in->getAttributeAsFloat("SpherePercentage");
|
||
|
Radius = in->getAttributeAsFloat("Radius");
|
||
|
|
||
|
ISceneNode::deserializeAttributes(in, options);
|
||
|
|
||
|
// regenerate the mesh
|
||
|
generateMesh();
|
||
|
}
|
||
|
|
||
|
//! Creates a clone of this scene node and its children.
|
||
|
ISceneNode* CSkyDomeSceneNode::clone(ISceneNode* newParent, ISceneManager* newManager)
|
||
|
{
|
||
|
if (!newParent)
|
||
|
newParent = Parent;
|
||
|
if (!newManager)
|
||
|
newManager = SceneManager;
|
||
|
|
||
|
CSkyDomeSceneNode* nb = new CSkyDomeSceneNode(Buffer->Material.TextureLayer[0].Texture, HorizontalResolution, VerticalResolution, TexturePercentage,
|
||
|
SpherePercentage, Radius, newParent, newManager, ID);
|
||
|
|
||
|
nb->cloneMembers(this, newManager);
|
||
|
|
||
|
if ( newParent )
|
||
|
nb->drop();
|
||
|
return nb;
|
||
|
}
|
||
|
|
||
|
|
||
|
} // namespace scene
|
||
|
} // namespace irr
|
||
|
|
||
|
#endif // _IRR_COMPILE_WITH_SKYDOME_SCENENODE_
|