173 lines
4.8 KiB
C++
173 lines
4.8 KiB
C++
// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// Code for this scene node has been contributed by Anders la Cour-Harbo (alc)
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#include "CSkyDomeSceneNode.h"
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#include "IVideoDriver.h"
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#include "ISceneManager.h"
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#include "ICameraSceneNode.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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/* horiRes and vertRes:
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Controls the number of faces along the horizontal axis (30 is a good value)
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and the number of faces along the vertical axis (8 is a good value).
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texturePercentage:
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Only the top texturePercentage of the image is used, e.g. 0.8 uses the top 80% of the image,
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1.0 uses the entire image. This is useful as some landscape images have a small banner
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at the bottom that you don't want.
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spherePercentage:
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This controls how far around the sphere the sky dome goes. For value 1.0 you get exactly the upper
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hemisphere, for 1.1 you get slightly more, and for 2.0 you get a full sphere. It is sometimes useful
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to use a value slightly bigger than 1 to avoid a gap between some ground place and the sky. This
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parameters stretches the image to fit the chosen "sphere-size". */
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CSkyDomeSceneNode::CSkyDomeSceneNode(video::ITexture* sky, u32 horiRes, u32 vertRes,
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f64 texturePercentage, f64 spherePercentage, ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id)
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{
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#ifdef _DEBUG
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setDebugName("CSkyDomeSceneNode");
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#endif
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f64 radius = 1000.0; /* Adjust this to get more or less perspective distorsion. */
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f64 azimuth, azimuth_step;
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f64 elevation, elevation_step;
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u32 k, c;
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video::S3DVertex vtx;
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AutomaticCullingState = scene::EAC_OFF;
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Buffer.Material.Lighting = false;
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Buffer.Material.ZBuffer = false;
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Buffer.Material.ZWriteEnable = false;
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Buffer.Material.Textures[0] = sky;
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Buffer.BoundingBox.MaxEdge.set(0,0,0);
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Buffer.BoundingBox.MinEdge.set(0,0,0);
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azimuth_step = 2.*core::PI64/(f64)horiRes;
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if (spherePercentage<0.)
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spherePercentage=-spherePercentage;
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if (spherePercentage>2.)
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spherePercentage=2.;
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elevation_step = spherePercentage*core::PI64/2./(f64)vertRes;
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Buffer.Vertices.set_used((horiRes+1)*(vertRes+1));
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Buffer.Indices.set_used(3*(2*vertRes-1)*horiRes);
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vtx.Color.set(255,255,255,255);
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vtx.Normal.set(0.0f,0.0f,0.0f);
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c = 0;
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for (k = 0, azimuth = 0; k <= horiRes; ++k)
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{
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elevation = core::PI64/2.;
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for (u32 j = 0; j <= vertRes; ++j)
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{
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vtx.Pos.set((f32) (radius*cos(elevation)*sin(azimuth)),
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(f32) (radius*sin(elevation)+50.0f),
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(f32) (radius*cos(elevation)*cos(azimuth)));
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vtx.TCoords.set((f32)k/(f32)horiRes, (f32)j/(f32)vertRes*(f32)texturePercentage);
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Buffer.Vertices[c++] = vtx;
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elevation -= elevation_step;
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}
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azimuth += azimuth_step;
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}
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c = 0;
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for (k = 0; k < horiRes; ++k)
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{
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Buffer.Indices[c++] = vertRes+2+(vertRes+1)*k;
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Buffer.Indices[c++] = 1+(vertRes+1)*k;
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Buffer.Indices[c++] = 0+(vertRes+1)*k;
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for (u32 j = 1; j < vertRes; ++j)
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{
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Buffer.Indices[c++] = vertRes+2+(vertRes+1)*k+j;
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Buffer.Indices[c++] = 1+(vertRes+1)*k+j;
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Buffer.Indices[c++] = 0+(vertRes+1)*k+j;
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Buffer.Indices[c++] = vertRes+1+(vertRes+1)*k+j;
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Buffer.Indices[c++] = vertRes+2+(vertRes+1)*k+j;
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Buffer.Indices[c++] = 0+(vertRes+1)*k+j;
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}
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}
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}
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//! destructor
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CSkyDomeSceneNode::~CSkyDomeSceneNode()
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{
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}
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//! renders the node.
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void CSkyDomeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if (!camera || !driver)
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return;
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if ( !camera->isOrthogonal() )
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{
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core::matrix4 mat(AbsoluteTransformation);
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mat.setTranslation(camera->getAbsolutePosition());
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driver->setTransform(video::ETS_WORLD, mat);
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driver->setMaterial(Buffer.Material);
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driver->drawMeshBuffer(&Buffer);
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}
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}
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//! returns the axis aligned bounding box of this node
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const core::aabbox3d<f32>& CSkyDomeSceneNode::getBoundingBox() const
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{
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return Buffer.BoundingBox;
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}
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void CSkyDomeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, ESNRP_SKY_BOX);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! returns the material based on the zero based index i. To get the amount
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//! of materials used by this scene node, use getMaterialCount().
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//! This function is needed for inserting the node into the scene hirachy on a
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//! optimal position for minimizing renderstate changes, but can also be used
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//! to directly modify the material of a scene node.
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video::SMaterial& CSkyDomeSceneNode::getMaterial(u32 i)
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{
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return Buffer.Material;
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}
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//! returns amount of materials used by this scene node.
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u32 CSkyDomeSceneNode::getMaterialCount()
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{
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return 1;
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}
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}
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}
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