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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
committerneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<hr><h1>driver_opengl_matrix.cpp</h1><a href="driver__opengl__matrix_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="stdopengl_8h.html">stdopengl.h</a>"</font>
+00027
+00028 <font class="keyword">namespace </font>NL3D {
+00029
+00030 <font class="comment">// ***************************************************************************</font>
+<a name="l00031"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a27">00031</a> <font class="keywordtype">void</font> CDriverGL::setFrustum(<font class="keywordtype">float</font> left, <font class="keywordtype">float</font> right, <font class="keywordtype">float</font> bottom, <font class="keywordtype">float</font> top, <font class="keywordtype">float</font> znear, <font class="keywordtype">float</font> zfar, <font class="keywordtype">bool</font> perspective)
+00032 {
+00033 glMatrixMode(GL_PROJECTION);
+00034 glLoadIdentity();
+00035 <font class="keywordflow">if</font> (perspective)
+00036 {
+00037 glFrustum(left,right,bottom,top,znear,zfar);
+00038 }
+00039 <font class="keywordflow">else</font>
+00040 {
+00041 glOrtho(left,right,bottom,top,znear,zfar);
+00042 }
+00043
+00044 <font class="comment">// Backup znear and zfar for zbias setup</font>
+00045 <a class="code" href="classNL3D_1_1CDriverGL.html#o8">_OODeltaZ</a> = 1 / (zfar - znear);
+00046
+00047 glMatrixMode(GL_MODELVIEW);
+00048 }
+00049
+00050
+00051 <font class="comment">// ***************************************************************************</font>
+<a name="l00052"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a29">00052</a> <font class="keywordtype">void</font> CDriverGL::setupViewMatrixEx(<font class="keyword">const</font> CMatrix&amp; mtx, <font class="keyword">const</font> CVector &amp;cameraPos)
+00053 {
+00054 <a class="code" href="classNL3D_1_1CDriverGL.html#o9">_UserViewMtx</a>= mtx;
+00055
+00056 <font class="comment">// Setup the matrix to transform the CScene basis in openGL basis.</font>
+00057 CMatrix changeBasis;
+00058 CVector I(1,0,0);
+00059 CVector J(0,0,-1);
+00060 CVector K(0,1,0);
+00061
+00062 changeBasis.identity();
+00063 changeBasis.setRot(I,J,K, <font class="keyword">true</font>);
+00064 <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>=changeBasis*mtx;
+00065 <font class="comment">// Reset the viewMtx position.</font>
+00066 <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>.setPos(CVector::Null);
+00067 <a class="code" href="classNL3D_1_1CDriverGL.html#o12">_PZBCameraPos</a>= cameraPos;
+00068
+00069 <font class="comment">// Anything that depend on the view martix must be updated.</font>
+00070 <a class="code" href="classNL3D_1_1CDriverGL.html#o5">_LightSetupDirty</a>= <font class="keyword">true</font>;
+00071 <a class="code" href="classNL3D_1_1CDriverGL.html#o6">_ModelViewMatrixDirty</a>= <font class="keyword">true</font>;
+00072 <a class="code" href="classNL3D_1_1CDriverGL.html#o7">_RenderSetupDirty</a>= <font class="keyword">true</font>;
+00073
+00074 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a> = <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>;
+00075 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>.setPos(CVector(0.0f,0.0f,0.0f));
+00076 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>.invert();
+00077 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a> = changeBasis * <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>;
+00078 }
+00079
+00080
+00081 <font class="comment">// ***************************************************************************</font>
+<a name="l00082"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a28">00082</a> <font class="keywordtype">void</font> CDriverGL::setupViewMatrix(<font class="keyword">const</font> CMatrix&amp; mtx)
+00083 {
+00084 <a class="code" href="classNL3D_1_1CDriverGL.html#o9">_UserViewMtx</a>= mtx;
+00085
+00086 <font class="comment">// Setup the matrix to transform the CScene basis in openGL basis.</font>
+00087 CMatrix changeBasis;
+00088 CVector I(1,0,0);
+00089 CVector J(0,0,-1);
+00090 CVector K(0,1,0);
+00091
+00092 changeBasis.identity();
+00093 changeBasis.setRot(I,J,K, <font class="keyword">true</font>);
+00094 <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>=changeBasis*mtx;
+00095 <font class="comment">// Just set the PZBCameraPos to 0.</font>
+00096 <a class="code" href="classNL3D_1_1CDriverGL.html#o12">_PZBCameraPos</a>= CVector::Null;
+00097
+00098 <font class="comment">// Anything that depend on the view martix must be updated.</font>
+00099 <a class="code" href="classNL3D_1_1CDriverGL.html#o5">_LightSetupDirty</a>= <font class="keyword">true</font>;
+00100 <a class="code" href="classNL3D_1_1CDriverGL.html#o6">_ModelViewMatrixDirty</a>= <font class="keyword">true</font>;
+00101 <a class="code" href="classNL3D_1_1CDriverGL.html#o7">_RenderSetupDirty</a>= <font class="keyword">true</font>;
+00102
+00103 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a> = <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>;
+00104 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>.setPos(CVector(0.0f,0.0f,0.0f));
+00105 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>.invert();
+00106 <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a> = changeBasis * <a class="code" href="classNL3D_1_1CDriverGL.html#o11">_TexMtx</a>;
+00107
+00108 }
+00109
+00110 <font class="comment">// ***************************************************************************</font>
+<a name="l00111"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a32">00111</a> CMatrix CDriverGL::getViewMatrix(<font class="keywordtype">void</font>)<font class="keyword"> const</font>
+00112 <font class="keyword"></font>{
+00113 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CDriverGL.html#o9">_UserViewMtx</a>;
+00114 }
+00115
+00116 <font class="comment">// ***************************************************************************</font>
+<a name="l00117"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a30">00117</a> <font class="keywordtype">void</font> CDriverGL::setupModelMatrix(<font class="keyword">const</font> CMatrix&amp; mtx)
+00118 {
+00119 <font class="comment">// profiling</font>
+00120 <a class="code" href="classNL3D_1_1CDriverGL.html#z404_5">_NbSetupModelMatrixCall</a>++;
+00121
+00122
+00123 <font class="comment">// Dirt flags.</font>
+00124 <a class="code" href="classNL3D_1_1CDriverGL.html#o6">_ModelViewMatrixDirty</a>= <font class="keyword">true</font>;
+00125 <a class="code" href="classNL3D_1_1CDriverGL.html#o7">_RenderSetupDirty</a>= <font class="keyword">true</font>;
+00126
+00127
+00128 <font class="comment">// Put the matrix in the opengl eye space, and store it.</font>
+00129 CMatrix mat= mtx;
+00130 <font class="comment">// remove first the _PZBCameraPos</font>
+00131 mat.setPos(mtx.getPos() - <a class="code" href="classNL3D_1_1CDriverGL.html#o12">_PZBCameraPos</a>);
+00132 <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_ModelViewMatrix</a>= <a class="code" href="classNL3D_1_1CDriverGL.html#o10">_ViewMtx</a>*mat;
+00133 }
+00134
+00135 <font class="comment">// ***************************************************************************</font>
+<a name="l00136"></a><a class="code" href="classNL3D_1_1CDriverGL.html#a31">00136</a> <font class="keywordtype">void</font> CDriverGL::multiplyModelMatrix(<font class="keyword">const</font> CMatrix&amp; mtx)
+00137 {
+00138 <font class="comment">// Dirt flags.</font>
+00139 <a class="code" href="classNL3D_1_1CDriverGL.html#o6">_ModelViewMatrixDirty</a>= <font class="keyword">true</font>;
+00140 <a class="code" href="classNL3D_1_1CDriverGL.html#o7">_RenderSetupDirty</a>= <font class="keyword">true</font>;
+00141
+00142
+00143 <font class="comment">// multiply this modelMatrix with the _ModelViewMatrix.</font>
+00144 <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_ModelViewMatrix</a>= <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_ModelViewMatrix</a>*mtx;
+00145 }
+00146
+00147
+00148 <font class="comment">// ***************************************************************************</font>
+<a name="l00149"></a><a class="code" href="classNL3D_1_1CDriverGL.html#c17">00149</a> <font class="keywordtype">void</font> CDriverGL::doRefreshRenderSetup()
+00150 {
+00151 <font class="comment">// Check if the light setup has been modified first</font>
+00152 <font class="keywordflow">if</font> (_LightSetupDirty)
+00153 <font class="comment">// Recompute light setup</font>
+00154 <a class="code" href="classNL3D_1_1CDriverGL.html#c10">cleanLightSetup</a> ();
+00155
+00156 <font class="comment">// Check light setup is good</font>
+00157 <a class="code" href="debug_8h.html#a6">nlassert</a> (<a class="code" href="classNL3D_1_1CDriverGL.html#o5">_LightSetupDirty</a>==<font class="keyword">false</font>);
+00158
+00159
+00160 <font class="comment">// Check if must update the modelViewMatrix</font>
+00161 <font class="keywordflow">if</font>( _ModelViewMatrixDirty )
+00162 {
+00163 <font class="comment">// By default, the first model matrix is active</font>
+00164 glLoadMatrixf( <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_ModelViewMatrix</a>.get() );
+00165 <font class="comment">// enable normalize if matrix has scale.</font>
+00166 <a class="code" href="classNL3D_1_1CDriverGL.html#c15">enableGlNormalize</a>( <a class="code" href="classNL3D_1_1CDriverGL.html#o13">_ModelViewMatrix</a>.hasScalePart() || <a class="code" href="classNL3D_1_1CDriverGL.html#o4">_ForceNormalize</a> );
+00167 <font class="comment">// clear.</font>
+00168 <a class="code" href="classNL3D_1_1CDriverGL.html#o6">_ModelViewMatrixDirty</a>= <font class="keyword">false</font>;
+00169 }
+00170
+00171 <font class="comment">// render setup is cleaned.</font>
+00172 <a class="code" href="classNL3D_1_1CDriverGL.html#o7">_RenderSetupDirty</a>= <font class="keyword">false</font>;
+00173 }
+00174
+00175
+00176 } <font class="comment">// NL3D</font>
+</pre></div>
+
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