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author | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
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committer | neodarz <neodarz@neodarz.net> | 2018-08-11 20:21:34 +0200 |
commit | 0ea5fc66924303d1bf73ba283a383e2aadee02f2 (patch) | |
tree | 2568e71a7ccc44ec23b8bb3f0ff97fb6bf2ed709 /docs/doxygen/nel/driver__opengl__matrix_8cpp-source.html | |
download | nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.tar.xz nevrax-website-self-hostable-0ea5fc66924303d1bf73ba283a383e2aadee02f2.zip |
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BORDER=0></A> +</td><td><IMG SRC="http://www.nevrax.org/inc/img/pixel.gif" WIDTH="1" HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<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& mtx, <font class="keyword">const</font> CVector &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& 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& 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& 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> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |