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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>landscape_model.cpp</h1><a href="landscape__model_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="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include &lt;vector&gt;</font>
+00029 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="landscape__model_8h.html">3d/landscape_model.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="landscape_8h.html">3d/landscape.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="cluster_8h.html">3d/cluster.h</a>"</font>
+00033 <font class="preprocessor">#include "<a class="code" href="scene_8h.html">3d/scene.h</a>"</font>
+00034 <font class="preprocessor">#include "<a class="code" href="light__trav_8h.html">3d/light_trav.h</a>"</font>
+00035 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00036 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00037
+<a name="l00038"></a><a class="code" href="landscape__model_8cpp.html#a0">00038</a> <font class="preprocessor">#define NL3D_MEM_LANDSCAPE NL_ALLOC_CONTEXT( 3dLand )</font>
+00039 <font class="preprocessor"></font>
+00040 <font class="keyword">namespace </font>NL3D
+00041 {
+00042
+00043
+00044
+00045 <font class="comment">// ***************************************************************************</font>
+<a name="l00046"></a><a class="code" href="classNL3D_1_1CLandscapeModel.html#d0">00046</a> <font class="keywordtype">void</font> CLandscapeModel::registerBasic()
+00047 {
+00048 CMOT::registerModel(<a class="code" href="namespaceNL3D.html#a72">LandscapeModelId</a>, <a class="code" href="namespaceNL3D.html#a276">TransformId</a>, CLandscapeModel::creator);
+00049 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a25">ClipTravId</a>, <a class="code" href="namespaceNL3D.html#a72">LandscapeModelId</a>, CLandscapeClipObs::creator);
+00050 CMOT::registerObs(<a class="code" href="namespaceNL3D.html#a232">RenderTravId</a>, <a class="code" href="namespaceNL3D.html#a72">LandscapeModelId</a>, CLandscapeRenderObs::creator);
+00051 }
+00052
+00053
+00054 <font class="comment">// ***************************************************************************</font>
+<a name="l00055"></a><a class="code" href="classNL3D_1_1CLandscapeModel.html#b0">00055</a> CLandscapeModel::CLandscapeModel()
+00056 {
+00057 <a class="code" href="classNL3D_1_1CLandscapeModel.html#m0">Landscape</a>.init();
+00058 <a class="code" href="classNL3D_1_1CLandscapeModel.html#o0">_ActiveAdditive</a>=<font class="keyword">false</font>;
+00059 <a class="code" href="classNL3D_1_1CLandscapeModel.html#o1">_Additive</a>=1.f;
+00060
+00061 <font class="comment">// The model is renderable</font>
+00062 CTransform::setIsRenderable(<font class="keyword">true</font>);
+00063 }
+00064
+00065
+00066 <font class="comment">// ***************************************************************************</font>
+<a name="l00067"></a><a class="code" href="classNL3D_1_1CLandscapeModel.html#a4">00067</a> <font class="keywordtype">void</font> CLandscapeModel::initModel()
+00068 {
+00069 CTransform::initModel();
+00070
+00071 <font class="comment">// After creating the landscape (and so the VegetableManager in the ctor).</font>
+00072 <font class="comment">// we must init correclty the VegetableManager.</font>
+00073 <a class="code" href="classNL3D_1_1CLandscapeModel.html#m0">Landscape</a>.createVegetableBlendLayersModels(safe_cast&lt;CScene*&gt;(<a class="code" href="classNL3D_1_1IModel.html#n3">_OwnerMot</a>));
+00074 }
+00075
+00076
+00077 <font class="comment">// ***************************************************************************</font>
+<a name="l00078"></a><a class="code" href="classNL3D_1_1CLandscapeClipObs.html#a0">00078</a> <font class="keywordtype">void</font> CLandscapeClipObs::init()
+00079 {
+00080 CTransformClipObs::init();
+00081
+00082 <font class="comment">// Enable the landscape to be clipped by the Cluster System.</font>
+00083 CClipTrav *clipTrav= (CClipTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
+00084 clipTrav-&gt;unlink(NULL, <a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>);
+00085 clipTrav-&gt;link(clipTrav-&gt;RootCluster, <a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>);
+00086 }
+00087
+00088 <font class="comment">// ***************************************************************************</font>
+<a name="l00089"></a><a class="code" href="classNL3D_1_1CLandscapeClipObs.html#a1">00089</a> <font class="keywordtype">bool</font> CLandscapeClipObs::clip(IBaseClipObs *caller)
+00090 {
+00091 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Landscape_Clip );
+00092
+00093 CLandscapeModel *landModel= (CLandscapeModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
+00094 CClipTrav *clipTrav= (CClipTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
+00095
+00096 <font class="comment">// Before Landscape clip, must setup Driver, for good VB allocation.</font>
+00097 landModel-&gt;Landscape.setDriver(clipTrav-&gt;RenderTrav-&gt;getDriver());
+00098
+00099 <font class="comment">// Use the unClipped pyramid (not changed by cluster System).</font>
+00100 vector&lt;CPlane&gt; &amp;pyramid= clipTrav-&gt;WorldFrustumPyramid;
+00101
+00102 <font class="comment">// We are sure that pyramid has normalized plane normals.</font>
+00103 landModel-&gt;Landscape.clip(clipTrav-&gt;CamPos, pyramid);
+00104
+00105 <font class="comment">// Yes, this is ugly, but the clip pass is finished in render(), for clipping TessBlocks.</font>
+00106 <font class="comment">// This saves an other Landscape patch traversal, so this is faster...</font>
+00107 <font class="comment">// Order them in order which clip faster (first horizontal, then vertical).</font>
+00108 landModel-&gt;CurrentPyramid[0]= pyramid[<a class="code" href="clip__trav_8h.html#a2">NL3D_CLIP_PLANE_LEFT</a>];
+00109 landModel-&gt;CurrentPyramid[1]= pyramid[<a class="code" href="clip__trav_8h.html#a4">NL3D_CLIP_PLANE_RIGHT</a>];
+00110 landModel-&gt;CurrentPyramid[2]= pyramid[<a class="code" href="clip__trav_8h.html#a3">NL3D_CLIP_PLANE_TOP</a>];
+00111 landModel-&gt;CurrentPyramid[3]= pyramid[<a class="code" href="clip__trav_8h.html#a5">NL3D_CLIP_PLANE_BOTTOM</a>];
+00112 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="tess__block_8h.html#a0">NL3D_TESSBLOCK_NUM_CLIP_PLANE</a>==4);
+00113
+00114 <font class="comment">// Well, always visible....</font>
+00115 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00116 }
+00117
+00118 <font class="comment">// ***************************************************************************</font>
+<a name="l00119"></a><a class="code" href="classNL3D_1_1CLandscapeRenderObs.html#a0">00119</a> <font class="keywordtype">void</font> CLandscapeRenderObs::traverse(IObs *caller)
+00120 {
+00121 <a class="code" href="landscape__model_8cpp.html#a0">NL3D_MEM_LANDSCAPE</a>
+00122
+00123 CLandscapeModel *landModel= (CLandscapeModel*)<a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>;
+00124
+00125 CRenderTrav *trav= (CRenderTrav*)<a class="code" href="classNL3D_1_1IObs.html#m1">Trav</a>;
+00126
+00127 <font class="comment">// Change the landscape cetner. All Geomorphed pos (in VertexBuffer only or during VertexProgram)</font>
+00128 <font class="comment">// substract this position.</font>
+00129 landModel-&gt;Landscape.setPZBModelPosition(trav-&gt;CamPos);
+00130
+00131 <font class="comment">// setup the model matrix</font>
+00132 CMatrix m;
+00133 m.identity();
+00134 <font class="comment">// ZBuffer Precion: set the modelMatrix to the current landscape PZBModelPosition.</font>
+00135 <font class="comment">// NB: don't use trav-&gt;CamPos directly because setPZBModelPosition() may modify the position</font>
+00136 m.setPos(landModel-&gt;Landscape.getPZBModelPosition());
+00137 trav-&gt;getDriver()-&gt;setupModelMatrix(m);
+00138
+00139
+00140 <font class="comment">// Scene Time/Lighting Mgt.</font>
+00141 CScene *scene= dynamic_cast&lt;CScene*&gt;(landModel-&gt;_OwnerMot);
+00142 <font class="keywordflow">if</font>(scene)
+00143 {
+00144 <font class="comment">// For vegetable, set the animation Time.</font>
+00145 landModel-&gt;Landscape.setVegetableTime(scene-&gt;getCurrentTime());
+00146
+00147 <font class="comment">// For vegetable updateLighting, set the system Time.</font>
+00148 landModel-&gt;Landscape.setVegetableUpdateLightingTime(scene-&gt;getCurrentSystemTime());
+00149
+00150 <font class="comment">// updateLighting</font>
+00151 <a class="code" href="hierarchical__timer_8h.html#a2">H_BEFORE</a>( NL3D_Landscape_UpdateLighting );
+00152 landModel-&gt;Landscape.updateLighting(scene-&gt;getCurrentSystemTime());
+00153 <a class="code" href="hierarchical__timer_8h.html#a3">H_AFTER</a>( NL3D_Landscape_UpdateLighting );
+00154
+00155 <font class="comment">// if SceneLighting enabled</font>
+00156 <font class="keywordflow">if</font>(scene-&gt;isLightingSystemEnabled())
+00157 {
+00158 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_Landscape_DynamicLighting );
+00159
+00160 <font class="comment">// For vegetable, set the lighting </font>
+00161 landModel-&gt;Landscape.setupVegetableLighting(scene-&gt;getSunAmbient(), scene-&gt;getSunDiffuse(),
+00162 scene-&gt;getSunDirection());
+00163
+00164 <font class="comment">// Landscape dynamic lighting: get all pointLights from scene and light landscape with them.</font>
+00165 IBaseLightObs *lightObs= static_cast&lt;IBaseLightObs*&gt;(landModel-&gt;_LightObs);
+00166 <font class="comment">// current visible Dynamic light list are registered in LightTrav::LightingManager</font>
+00167 CLightTrav *lightTrav= (CLightTrav*)lightObs-&gt;Trav;
+00168 <font class="comment">// Get all dynamic light list, and light landscape with it.</font>
+00169 landModel-&gt;Landscape.computeDynamicLighting(lightTrav-&gt;LightingManager.getAllDynamicLightList());
+00170 }
+00171 }
+00172
+00173 <font class="comment">// First, refine.</font>
+00174 <a class="code" href="hierarchical__timer_8h.html#a2">H_BEFORE</a>( NL3D_Landscape_Refine );
+00175 landModel-&gt;Landscape.refine(trav-&gt;CamPos);
+00176 <a class="code" href="hierarchical__timer_8h.html#a3">H_AFTER</a>( NL3D_Landscape_Refine );
+00177
+00178 <font class="comment">// then render.</font>
+00179 <a class="code" href="hierarchical__timer_8h.html#a2">H_BEFORE</a>( NL3D_Landscape_Render );
+00180 landModel-&gt;Landscape.render(trav-&gt;CamPos, trav-&gt;CamLook, landModel-&gt;CurrentPyramid, landModel-&gt;isAdditive ());
+00181 <a class="code" href="hierarchical__timer_8h.html#a3">H_AFTER</a>( NL3D_Landscape_Render );
+00182 }
+00183
+00184
+00185
+00186 } <font class="comment">// NL3D</font>
+</pre></div>
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