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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>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 <vector></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<CScene*>(<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->unlink(NULL, <a class="code" href="classNL3D_1_1IObs.html#m0">Model</a>); +00085 clipTrav->link(clipTrav->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->Landscape.setDriver(clipTrav->RenderTrav->getDriver()); +00098 +00099 <font class="comment">// Use the unClipped pyramid (not changed by cluster System).</font> +00100 vector<CPlane> &pyramid= clipTrav->WorldFrustumPyramid; +00101 +00102 <font class="comment">// We are sure that pyramid has normalized plane normals.</font> +00103 landModel->Landscape.clip(clipTrav->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->CurrentPyramid[0]= pyramid[<a class="code" href="clip__trav_8h.html#a2">NL3D_CLIP_PLANE_LEFT</a>]; +00109 landModel->CurrentPyramid[1]= pyramid[<a class="code" href="clip__trav_8h.html#a4">NL3D_CLIP_PLANE_RIGHT</a>]; +00110 landModel->CurrentPyramid[2]= pyramid[<a class="code" href="clip__trav_8h.html#a3">NL3D_CLIP_PLANE_TOP</a>]; +00111 landModel->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->Landscape.setPZBModelPosition(trav->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->CamPos directly because setPZBModelPosition() may modify the position</font> +00136 m.setPos(landModel->Landscape.getPZBModelPosition()); +00137 trav->getDriver()->setupModelMatrix(m); +00138 +00139 +00140 <font class="comment">// Scene Time/Lighting Mgt.</font> +00141 CScene *scene= dynamic_cast<CScene*>(landModel->_OwnerMot); +00142 <font class="keywordflow">if</font>(scene) +00143 { +00144 <font class="comment">// For vegetable, set the animation Time.</font> +00145 landModel->Landscape.setVegetableTime(scene->getCurrentTime()); +00146 +00147 <font class="comment">// For vegetable updateLighting, set the system Time.</font> +00148 landModel->Landscape.setVegetableUpdateLightingTime(scene->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->Landscape.updateLighting(scene->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->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->Landscape.setupVegetableLighting(scene->getSunAmbient(), scene->getSunDiffuse(), +00162 scene->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<IBaseLightObs*>(landModel->_LightObs); +00166 <font class="comment">// current visible Dynamic light list are registered in LightTrav::LightingManager</font> +00167 CLightTrav *lightTrav= (CLightTrav*)lightObs->Trav; +00168 <font class="comment">// Get all dynamic light list, and light landscape with it.</font> +00169 landModel->Landscape.computeDynamicLighting(lightTrav->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->Landscape.refine(trav->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->Landscape.render(trav->CamPos, trav->CamLook, landModel->CurrentPyramid, landModel->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> + +<!-- 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> |