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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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