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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& 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>
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