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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>
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