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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 <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>
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