Beispiel #1
0
void CParticleEmitterPoint::emitt(const irr::core::matrix4& transform, irr::core::list<Particle*>& particles, irr::core::list<Particle*>& particlepool, irr::u32 timeMs, irr::f32 diff, const irr::core::array<SParticleUV>& coords)
{
    if (doEmitt(diff))
    {
        emittParticleStandard(transform.getTranslation(), transform, particles, particlepool, timeMs, coords);
    }
}
Beispiel #2
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void STKAnimatedMesh::uploadJoints(const irr::core::matrix4& m,
                                   int joint, int offset)
{
    assert(offset != -1);
    glBindBuffer(GL_UNIFORM_BUFFER, SharedGPUObjects::getSkinningUBO());
    glBufferSubData(GL_UNIFORM_BUFFER, offset + joint * 16 * sizeof(float),
        16 * sizeof(float), m.pointer());
}
Beispiel #3
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void RainNode::simulate() {
	glUseProgram(SimulationProgram);
	const float time = irr_driver->getDevice()->getTimer()->getTime() / 90.0f;
	const irr::core::matrix4 viewm = irr_driver->getVideoDriver()->getTransform(irr::video::ETS_VIEW);
	const irr::core::vector3df campos = irr_driver->getSceneManager()->getActiveCamera()->getPosition();

	glEnable(GL_RASTERIZER_DISCARD);
	glEnableVertexAttribArray(0);
	glBindBuffer(GL_ARRAY_BUFFER, tfb_vertex_buffer[0]);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
	glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, tfb_vertex_buffer[1]);

	glUniformMatrix4fv(loc_viewm, 1, GL_FALSE, viewm.pointer());
	glUniform1f(loc_time, time);
	glUniform3f(loc_campos, campos.X, campos.Y, campos.Z);
	glBeginTransformFeedback(GL_POINTS);
	glDrawArrays(GL_POINTS, 0, count);
	glEndTransformFeedback();
	glDisable(GL_RASTERIZER_DISCARD);
}
void btTransformFromIrrlichtMatrix(const irr::core::matrix4& irrmat, btTransform &transform)
{
    transform.setIdentity();

    /*btScalar mat[16];

    for(irr::u32 i=0; i < 16; i++)
    {
        mat[i] = irrmat.pointer()[i];
    }*/

    transform.setFromOpenGLMatrix(irrmat.pointer());
    //transform.setFromOpenGLMatrix(mat);
}
Beispiel #5
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void btTransformFromIrrlichtMatrix(const irr::core::matrix4& irrmat, btTransform &transform)
{
    transform.setIdentity();

    transform.setFromOpenGLMatrix(irrmat.pointer());
}
Beispiel #6
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void btTransformToIrrlichtMatrix(const btTransform& worldTrans, irr::core::matrix4 &matr)
{
    worldTrans.getOpenGLMatrix(matr.pointer());
}
 static void setUniformsHelper(const std::vector<GLuint> &uniforms, const irr::core::matrix4 &mat, Args... arg)
 {
     glUniformMatrix4fv(uniforms[N], 1, GL_FALSE, mat.pointer());
     setUniformsHelper<N + 1>(uniforms, arg...);
 }
Beispiel #8
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void IrrlichtRenderTarget::unprojectPoint(const GeometryBuffer& buff,
                                             const glm::vec& p_in,
                                             glm::vec& p_out) const
{
    if (!d_matrixValid)
        updateMatrix();

    const IrrlichtGeometryBuffer& gb =
        static_cast<const IrrlichtGeometryBuffer&>(buff);

    const irr::f32 midx = d_area.getWidth() * 0.5f;
    const irr::f32 midy = d_area.getHeight() * 0.5f;

    // viewport matrix
    const irr::f32 vpmat_[] =
    {
        midx, 0, 0, 0,
        0, -midy, 0, 0,
        0, 0, 1, 0,
        d_area.left() + midx, d_area.top() + midy, 0, 1
    };
    irr::core::matrix4 vpmat;
    vpmat.setM(vpmat_);

    // matrices used for projecting and unprojecting points
    const irr::core::matrix4 proj(gb.getMatrix() * d_matrix * vpmat);
    irr::core::matrix4 unproj(proj);
    unproj.makeInverse();

    irr::core::vector3df in;

    // unproject the ends of the ray
    in.X = midx;
    in.Y = midy;
    in.Z = -d_viewDistance;
    irr::core::vector3df r1;
    unproj.transformVect(r1, in);
    in.X = p_in.d_x;
    in.Y = p_in.d_y;
    in.Z = 0;
    irr::core::vector3df r2;
    unproj.transformVect(r2, in);
    // calculate vector of picking ray
    const irr::core::vector3df rv(r1 - r2);

    // project points to orientate them with GeometryBuffer plane
    in.X = 0.0;
    in.Y = 0.0;
    irr::core::vector3df p1;
    proj.transformVect(p1, in);
    in.X = 1.0;
    in.Y = 0.0;
    irr::core::vector3df p2;
    proj.transformVect(p2, in);
    in.X = 0.0;
    in.Y = 1.0;
    irr::core::vector3df p3;
    proj.transformVect(p3, in);

    // calculate the plane normal
    const irr::core::vector3df pn((p2 - p1).crossProduct(p3 - p1));
    // calculate distance from origin
    const irr::f32 plen = pn.getLength();
    const irr::f32 dist = -(p1.X * (pn.X / plen) +
                            p1.Y * (pn.Y / plen) +
                            p1.Z * (pn.Z / plen));

    // calculate intersection of ray and plane
    const irr::f32 pn_dot_rv = pn.dotProduct(rv);
    const irr::f32 tmp = pn_dot_rv != 0.0 ?
                            (pn.dotProduct(r1) + dist) / pn_dot_rv :
                             0.0f;

    p_out.d_x = static_cast<float>(r1.X - rv.X * tmp) * d_viewDistance;
    p_out.d_y = static_cast<float>(r1.Y - rv.Y * tmp) * d_viewDistance;
}