SkyNode::SkyNode(const char* textureFile) : SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Sky, &Mat4x4::Identity) { m_Active = true; m_TextureBaseName = textureFile; }
RootNode::RootNode() : SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_0, &Mat4x4::Identity) { m_Children.reserve(RenderPass::RenderPass_Last); // split children into different groups shared_ptr<SceneNode> staticGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Static, &Mat4x4::Identity)); m_Children.push_back(staticGroup); shared_ptr<SceneNode> objectGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Object, &Mat4x4::Identity)); m_Children.push_back(objectGroup); shared_ptr<SceneNode> skyGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_Sky, &Mat4x4::Identity)); m_Children.push_back(skyGroup); shared_ptr<SceneNode> invisibleGroup(CB_NEW SceneNode(INVALID_GAMEOBJECT_ID, WeakBaseRenderComponentPtr(), RenderPass::RenderPass_NotRendered, &Mat4x4::Identity)); m_Children.push_back(staticGroup); }
RootNode::RootNode() : SceneNode(INVALID_ACTOR_ID, "Root", WeakBaseRenderComponentPtr(), RenderPass_0, &mat4x4()) { m_Children.reserve(RenderPass_Last); // Static Render Pass Group shared_ptr<SceneNode> StaticGroup(new SceneNode(INVALID_ACTOR_ID, "StaticGroup", WeakBaseRenderComponentPtr(), RenderPass_Static, &mat4x4())); m_Children.push_back(StaticGroup); // Actor Pass Group shared_ptr<SceneNode> ActorGroup(new SceneNode(INVALID_ACTOR_ID, "ActorGroup", WeakBaseRenderComponentPtr(), RenderPass_Actor, &mat4x4())); m_Children.push_back(ActorGroup); // Background Objects Render Pass Group shared_ptr<SceneNode> BackgroundGroup(new SceneNode(INVALID_ACTOR_ID, "BackgroundGroup", WeakBaseRenderComponentPtr(), RenderPass_Sky, &mat4x4())); m_Children.push_back(BackgroundGroup); // Hidden Objects Render Pass Group shared_ptr<SceneNode> HiddenGroup(new SceneNode(INVALID_ACTOR_ID, "HiddenGroup", WeakBaseRenderComponentPtr(), RenderPass_NotRendered, &mat4x4())); m_Children.push_back(HiddenGroup); }
//--------------------------------------------------------------------------------------------------------------------- // MeshRenderComponent //--------------------------------------------------------------------------------------------------------------------- shared_ptr<SceneNode> MeshRenderComponent::VCreateSceneNode(void) { m_pSceneNode = shared_ptr<SceneNode>(WE_NEW OpenGLSceneNode(m_pOwner->GetId(), "RenderComponentNode?", WeakBaseRenderComponentPtr(this), RenderPass_Actor, &glm::mat4x4())); return m_pSceneNode; }
// // SkyNode::SkyNode - Chapter 16, page 554 // SkyNode::SkyNode(const char *pTextureBaseName) : SceneNode(INVALID_ACTOR_ID, WeakBaseRenderComponentPtr(), RenderPass_Sky, &Mat4x4::g_Identity) , m_bActive(true) { m_textureBaseName = pTextureBaseName; }
// // SkyNode::SkyNode - Chapter 16, page 554 // SkyNode::SkyNode(shared_ptr<ResHandle> cubemap) : SceneNode(INVALID_ACTOR_ID, WeakBaseRenderComponentPtr(), RenderPass_Sky, &glm::mat4()) , m_bActive(true), m_Cubemap(cubemap) { }