// // Urho3D Engine // Copyright (c) 2008-2011 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "Precompiled.h" #include "Batch.h" #include "Camera.h" #include "Context.h" #include "Skybox.h" OBJECTTYPESTATIC(Skybox); Skybox::Skybox(Context* context) : StaticModel(context) { } Skybox::~Skybox() { } void Skybox::RegisterObject(Context* context) { context->RegisterFactory(); COPY_BASE_ATTRIBUTES(Skybox, StaticModel); } void Skybox::ProcessRayQuery(RayOctreeQuery& query, float initialDistance) { // Return no ray hits, as camera rays practically always originate within the bounding box, blocking any other results } void Skybox::UpdateDistance(const FrameInfo& frame) { distance_ = 0.0f; } void Skybox::GetBatch(const FrameInfo& frame, unsigned batchIndex, Batch& batch) { // Follow only the camera rotation, not position Matrix3x4 customView(Vector3::ZERO, frame.camera_->GetWorldRotation().Inverse(), Vector3::UNITY); customWorldTransform_ = customView * GetWorldTransform(); batch.distance_ = 0.0f; batch.geometry_ = geometries_[batchIndex][lodLevels_[batchIndex]]; batch.worldTransform_ = &customWorldTransform_; batch.overrideView_ = true; batch.material_ = materials_[batchIndex]; } void Skybox::OnWorldBoundingBoxUpdate() { // The skybox is supposed to be visible everywhere, so set a humongous bounding box worldBoundingBox_.Define(-M_LARGE_VALUE, M_LARGE_VALUE); }