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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5CameraModelPositionConstant.h"
#include "Wm5Camera.h"
#include "Wm5Visual.h"
using namespace Wm5;
WM5_IMPLEMENT_RTTI(Wm5, ShaderFloat, CameraModelPositionConstant);
WM5_IMPLEMENT_STREAM(CameraModelPositionConstant);
WM5_IMPLEMENT_FACTORY(CameraModelPositionConstant);
WM5_IMPLEMENT_DEFAULT_NAMES(ShaderFloat, CameraModelPositionConstant);
WM5_IMPLEMENT_DEFAULT_STREAM(ShaderFloat, CameraModelPositionConstant);
//----------------------------------------------------------------------------
CameraModelPositionConstant::CameraModelPositionConstant ()
:
ShaderFloat(1)
{
mAllowUpdater = true;
}
//----------------------------------------------------------------------------
CameraModelPositionConstant::~CameraModelPositionConstant ()
{
}
//----------------------------------------------------------------------------
void CameraModelPositionConstant::Update (const Visual* visual,
const Camera* camera)
{
const APoint& worldPosition = camera->GetPosition();
const HMatrix& worldInvMatrix = visual->WorldTransform.Inverse();
APoint modelPosition = worldInvMatrix*worldPosition;
const float* source = (const float*)modelPosition;
float* target = mData;
for (int i = 0; i < 4; ++i)
{
*target++ = *source++;
}
}
//----------------------------------------------------------------------------
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