3d_viewer: Added a ceiling plane, similar to the floor plane.
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@ -864,6 +864,7 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWa
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const SFVEC3F centerBBox = containerBBox.GetCenter();
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// Floor triangles
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const float minZ = glm::min( containerBBox.Min().z,
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boardBBox.Min().z );
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@ -895,6 +896,27 @@ void C3D_RENDER_RAYTRACING::reload( REPORTER* aStatusTextReporter, REPORTER* aWa
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newTriangle1->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle2->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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// Ceiling triangles
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const float maxZ = glm::max( containerBBox.Max().z,
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boardBBox.Max().z );
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const SFVEC3F v5 = SFVEC3F( v1.x, v1.y, maxZ);
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const SFVEC3F v6 = SFVEC3F( v2.x, v2.y, maxZ);
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const SFVEC3F v7 = SFVEC3F( v3.x, v3.y, maxZ);
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const SFVEC3F v8 = SFVEC3F( v4.x, v4.y, maxZ);
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CTRIANGLE *newTriangle3 = new CTRIANGLE( v7, v6, v5 );
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CTRIANGLE *newTriangle4 = new CTRIANGLE( v5, v8, v7 );
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m_object_container.Add( newTriangle3 );
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m_object_container.Add( newTriangle4 );
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newTriangle3->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle4->SetMaterial( (const CMATERIAL *)&m_materials.m_Floor );
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newTriangle3->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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newTriangle4->SetColor( ConvertSRGBToLinear( (SFVEC3F)m_boardAdapter.m_BgColorTop ) );
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}
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}
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}
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