irrlicht/source/Irrlicht/CShadowVolumeSceneNode.cpp

532 lines
14 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
#include "CShadowVolumeSceneNode.h"
#include "ISceneManager.h"
#include "IMesh.h"
#include "IVideoDriver.h"
#include "ICameraSceneNode.h"
#include "SViewFrustum.h"
#include "SLight.h"
#include "os.h"
namespace irr
{
namespace scene
{
//! constructor
CShadowVolumeSceneNode::CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent,
ISceneManager* mgr, s32 id, bool zfailmethod, f32 infinity)
: IShadowVolumeSceneNode(parent, mgr, id),
AdjacencyDirtyFlag(true),
ShadowMesh(0), IndexCount(0), VertexCount(0), ShadowVolumesUsed(0),
Infinity(infinity), UseZFailMethod(zfailmethod), Optimization(ESV_SILHOUETTE_BY_POS)
{
#ifdef _DEBUG
setDebugName("CShadowVolumeSceneNode");
#endif
setShadowMesh(shadowMesh);
setAutomaticCulling(scene::EAC_OFF);
}
//! destructor
CShadowVolumeSceneNode::~CShadowVolumeSceneNode()
{
if (ShadowMesh)
ShadowMesh->drop();
}
void CShadowVolumeSceneNode::createShadowVolume(const core::vector3df& light, bool isDirectional)
{
SShadowVolume* svp = 0;
core::aabbox3d<f32>* bb = 0;
// builds the shadow volume and adds it to the shadow volume list.
if (ShadowVolumes.size() > ShadowVolumesUsed)
{
// get the next unused buffer
svp = &ShadowVolumes[ShadowVolumesUsed];
svp->set_used(0);
bb = &ShadowBBox[ShadowVolumesUsed];
}
else
{
ShadowVolumes.push_back(SShadowVolume());
svp = &ShadowVolumes.getLast();
ShadowBBox.push_back(core::aabbox3d<f32>());
bb = &ShadowBBox.getLast();
}
svp->reallocate(IndexCount*5);
++ShadowVolumesUsed;
// We use triangle lists
Edges.set_used(IndexCount*2);
u32 numEdges = 0;
numEdges=createEdgesAndCaps(light, isDirectional, svp, bb);
// for all edges add the near->far quads
core::vector3df lightDir1(light*Infinity);
core::vector3df lightDir2(light*Infinity);
for (u32 i=0; i<numEdges; ++i)
{
const core::vector3df &v1 = Vertices[Edges[2*i+0]];
const core::vector3df &v2 = Vertices[Edges[2*i+1]];
if ( !isDirectional )
{
lightDir1 = (v1 - light).normalize()*Infinity;
lightDir2 = (v2 - light).normalize()*Infinity;
}
const core::vector3df v3(v1+lightDir1);
const core::vector3df v4(v2+lightDir2);
// Add a quad (two triangles) to the vertex list
#ifdef _DEBUG
if (svp->size() >= svp->allocated_size()-5)
os::Printer::log("Allocation too small.", ELL_DEBUG);
#endif
svp->push_back(v1);
svp->push_back(v2);
svp->push_back(v3);
svp->push_back(v2);
svp->push_back(v4);
svp->push_back(v3);
}
}
// TODO.
// Not sure what's going on. Either FaceData should mean the opposite and true should mean facing away from light
// or I'm missing something else. Anyway - when not setting this then Shadows will look wrong on Burnings driver
// while they seem to look OK on first view either way on other drivers. Only tested with z-fail so far.
// Maybe errors only show up close to near/far plane on other drivers as otherwise the stencil-buffer-count
// is probably ending up with same value anyway
#define IRR_USE_REVERSE_EXTRUDED
u32 CShadowVolumeSceneNode::createEdgesAndCaps(const core::vector3df& light, bool isDirectional,
SShadowVolume* svp, core::aabbox3d<f32>* bb)
{
u32 numEdges=0;
const u32 faceCount = IndexCount / 3;
if(faceCount >= 1)
bb->reset(Vertices[Indices[0]]);
else
bb->reset(0,0,0);
// Check every face if it is front or back facing the light.
core::vector3df lightDir0(light);
core::vector3df lightDir1(light);
core::vector3df lightDir2(light);
for (u32 i=0; i<faceCount; ++i)
{
const core::vector3df v0 = Vertices[Indices[3*i+0]];
const core::vector3df v1 = Vertices[Indices[3*i+1]];
const core::vector3df v2 = Vertices[Indices[3*i+2]];
if ( !isDirectional )
{
lightDir0 = (v0-light).normalize();
}
#ifdef IRR_USE_REVERSE_EXTRUDED
FaceData[i]=core::triangle3df(v2,v1,v0).isFrontFacing(lightDir0); // actually the back-facing polygons
#else
FaceData[i]=core::triangle3df(v0,v1,v2).isFrontFacing(lightDir0);
#endif
#if 0 // Useful for internal debugging & testing. Show all the faces in the light.
if ( FaceData[i] )
{
video::SMaterial m;
m.Lighting = false;
SceneManager->getVideoDriver()->setMaterial(m);
#ifdef IRR_USE_REVERSE_EXTRUDED
SceneManager->getVideoDriver()->draw3DTriangle(core::triangle3df(v0+lightDir0,v1+lightDir0,v2+lightDir0), irr::video::SColor(255,255, 0, 0));
#else
SceneManager->getVideoDriver()->draw3DTriangle(core::triangle3df(v0-lightDir0,v1-lightDir0,v2-lightDir0), irr::video::SColor(255,255, 0, 0));
#endif
}
#endif
if (UseZFailMethod && FaceData[i])
{
#ifdef _DEBUG
if (svp->size() >= svp->allocated_size()-5)
os::Printer::log("Allocation too small.", ELL_DEBUG);
#endif
// add front cap from light-facing faces
svp->push_back(v2);
svp->push_back(v1);
svp->push_back(v0);
// add back cap
if ( !isDirectional )
{
lightDir1 = (v1-light).normalize();
lightDir2 = (v2-light).normalize();
}
const core::vector3df i0 = v0+lightDir0*Infinity;
const core::vector3df i1 = v1+lightDir1*Infinity;
const core::vector3df i2 = v2+lightDir2*Infinity;
svp->push_back(i0);
svp->push_back(i1);
svp->push_back(i2);
bb->addInternalPoint(i0);
bb->addInternalPoint(i1);
bb->addInternalPoint(i2);
}
}
// Create edges
for (u32 i=0; i<faceCount; ++i)
{
// check all front facing faces
if (FaceData[i] == true)
{
const u16 wFace0 = Indices[3*i+0];
const u16 wFace1 = Indices[3*i+1];
const u16 wFace2 = Indices[3*i+2];
if ( Optimization == ESV_NONE )
{
// add edge v0-v1
Edges[2*numEdges+0] = wFace0;
Edges[2*numEdges+1] = wFace1;
++numEdges;
// add edge v1-v2
Edges[2*numEdges+0] = wFace1;
Edges[2*numEdges+1] = wFace2;
++numEdges;
// add edge v2-v0
Edges[2*numEdges+0] = wFace2;
Edges[2*numEdges+1] = wFace0;
++numEdges;
}
else
{
const u16 adj0 = Adjacency[3*i+0];
const u16 adj1 = Adjacency[3*i+1];
const u16 adj2 = Adjacency[3*i+2];
// add edges if face is adjacent to back-facing face
// or if no adjacent face was found
if (adj0 == i || FaceData[adj0] == false)
{
// add edge v0-v1
Edges[2*numEdges+0] = wFace0;
Edges[2*numEdges+1] = wFace1;
++numEdges;
}
if (adj1 == i || FaceData[adj1] == false)
{
// add edge v1-v2
Edges[2*numEdges+0] = wFace1;
Edges[2*numEdges+1] = wFace2;
++numEdges;
}
if (adj2 == i || FaceData[adj2] == false)
{
// add edge v2-v0
Edges[2*numEdges+0] = wFace2;
Edges[2*numEdges+1] = wFace0;
++numEdges;
}
}
}
}
return numEdges;
}
void CShadowVolumeSceneNode::setShadowMesh(const IMesh* mesh)
{
if (ShadowMesh == mesh)
return;
if (ShadowMesh)
ShadowMesh->drop();
ShadowMesh = mesh;
if (ShadowMesh)
{
ShadowMesh->grab();
Box = ShadowMesh->getBoundingBox();
}
}
void CShadowVolumeSceneNode::updateShadowVolumes()
{
const u32 oldIndexCount = IndexCount;
const u32 oldVertexCount = VertexCount;
VertexCount = 0;
IndexCount = 0;
ShadowVolumesUsed = 0;
const IMesh* const mesh = ShadowMesh;
if (!mesh)
return;
// create as much shadow volumes as there are lights but
// do not ignore the max light settings.
const u32 lightCount = SceneManager->getVideoDriver()->getDynamicLightCount();
if (!lightCount)
return;
// calculate total amount of vertices and indices
u32 i;
u32 totalVertices = 0;
u32 totalIndices = 0;
const u32 bufcnt = mesh->getMeshBufferCount();
for (i=0; i<bufcnt; ++i)
{
const IMeshBuffer* buf = mesh->getMeshBuffer(i);
if ( buf->getIndexType() == video::EIT_16BIT
&& buf->getPrimitiveType() == scene::EPT_TRIANGLES )
{
totalIndices += buf->getIndexCount();
totalVertices += buf->getVertexCount();
}
else
{
os::Printer::log("ShadowVolumeSceneNode only supports meshbuffers with 16 bit indices and triangles", ELL_WARNING);
return;
}
}
if ( totalIndices != (u32)(u16)totalIndices)
{
// We could switch to 32-bit indices, not much work and just bit of extra memory (< 192k) per shadow volume.
// If anyone ever complains and really needs that just switch it. But huge shadows are usually a bad idea as they will be slow.
os::Printer::log("ShadowVolumeSceneNode does not yet support shadowvolumes which need more than 16 bit indices", ELL_WARNING);
return;
}
// allocate memory if necessary
Vertices.set_used(totalVertices);
Indices.set_used(totalIndices);
FaceData.set_used(totalIndices / 3);
// copy mesh
// (could speed this up for static meshes by adding some user flag to prevents copying)
for (i=0; i<bufcnt; ++i)
{
const IMeshBuffer* buf = mesh->getMeshBuffer(i);
const u16* idxp = buf->getIndices();
const u16* idxpend = idxp + buf->getIndexCount();
for (; idxp!=idxpend; ++idxp)
Indices[IndexCount++] = *idxp + VertexCount;
const u32 vtxcnt = buf->getVertexCount();
for (u32 j=0; j<vtxcnt; ++j)
Vertices[VertexCount++] = buf->getPosition(j);
}
// recalculate adjacency if necessary
if (oldVertexCount != VertexCount || oldIndexCount != IndexCount || AdjacencyDirtyFlag)
calculateAdjacency();
core::matrix4 matInv(Parent->getAbsoluteTransformation());
matInv.makeInverse();
core::matrix4 matTransp(Parent->getAbsoluteTransformation(), core::matrix4::EM4CONST_TRANSPOSED);
const core::vector3df parentpos = Parent->getAbsolutePosition();
for (i=0; i<lightCount; ++i)
{
const video::SLight& dl = SceneManager->getVideoDriver()->getDynamicLight(i);
if ( dl.Type == video::ELT_DIRECTIONAL )
{
core::vector3df ldir(dl.Direction);
matTransp.transformVect(ldir);
createShadowVolume(ldir, true);
}
else
{
core::vector3df lpos(dl.Position);
if (dl.CastShadows &&
fabs((lpos - parentpos).getLengthSQ()) <= (dl.Radius*dl.Radius*4.0f))
{
matInv.transformVect(lpos);
createShadowVolume(lpos, false);
}
}
}
}
void CShadowVolumeSceneNode::setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization)
{
if ( Optimization != optimization )
{
Optimization = optimization;
AdjacencyDirtyFlag = true;
}
}
//! pre render method
void CShadowVolumeSceneNode::OnRegisterSceneNode()
{
if (IsVisible)
{
SceneManager->registerNodeForRendering(this, scene::ESNRP_SHADOW);
ISceneNode::OnRegisterSceneNode();
}
}
//! renders the node.
void CShadowVolumeSceneNode::render()
{
video::IVideoDriver* driver = SceneManager->getVideoDriver();
if (!ShadowVolumesUsed || !driver)
return;
driver->setTransform(video::ETS_WORLD, Parent->getAbsoluteTransformation());
bool checkFarPlaneClipping = UseZFailMethod && !driver->queryFeature(video::EVDF_DEPTH_CLAMP);
// get camera frustum converted to local coordinates when we have to check for far plane clipping
SViewFrustum frust;
if ( checkFarPlaneClipping )
{
const irr::scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
if ( camera )
{
frust = *camera->getViewFrustum();
core::matrix4 invTrans(Parent->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
frust.transform(invTrans);
}
else
checkFarPlaneClipping = false;
}
for (u32 i=0; i<ShadowVolumesUsed; ++i)
{
bool drawShadow = true;
if (checkFarPlaneClipping)
{
// Disable shadows drawing, when back cap is behind of ZFar plane.
// TODO: Using infinite projection matrices instead is said to work better
// as then we wouldn't fail when the shadow clip the far plane.
// I couldn't get it working (and neither anyone before me it seems).
// Anyone who can figure it out is welcome to provide a patch.
core::vector3df edges[8];
ShadowBBox[i].getEdges(edges);
for(int j = 0; j < 8; ++j)
{
if (frust.planes[scene::SViewFrustum::VF_FAR_PLANE].classifyPointRelation(edges[j]) == core::ISREL3D_FRONT)
{
drawShadow = false;
break;
}
}
}
if(drawShadow)
driver->drawStencilShadowVolume(ShadowVolumes[i], UseZFailMethod, DebugDataVisible);
else
{
// TODO: For some reason (not yet further investigated), Direct3D needs a call to drawStencilShadowVolume
// even if we have nothing to draw here to set the renderstate into a StencilShadowMode.
// If that's not done it has effect on further render calls.
core::array<core::vector3df> triangles;
driver->drawStencilShadowVolume(triangles, UseZFailMethod, DebugDataVisible);
}
}
}
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CShadowVolumeSceneNode::getBoundingBox() const
{
return Box;
}
//! Generates adjacency information based on mesh indices.
void CShadowVolumeSceneNode::calculateAdjacency()
{
AdjacencyDirtyFlag = false;
if ( Optimization == ESV_NONE )
{
Adjacency.clear();
}
else if ( Optimization == ESV_SILHOUETTE_BY_POS )
{
Adjacency.set_used(IndexCount);
// go through all faces and fetch their three neighbours
for (u32 f=0; f<IndexCount; f+=3)
{
for (u32 edge = 0; edge<3; ++edge)
{
const core::vector3df& v1 = Vertices[Indices[f+edge]];
const core::vector3df& v2 = Vertices[Indices[f+((edge+1)%3)]];
// now we search an_O_ther _F_ace with these two
// vertices, which is not the current face.
u32 of;
for (of=0; of<IndexCount; of+=3)
{
// only other faces
if (of != f)
{
bool cnt1 = false;
bool cnt2 = false;
for (s32 e=0; e<3; ++e)
{
if (v1.equals(Vertices[Indices[of+e]]))
cnt1=true;
if (v2.equals(Vertices[Indices[of+e]]))
cnt2=true;
}
// one match for each vertex, i.e. edge is the same
if (cnt1 && cnt2)
break;
}
}
// no adjacent edges -> store face number, else store adjacent face
if (of >= IndexCount)
Adjacency[f + edge] = f/3;
else
Adjacency[f + edge] = of/3;
}
}
}
}
} // end namespace scene
} // end namespace irr
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_