irrlicht/source/Irrlicht/CShadowVolumeSceneNode.h

100 lines
3.0 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
#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
#include "IShadowVolumeSceneNode.h"
namespace irr
{
namespace scene
{
//! Scene node for rendering a shadow volume into a stencil buffer.
class CShadowVolumeSceneNode : public IShadowVolumeSceneNode
{
public:
//! constructor
CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr,
s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
//! destructor
virtual ~CShadowVolumeSceneNode();
//! Sets the mesh from which the shadow volume should be generated.
/** To optimize shadow rendering, use a simpler mesh for shadows.
*/
virtual void setShadowMesh(const IMesh* mesh) _IRR_OVERRIDE_;
//! Updates the shadow volumes for current light positions.
/** Called each render cycle from Animated Mesh SceneNode render method. */
virtual void updateShadowVolumes() _IRR_OVERRIDE_;
//! Set optimization used to create shadow volumes
/** Default is ESV_SILHOUETTE_BY_POS. If the shadow
looks bad then give ESV_NONE a try (which will be slower). */
virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) _IRR_OVERRIDE_;
//! Get currently active optimization used to create shadow volumes
virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const _IRR_OVERRIDE_
{
return Optimization;
}
//! pre render method
virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
//! renders the node.
virtual void render() _IRR_OVERRIDE_;
//! returns the axis aligned bounding box of this node
virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
//! Returns type of the scene node
virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SHADOW_VOLUME; }
private:
typedef core::array<core::vector3df> SShadowVolume;
void createShadowVolume(const core::vector3df& pos, bool isDirectional);
u32 createEdgesAndCaps(const core::vector3df& light, bool isDirectional, SShadowVolume* svp, core::aabbox3d<f32>* bb);
//! Generates adjacency information based on mesh indices.
void calculateAdjacency();
core::aabbox3d<f32> Box;
// a shadow volume for every light
core::array<SShadowVolume> ShadowVolumes;
// a back cap bounding box for every light
core::array<core::aabbox3d<f32> > ShadowBBox;
core::array<core::vector3df> Vertices;
core::array<u16> Indices;
core::array<u16> Adjacency;
core::array<u16> Edges;
// tells if face is front facing
core::array<bool> FaceData;
bool AdjacencyDirtyFlag;
const scene::IMesh* ShadowMesh;
u32 IndexCount;
u32 VertexCount;
u32 ShadowVolumesUsed;
f32 Infinity;
bool UseZFailMethod;
ESHADOWVOLUME_OPTIMIZATION Optimization;
};
} // end namespace scene
} // end namespace irr
#endif