// Copyright (C) 2002-2007 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(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. virtual void setMeshToRenderFrom(IMesh* mesh); //! pre render method virtual void OnRegisterSceneNode(); //! renders the node. virtual void render(); //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const; //! returns the material based on the zero based index i. virtual video::SMaterial& getMaterial(u32 i); //! returns amount of materials used by this scene node. virtual u32 getMaterialCount(); //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; } private: struct SShadowVolume { core::vector3df* vertices; s32 count; s32 size; }; void createShadowVolume(const core::vector3df& pos); void createZPassVolume(s32 faceCount, s32& numEdges, core::vector3df light, SShadowVolume* svp, bool caps); void createZFailVolume(s32 faceCount, s32& numEdges, const core::vector3df& light, SShadowVolume* svp); void addEdge(s32& numEdges, u16 v0, u16 v1); //! Generates adjacency information based on mesh indices. void calculateAdjacency(f32 epsilon=0.0001f); core::aabbox3d Box; u16* Indices; core::vector3df* Vertices; u16* Adjacency; bool* FaceData; // used for zfail method, if face is front facing bool UseZFailMethod; s32 IndexCountAllocated; s32 VertexCountAllocated; s32 IndexCount; s32 VertexCount; core::array ShadowVolumes; // a shadow volume for every light s32 ShadowVolumesUsed; u16* Edges; s32 EdgeCount; f32 Infinity; }; } // end namespace scene } // end namespace irr #endif