irrlicht/source/Irrlicht/CShadowVolumeSceneNode.cpp
hybrid 0c0ee8be53 Add debug data switch for shadow scene nodes. With EDS_SKELETON and EDS_MESH_WIRE_OVERLAY one can draw the whole shadow volume (or just the wireframe of it) instead of just the shadow. Currently only implemented in the hw drivers.
Also fixed a somewhat slow way of not writing to color planes from alphablend(1,0) to proper colormask settings in d3d driver.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3964 dfc29bdd-3216-0410-991c-e03cc46cb475
2011-10-24 00:44:45 +00:00

358 lines
8.5 KiB
C++

// Copyright (C) 2002-2011 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "CShadowVolumeSceneNode.h"
#include "ISceneManager.h"
#include "IMesh.h"
#include "IVideoDriver.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),
ShadowMesh(0), IndexCount(0), VertexCount(0), ShadowVolumesUsed(0),
Infinity(infinity), UseZFailMethod(zfailmethod)
{
#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;
// 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);
}
else
{
ShadowVolumes.push_back(SShadowVolume());
svp = &ShadowVolumes.getLast();
}
svp->reallocate(IndexCount*5);
++ShadowVolumesUsed;
// We use triangle lists
Edges.set_used(IndexCount*2);
u32 numEdges = 0;
numEdges=createEdgesAndCaps(light, svp);
const core::vector3df ls = light * Infinity; // light scaled
// for all edges add the near->far quads
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]];
const core::vector3df v3(v1 - ls);
const core::vector3df v4(v2 - ls);
// 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);
}
}
#define IRR_USE_ADJACENCY
u32 CShadowVolumeSceneNode::createEdgesAndCaps(core::vector3df light,
SShadowVolume* svp)
{
u32 numEdges=0;
const u32 faceCount = IndexCount / 3;
light *= Infinity;
if (light == core::vector3df(0,0,0))
light = core::vector3df(0.0001f,0.0001f,0.0001f);
// Check every face if it is front or back facing the 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]];
FaceData[i]=core::triangle3df(v0,v1,v2).isFrontFacing(light);
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(v0);
svp->push_back(v2);
svp->push_back(v1);
// add back cap
svp->push_back(v0-light);
svp->push_back(v1-light);
svp->push_back(v2-light);
}
}
// 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];
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
#ifdef IRR_USE_ADJACENCY
if (adj0 == i || FaceData[adj0] == false)
#endif
{
// add edge v0-v1
Edges[2*numEdges+0] = wFace0;
Edges[2*numEdges+1] = wFace1;
++numEdges;
}
#ifdef IRR_USE_ADJACENCY
if (adj1 == i || FaceData[adj1] == false)
#endif
{
// add edge v1-v2
Edges[2*numEdges+0] = wFace1;
Edges[2*numEdges+1] = wFace2;
++numEdges;
}
#ifdef IRR_USE_ADJACENCY
if (adj2 == i || FaceData[adj2] == false)
#endif
{
// 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;
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 lights = SceneManager->getVideoDriver()->getDynamicLightCount();
if (!lights)
return;
// calculate total amount of vertices and indices
VertexCount = 0;
IndexCount = 0;
ShadowVolumesUsed = 0;
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);
totalIndices += buf->getIndexCount();
totalVertices += buf->getVertexCount();
}
// allocate memory if necessary
Vertices.set_used(totalVertices);
Indices.set_used(totalIndices);
FaceData.set_used(totalIndices / 3);
// copy mesh
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)
calculateAdjacency();
core::matrix4 mat = Parent->getAbsoluteTransformation();
mat.makeInverse();
const core::vector3df parentpos = Parent->getAbsolutePosition();
// TODO: Only correct for point lights.
for (i=0; i<lights; ++i)
{
const video::SLight& dl = SceneManager->getVideoDriver()->getDynamicLight(i);
core::vector3df lpos = dl.Position;
if (dl.CastShadows &&
fabs((lpos - parentpos).getLengthSQ()) <= (dl.Radius*dl.Radius*4.0f))
{
mat.transformVect(lpos);
createShadowVolume(lpos);
}
}
}
//! 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());
for (u32 i=0; i<ShadowVolumesUsed; ++i)
{
driver->drawStencilShadowVolume(ShadowVolumes[i], 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()
{
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