irrlicht/source/Irrlicht/CShadowVolumeSceneNode.h

92 lines
2.4 KiB
C++

// 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<f32>& 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<f32> 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<SShadowVolume> ShadowVolumes; // a shadow volume for every light
s32 ShadowVolumesUsed;
u16* Edges;
s32 EdgeCount;
f32 Infinity;
};
} // end namespace scene
} // end namespace irr
#endif