92 lines
2.4 KiB
C++
92 lines
2.4 KiB
C++
// Copyright (C) 2002-2009 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);
|
|
|
|
//! Updates the shadow volumes for current light positions.
|
|
virtual void updateShadowVolumes();
|
|
|
|
//! 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 type of the scene node
|
|
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; }
|
|
|
|
private:
|
|
|
|
struct SShadowVolume
|
|
{
|
|
core::vector3df* vertices;
|
|
u32 count;
|
|
u32 size;
|
|
};
|
|
|
|
void createShadowVolume(const core::vector3df& pos);
|
|
void createZPassVolume(s32 faceCount, u32& numEdges, core::vector3df light, SShadowVolume* svp, bool caps);
|
|
void createZFailVolume(s32 faceCount, u32& numEdges, const core::vector3df& light, SShadowVolume* svp);
|
|
|
|
//! Generates adjacency information based on mesh indices.
|
|
void calculateAdjacency(f32 epsilon=0.0001f);
|
|
|
|
core::aabbox3d<f32> Box;
|
|
|
|
// a shadow volume for every light
|
|
core::array<SShadowVolume> ShadowVolumes;
|
|
|
|
core::array<core::vector3df> Vertices;
|
|
core::array<u16> Indices;
|
|
core::array<u16> Adjacency;
|
|
core::array<u16> Edges;
|
|
// used for zfail method, if face is front facing
|
|
core::array<bool> FaceData;
|
|
|
|
const scene::IMesh* ShadowMesh;
|
|
|
|
u32 IndexCount;
|
|
u32 VertexCount;
|
|
|
|
u32 ShadowVolumesUsed;
|
|
|
|
f32 Infinity;
|
|
|
|
bool UseZFailMethod;
|
|
};
|
|
|
|
} // end namespace scene
|
|
} // end namespace irr
|
|
|
|
#endif
|
|
|