86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
// Copyright (C) 2002-2008 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
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#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
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#include "IShadowVolumeSceneNode.h"
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namespace irr
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{
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namespace scene
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{
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//! Scene node for rendering a shadow volume into a stencil buffer.
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class CShadowVolumeSceneNode : public IShadowVolumeSceneNode
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{
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public:
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//! constructor
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CShadowVolumeSceneNode(ISceneNode* parent, ISceneManager* mgr,
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s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
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//! destructor
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virtual ~CShadowVolumeSceneNode();
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//! sets the mesh from which the shadow volume should be generated.
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virtual void setMeshToRenderFrom(const IMesh* mesh);
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//! pre render method
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virtual void OnRegisterSceneNode();
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//! renders the node.
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virtual void render();
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; }
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private:
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struct SShadowVolume
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{
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core::vector3df* vertices;
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s32 count;
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s32 size;
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};
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void createShadowVolume(const core::vector3df& pos);
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void createZPassVolume(s32 faceCount, s32& numEdges, core::vector3df light, SShadowVolume* svp, bool caps);
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void createZFailVolume(s32 faceCount, s32& numEdges, const core::vector3df& light, SShadowVolume* svp);
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void addEdge(s32& numEdges, u16 v0, u16 v1);
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//! Generates adjacency information based on mesh indices.
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void calculateAdjacency(f32 epsilon=0.0001f);
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core::aabbox3d<f32> Box;
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u16* Indices;
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core::vector3df* Vertices;
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u16* Adjacency;
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bool* FaceData; // used for zfail method, if face is front facing
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bool UseZFailMethod;
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s32 IndexCountAllocated;
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s32 VertexCountAllocated;
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s32 IndexCount;
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s32 VertexCount;
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core::array<SShadowVolume> ShadowVolumes; // a shadow volume for every light
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s32 ShadowVolumesUsed;
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u16* Edges;
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s32 EdgeCount;
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f32 Infinity;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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