mirror of
https://github.com/minetest/irrlicht.git
synced 2024-12-25 15:42:25 +01:00
66 lines
2.1 KiB
C
66 lines
2.1 KiB
C
|
// Copyright (C) 2002-2012 Nikolaus Gebhardt
|
||
|
// This file is part of the "Irrlicht Engine".
|
||
|
// For conditions of distribution and use, see copyright notice in irrlicht.h
|
||
|
|
||
|
#ifndef __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
|
||
|
#define __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
|
||
|
|
||
|
#include "ISceneNode.h"
|
||
|
|
||
|
namespace irr
|
||
|
{
|
||
|
namespace scene
|
||
|
{
|
||
|
class IMesh;
|
||
|
|
||
|
enum ESHADOWVOLUME_OPTIMIZATION
|
||
|
{
|
||
|
//! Create volumes around every triangle
|
||
|
ESV_NONE,
|
||
|
|
||
|
//! Create volumes only around the silhouette of the mesh
|
||
|
/** This can reduce the number of volumes drastically,
|
||
|
but will have an upfront-cost where it calculates adjacency of
|
||
|
triangles. Also it will not work with all models. Basically
|
||
|
if you see strange black shadow lines then you have a model
|
||
|
for which it won't work.
|
||
|
We get that information about adjacency by comparing the positions of
|
||
|
all edges in the mesh (even if they are in different meshbuffers). */
|
||
|
ESV_SILHOUETTE_BY_POS
|
||
|
};
|
||
|
|
||
|
//! Scene node for rendering a shadow volume into a stencil buffer.
|
||
|
class IShadowVolumeSceneNode : public ISceneNode
|
||
|
{
|
||
|
public:
|
||
|
|
||
|
//! constructor
|
||
|
IShadowVolumeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
|
||
|
: ISceneNode(parent, mgr, id) {}
|
||
|
|
||
|
//! 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) = 0;
|
||
|
|
||
|
//! Updates the shadow volumes for current light positions.
|
||
|
virtual void updateShadowVolumes() = 0;
|
||
|
|
||
|
//! Set optimization used to create shadow volumes
|
||
|
/** Default is ESV_SILHOUETTE_BY_POS. If the shadow
|
||
|
looks bad then give ESV_NONE a try (which will be slower).
|
||
|
Alternatively you can try to fix the model, it's often
|
||
|
because it's not closed (aka if you'd put water in it then
|
||
|
that would leak out). */
|
||
|
virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) = 0;
|
||
|
|
||
|
//! Get currently active optimization used to create shadow volumes
|
||
|
virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const = 0;
|
||
|
};
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif
|
||
|
|