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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6255 dfc29bdd-3216-0410-991c-e03cc46cb475
100 lines
3.0 KiB
C++
100 lines
3.0 KiB
C++
// Copyright (C) 2002-2012 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 IRR_C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED
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#define IRR_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(const IMesh* shadowMesh, 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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/** To optimize shadow rendering, use a simpler mesh for shadows.
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*/
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virtual void setShadowMesh(const IMesh* mesh) IRR_OVERRIDE;
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//! Updates the shadow volumes for current light positions.
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/** Called each render cycle from Animated Mesh SceneNode render method. */
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virtual void updateShadowVolumes() IRR_OVERRIDE;
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//! Set optimization used to create shadow volumes
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/** Default is ESV_SILHOUETTE_BY_POS. If the shadow
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looks bad then give ESV_NONE a try (which will be slower). */
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virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) IRR_OVERRIDE;
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//! Get currently active optimization used to create shadow volumes
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virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const IRR_OVERRIDE
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{
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return Optimization;
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}
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//! pre render method
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virtual void OnRegisterSceneNode() IRR_OVERRIDE;
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//! renders the node.
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virtual void render() IRR_OVERRIDE;
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//! returns the axis aligned bounding box of this node
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE;
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//! Returns type of the scene node
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virtual ESCENE_NODE_TYPE getType() const IRR_OVERRIDE { return ESNT_SHADOW_VOLUME; }
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private:
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typedef core::array<core::vector3df> SShadowVolume;
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void createShadowVolume(const core::vector3df& pos, bool isDirectional);
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u32 createEdgesAndCaps(const core::vector3df& light, bool isDirectional, SShadowVolume* svp, core::aabbox3d<f32>* bb);
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//! Generates adjacency information based on mesh indices.
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void calculateAdjacency();
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core::aabbox3d<f32> Box;
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// a shadow volume for every light
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core::array<SShadowVolume> ShadowVolumes;
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// a back cap bounding box for every light
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core::array<core::aabbox3d<f32> > ShadowBBox;
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core::array<core::vector3df> Vertices;
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core::array<u16> Indices;
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core::array<u16> Adjacency;
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core::array<u16> Edges;
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// tells if face is front facing
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core::array<bool> FaceData;
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bool AdjacencyDirtyFlag;
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const scene::IMesh* ShadowMesh;
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u32 IndexCount;
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u32 VertexCount;
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u32 ShadowVolumesUsed;
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f32 Infinity;
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bool UseZFailMethod;
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ESHADOWVOLUME_OPTIMIZATION Optimization;
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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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