1 | /*
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2 | -----------------------------------------------------------------------------
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3 | This source file is part of OGRE
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4 | (Object-oriented Graphics Rendering Engine)
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5 | For the latest info, see http://www.ogre3d.org/
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6 |
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7 | Copyright (c) 2000-2005 The OGRE Team
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8 | Also see acknowledgements in Readme.html
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9 |
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10 | This program is free software; you can redistribute it and/or modify it under
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11 | the terms of the GNU Lesser General Public License as published by the Free Software
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12 | Foundation; either version 2 of the License, or (at your option) any later
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13 | version.
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14 |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
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18 |
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19 | You should have received a copy of the GNU Lesser General Public License along with
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
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22 | http://www.gnu.org/copyleft/lesser.txt.
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23 | -----------------------------------------------------------------------------
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24 | */
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25 | #ifndef __ShadowCaster_H__
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26 | #define __ShadowCaster_H__
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27 |
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28 | #include "OgrePrerequisites.h"
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29 | #include "OgreRenderable.h"
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30 |
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31 |
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32 | namespace Ogre {
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33 |
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34 |
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35 | /** Class which represents the renderable aspects of a set of shadow volume faces.
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36 | @remarks
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37 | Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each
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38 | using their own geometry), it will take more than one ShadowRenderable to render the
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39 | shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of
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40 | vertex buffers (not necessarily one buffer, but the positions for the entire geometry
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41 | should come from one buffer if possible)
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42 | */
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43 | class _OgreExport ShadowRenderable : public Renderable
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44 | {
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45 | protected:
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46 | MaterialPtr mMaterial;
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47 | RenderOperation mRenderOp;
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48 | ShadowRenderable* mLightCap; // used only if isLightCapSeparate == true
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49 | public:
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50 | ShadowRenderable() : mMaterial(0), mLightCap(0) {}
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51 | virtual ~ShadowRenderable() { delete mLightCap; }
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52 | /** Set the material to be used by the shadow, should be set by the caller
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53 | before adding to a render queue
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54 | */
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55 | void setMaterial(MaterialPtr& mat) { mMaterial = mat; }
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56 | /// Overridden from Renderable
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57 | const MaterialPtr& getMaterial(void) const { return mMaterial; }
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58 | /// Overridden from Renderable
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59 | void getRenderOperation(RenderOperation& op) { op = mRenderOp; }
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60 | /// Get the internal render operation for set up
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61 | RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;}
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62 | /// Overridden from Renderable
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63 | void getWorldTransforms(Matrix4* xform) const = 0;
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64 | /// Overridden from Renderable
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65 | const Quaternion& getWorldOrientation(void) const = 0;
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66 | /// Overridden from Renderable
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67 | const Vector3& getWorldPosition(void) const = 0;
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68 | /// Overridden from Renderable
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69 | Real getSquaredViewDepth(const Camera* cam) const{ return 0; /* not used */}
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70 | /// Overridden from Renderable
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71 | const LightList& getLights(void) const;
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72 | /** Does this renderable require a separate light cap?
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73 | @remarks
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74 | If possible, the light cap (when required) should be contained in the
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75 | usual geometry of the shadow renderable. However, if for some reason
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76 | the normal depth function (less than) could cause artefacts, then a
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77 | separate light cap with a depth function of 'always fail' can be used
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78 | instead. The primary example of this is when there are floating point
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79 | inaccuracies caused by calculating the shadow geometry separately from
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80 | the real geometry.
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81 | */
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82 | bool isLightCapSeparate(void) const { return mLightCap != 0; }
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83 |
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84 | /// Get the light cap version of this renderable
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85 | ShadowRenderable* getLightCapRenderable(void) { return mLightCap; }
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86 | /// Should this ShadowRenderable be treated as visible?
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87 | virtual bool isVisible(void) const { return true; }
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88 |
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89 | };
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90 |
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91 | /** A set of flags that can be used to influence ShadowRenderable creation. */
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92 | enum ShadowRenderableFlags
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93 | {
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94 | /// For shadow volume techniques only, generate a light cap on the volume
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95 | SRF_INCLUDE_LIGHT_CAP = 0x00000001,
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96 | /// For shadow volume techniques only, generate a dark cap on the volume
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97 | SRF_INCLUDE_DARK_CAP = 0x00000002,
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98 | /// For shadow volume techniques only, indicates volume is extruded to infinity
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99 | SRF_EXTRUDE_TO_INFINITY = 0x00000004
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100 | };
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101 |
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102 | /** This class defines the interface that must be implemented by shadow casters.
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103 | */
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104 | class _OgreExport ShadowCaster
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105 | {
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106 | public:
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107 | virtual ~ShadowCaster() { }
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108 | /** Returns whether or not this object currently casts a shadow. */
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109 | virtual bool getCastShadows(void) const = 0;
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110 |
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111 | /** Returns details of the edges which might be used to determine a silhouette. */
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112 | virtual EdgeData* getEdgeList(void) = 0;
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113 |
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114 | /** Get the world bounding box of the caster. */
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115 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0;
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116 | /** Gets the world space bounding box of the light cap */
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117 | virtual const AxisAlignedBox& getLightCapBounds(void) const = 0;
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118 | /** Gets the world space bounding box of the dark cap, as extruded using the light provided */
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119 | virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0;
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120 |
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121 | typedef std::vector<ShadowRenderable*> ShadowRenderableList;
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122 | typedef VectorIterator<ShadowRenderableList> ShadowRenderableListIterator;
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123 |
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124 | /** Gets an iterator over the renderables required to render the shadow volume.
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125 | @remarks
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126 | Shadowable geometry should ideally be designed such that there is only one
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127 | ShadowRenderable required to render the the shadow; however this is not a necessary
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128 | limitation and it can be exceeded if required.
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129 | @param shadowTechnique The technique being used to generate the shadow
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130 | @param light The light to generate the shadow from
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131 | @param indexBuffer The index buffer to build the renderables into,
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132 | the current contents are assumed to be disposable.
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133 | @param extrudeVertices If true, this means this class should extrude
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134 | the vertices of the back of the volume in software. If false, it
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135 | will not be done (a vertex program is assumed).
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136 | @param extrusionDistance The distance to extrude the shadow volume
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137 | @param flags Technique-specific flags, see ShadowRenderableFlags
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138 | */
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139 | virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator(
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140 | ShadowTechnique shadowTechnique, const Light* light,
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141 | HardwareIndexBufferSharedPtr* indexBuffer,
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142 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0;
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143 |
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144 | /** Utility method for extruding vertices based on a light.
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145 | @remarks
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146 | Unfortunately, because D3D cannot handle homogenous (4D) position
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147 | coordinates in the fixed-function pipeline (GL can, but we have to
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148 | be cross-API), when we extrude in software we cannot extrude to
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149 | infinity the way we do in the vertex program (by setting w to
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150 | 0.0f). Therefore we extrude by a fixed distance, which may cause
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151 | some problems with larger scenes. Luckily better hardware (ie
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152 | vertex programs) can fix this.
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153 | @param vertexBuffer The vertex buffer containing ONLY xyz position
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154 | values, which must be originalVertexCount * 2 * 3 floats long.
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155 | @param originalVertexCount The count of the original number of
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156 | vertices, ie the number in the mesh, not counting the doubling
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157 | which has already been done (by VertexData::prepareForShadowVolume)
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158 | to provide the extruded area of the buffer.
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159 | @param lightPos 4D light position in object space, when w=0.0f this
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160 | represents a directional light
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161 | @param extrudeDist The distance to extrude
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162 | */
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163 | static void extrudeVertices(HardwareVertexBufferSharedPtr vertexBuffer,
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164 | size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist);
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165 | /** Get the distance to extrude for a point/spot light */
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166 | virtual Real getPointExtrusionDistance(const Light* l) const = 0;
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167 | protected:
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168 | /// Helper moethod for calculating extrusion distance
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169 | Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const;
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170 | /** Tells the caster to perform the tasks necessary to update the
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171 | edge data's light listing. Can be overridden if the subclass needs
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172 | to do additional things.
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173 | @param edgeData The edge information to update
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174 | @param lightPos 4D vector representing the light, a directional light
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175 | has w=0.0
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176 | */
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177 | virtual void updateEdgeListLightFacing(EdgeData* edgeData,
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178 | const Vector4& lightPos);
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179 |
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180 | /** Generates the indexes required to render a shadow volume into the
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181 | index buffer which is passed in, and updates shadow renderables
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182 | to use it.
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183 | @param edgeData The edge information to use
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184 | @param indexBuffer The buffer into which to write data into; current
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185 | contents are assumed to be discardable.
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186 | @param light The light, mainly for type info as silhouette calculations
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187 | should already have been done in updateEdgeListLightFacing
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188 | @param shadowRenderables A list of shadow renderables which has
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189 | already been constructed but will need populating with details of
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190 | the index ranges to be used.
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191 | @param flags Additional controller flags, see ShadowRenderableFlags
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192 | */
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193 | virtual void generateShadowVolume(EdgeData* edgeData,
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194 | HardwareIndexBufferSharedPtr indexBuffer, const Light* light,
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195 | ShadowRenderableList& shadowRenderables, unsigned long flags);
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196 | /** Utility method for extruding a bounding box.
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197 | @param box Original bounding box, will be updated in-place
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198 | @param lightPos 4D light position in object space, when w=0.0f this
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199 | represents a directional light
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200 | @param extrudeDist The distance to extrude
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201 | */
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202 | virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos,
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203 | Real extrudeDist) const;
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204 |
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205 |
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206 | };
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207 | }
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208 |
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209 | #endif
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