[657] | 1 | /*
|
---|
| 2 | -----------------------------------------------------------------------------
|
---|
| 3 | This source file is part of OGRE
|
---|
| 4 | (Object-oriented Graphics Rendering Engine)
|
---|
| 5 | For the latest info, see http://www.ogre3d.org/
|
---|
| 6 |
|
---|
| 7 | Copyright (c) 2000-2005 The OGRE Team
|
---|
| 8 | Also see acknowledgements in Readme.html
|
---|
| 9 |
|
---|
| 10 | This program is free software; you can redistribute it and/or modify it under
|
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software
|
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later
|
---|
| 13 | version.
|
---|
| 14 |
|
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT
|
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
|
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
|
---|
| 18 |
|
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with
|
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple
|
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to
|
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt.
|
---|
| 23 | -----------------------------------------------------------------------------
|
---|
| 24 | */
|
---|
| 25 | #ifndef __ShadowCaster_H__
|
---|
| 26 | #define __ShadowCaster_H__
|
---|
| 27 |
|
---|
| 28 | #include "OgrePrerequisites.h"
|
---|
| 29 | #include "OgreRenderable.h"
|
---|
| 30 |
|
---|
| 31 |
|
---|
| 32 | namespace Ogre {
|
---|
| 33 |
|
---|
| 34 |
|
---|
| 35 | /** Class which represents the renderable aspects of a set of shadow volume faces.
|
---|
| 36 | @remarks
|
---|
| 37 | Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each
|
---|
| 38 | using their own geometry), it will take more than one ShadowRenderable to render the
|
---|
| 39 | shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of
|
---|
| 40 | vertex buffers (not necessarily one buffer, but the positions for the entire geometry
|
---|
| 41 | should come from one buffer if possible)
|
---|
| 42 | */
|
---|
| 43 | class _OgreExport ShadowRenderable : public Renderable
|
---|
| 44 | {
|
---|
| 45 | protected:
|
---|
| 46 | MaterialPtr mMaterial;
|
---|
| 47 | RenderOperation mRenderOp;
|
---|
| 48 | ShadowRenderable* mLightCap; // used only if isLightCapSeparate == true
|
---|
| 49 | public:
|
---|
| 50 | ShadowRenderable() : mMaterial(0), mLightCap(0) {}
|
---|
| 51 | virtual ~ShadowRenderable() { delete mLightCap; }
|
---|
| 52 | /** Set the material to be used by the shadow, should be set by the caller
|
---|
| 53 | before adding to a render queue
|
---|
| 54 | */
|
---|
| 55 | void setMaterial(MaterialPtr& mat) { mMaterial = mat; }
|
---|
| 56 | /// Overridden from Renderable
|
---|
| 57 | const MaterialPtr& getMaterial(void) const { return mMaterial; }
|
---|
| 58 | /// Overridden from Renderable
|
---|
| 59 | void getRenderOperation(RenderOperation& op) { op = mRenderOp; }
|
---|
| 60 | /// Get the internal render operation for set up
|
---|
| 61 | RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;}
|
---|
| 62 | /// Overridden from Renderable
|
---|
| 63 | void getWorldTransforms(Matrix4* xform) const = 0;
|
---|
| 64 | /// Overridden from Renderable
|
---|
| 65 | const Quaternion& getWorldOrientation(void) const = 0;
|
---|
| 66 | /// Overridden from Renderable
|
---|
| 67 | const Vector3& getWorldPosition(void) const = 0;
|
---|
| 68 | /// Overridden from Renderable
|
---|
| 69 | Real getSquaredViewDepth(const Camera* cam) const{ return 0; /* not used */}
|
---|
| 70 | /// Overridden from Renderable
|
---|
| 71 | const LightList& getLights(void) const;
|
---|
| 72 | /** Does this renderable require a separate light cap?
|
---|
| 73 | @remarks
|
---|
| 74 | If possible, the light cap (when required) should be contained in the
|
---|
| 75 | usual geometry of the shadow renderable. However, if for some reason
|
---|
| 76 | the normal depth function (less than) could cause artefacts, then a
|
---|
| 77 | separate light cap with a depth function of 'always fail' can be used
|
---|
| 78 | instead. The primary example of this is when there are floating point
|
---|
| 79 | inaccuracies caused by calculating the shadow geometry separately from
|
---|
| 80 | the real geometry.
|
---|
| 81 | */
|
---|
| 82 | bool isLightCapSeparate(void) const { return mLightCap != 0; }
|
---|
| 83 |
|
---|
| 84 | /// Get the light cap version of this renderable
|
---|
| 85 | ShadowRenderable* getLightCapRenderable(void) { return mLightCap; }
|
---|
| 86 | /// Should this ShadowRenderable be treated as visible?
|
---|
| 87 | virtual bool isVisible(void) const { return true; }
|
---|
| 88 |
|
---|
| 89 | };
|
---|
| 90 |
|
---|
| 91 | /** A set of flags that can be used to influence ShadowRenderable creation. */
|
---|
| 92 | enum ShadowRenderableFlags
|
---|
| 93 | {
|
---|
| 94 | /// For shadow volume techniques only, generate a light cap on the volume
|
---|
| 95 | SRF_INCLUDE_LIGHT_CAP = 0x00000001,
|
---|
| 96 | /// For shadow volume techniques only, generate a dark cap on the volume
|
---|
| 97 | SRF_INCLUDE_DARK_CAP = 0x00000002,
|
---|
| 98 | /// For shadow volume techniques only, indicates volume is extruded to infinity
|
---|
| 99 | SRF_EXTRUDE_TO_INFINITY = 0x00000004
|
---|
| 100 | };
|
---|
| 101 |
|
---|
| 102 | /** This class defines the interface that must be implemented by shadow casters.
|
---|
| 103 | */
|
---|
| 104 | class _OgreExport ShadowCaster
|
---|
| 105 | {
|
---|
| 106 | public:
|
---|
| 107 | virtual ~ShadowCaster() { }
|
---|
| 108 | /** Returns whether or not this object currently casts a shadow. */
|
---|
| 109 | virtual bool getCastShadows(void) const = 0;
|
---|
| 110 |
|
---|
| 111 | /** Returns details of the edges which might be used to determine a silhouette. */
|
---|
| 112 | virtual EdgeData* getEdgeList(void) = 0;
|
---|
| 113 |
|
---|
| 114 | /** Get the world bounding box of the caster. */
|
---|
| 115 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0;
|
---|
| 116 | /** Gets the world space bounding box of the light cap */
|
---|
| 117 | virtual const AxisAlignedBox& getLightCapBounds(void) const = 0;
|
---|
| 118 | /** Gets the world space bounding box of the dark cap, as extruded using the light provided */
|
---|
| 119 | virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0;
|
---|
| 120 |
|
---|
| 121 | typedef std::vector<ShadowRenderable*> ShadowRenderableList;
|
---|
| 122 | typedef VectorIterator<ShadowRenderableList> ShadowRenderableListIterator;
|
---|
| 123 |
|
---|
| 124 | /** Gets an iterator over the renderables required to render the shadow volume.
|
---|
| 125 | @remarks
|
---|
| 126 | Shadowable geometry should ideally be designed such that there is only one
|
---|
| 127 | ShadowRenderable required to render the the shadow; however this is not a necessary
|
---|
| 128 | limitation and it can be exceeded if required.
|
---|
| 129 | @param shadowTechnique The technique being used to generate the shadow
|
---|
| 130 | @param light The light to generate the shadow from
|
---|
| 131 | @param indexBuffer The index buffer to build the renderables into,
|
---|
| 132 | the current contents are assumed to be disposable.
|
---|
| 133 | @param extrudeVertices If true, this means this class should extrude
|
---|
| 134 | the vertices of the back of the volume in software. If false, it
|
---|
| 135 | will not be done (a vertex program is assumed).
|
---|
| 136 | @param extrusionDistance The distance to extrude the shadow volume
|
---|
| 137 | @param flags Technique-specific flags, see ShadowRenderableFlags
|
---|
| 138 | */
|
---|
| 139 | virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator(
|
---|
| 140 | ShadowTechnique shadowTechnique, const Light* light,
|
---|
| 141 | HardwareIndexBufferSharedPtr* indexBuffer,
|
---|
| 142 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0;
|
---|
| 143 |
|
---|
| 144 | /** Utility method for extruding vertices based on a light.
|
---|
| 145 | @remarks
|
---|
| 146 | Unfortunately, because D3D cannot handle homogenous (4D) position
|
---|
| 147 | coordinates in the fixed-function pipeline (GL can, but we have to
|
---|
| 148 | be cross-API), when we extrude in software we cannot extrude to
|
---|
| 149 | infinity the way we do in the vertex program (by setting w to
|
---|
| 150 | 0.0f). Therefore we extrude by a fixed distance, which may cause
|
---|
| 151 | some problems with larger scenes. Luckily better hardware (ie
|
---|
| 152 | vertex programs) can fix this.
|
---|
| 153 | @param vertexBuffer The vertex buffer containing ONLY xyz position
|
---|
| 154 | values, which must be originalVertexCount * 2 * 3 floats long.
|
---|
| 155 | @param originalVertexCount The count of the original number of
|
---|
| 156 | vertices, ie the number in the mesh, not counting the doubling
|
---|
| 157 | which has already been done (by VertexData::prepareForShadowVolume)
|
---|
| 158 | to provide the extruded area of the buffer.
|
---|
| 159 | @param lightPos 4D light position in object space, when w=0.0f this
|
---|
| 160 | represents a directional light
|
---|
| 161 | @param extrudeDist The distance to extrude
|
---|
| 162 | */
|
---|
| 163 | static void extrudeVertices(HardwareVertexBufferSharedPtr vertexBuffer,
|
---|
| 164 | size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist);
|
---|
| 165 | /** Get the distance to extrude for a point/spot light */
|
---|
| 166 | virtual Real getPointExtrusionDistance(const Light* l) const = 0;
|
---|
| 167 | protected:
|
---|
| 168 | /// Helper moethod for calculating extrusion distance
|
---|
| 169 | Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const;
|
---|
| 170 | /** Tells the caster to perform the tasks necessary to update the
|
---|
| 171 | edge data's light listing. Can be overridden if the subclass needs
|
---|
| 172 | to do additional things.
|
---|
| 173 | @param edgeData The edge information to update
|
---|
| 174 | @param lightPos 4D vector representing the light, a directional light
|
---|
| 175 | has w=0.0
|
---|
| 176 | */
|
---|
| 177 | virtual void updateEdgeListLightFacing(EdgeData* edgeData,
|
---|
| 178 | const Vector4& lightPos);
|
---|
| 179 |
|
---|
| 180 | /** Generates the indexes required to render a shadow volume into the
|
---|
| 181 | index buffer which is passed in, and updates shadow renderables
|
---|
| 182 | to use it.
|
---|
| 183 | @param edgeData The edge information to use
|
---|
| 184 | @param indexBuffer The buffer into which to write data into; current
|
---|
| 185 | contents are assumed to be discardable.
|
---|
| 186 | @param light The light, mainly for type info as silhouette calculations
|
---|
| 187 | should already have been done in updateEdgeListLightFacing
|
---|
| 188 | @param shadowRenderables A list of shadow renderables which has
|
---|
| 189 | already been constructed but will need populating with details of
|
---|
| 190 | the index ranges to be used.
|
---|
| 191 | @param flags Additional controller flags, see ShadowRenderableFlags
|
---|
| 192 | */
|
---|
| 193 | virtual void generateShadowVolume(EdgeData* edgeData,
|
---|
| 194 | HardwareIndexBufferSharedPtr indexBuffer, const Light* light,
|
---|
| 195 | ShadowRenderableList& shadowRenderables, unsigned long flags);
|
---|
| 196 | /** Utility method for extruding a bounding box.
|
---|
| 197 | @param box Original bounding box, will be updated in-place
|
---|
| 198 | @param lightPos 4D light position in object space, when w=0.0f this
|
---|
| 199 | represents a directional light
|
---|
| 200 | @param extrudeDist The distance to extrude
|
---|
| 201 | */
|
---|
| 202 | virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos,
|
---|
| 203 | Real extrudeDist) const;
|
---|
| 204 |
|
---|
| 205 |
|
---|
| 206 | };
|
---|
| 207 | }
|
---|
| 208 |
|
---|
| 209 | #endif
|
---|