[692] | 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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