[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 | #include "OgreStableHeaders.h"
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| 26 | #include "OgreLight.h"
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| 27 | #include "OgreEdgeListBuilder.h"
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| 28 |
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| 29 | namespace Ogre {
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| 30 | const LightList& ShadowRenderable::getLights(void) const
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| 31 | {
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| 32 | // return empty
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| 33 | static LightList ll;
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| 34 | return ll;
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| 35 | }
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| 36 | // ------------------------------------------------------------------------
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| 37 | void ShadowCaster::updateEdgeListLightFacing(EdgeData* edgeData,
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| 38 | const Vector4& lightPos)
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| 39 | {
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| 40 | edgeData->updateTriangleLightFacing(lightPos);
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| 41 | }
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| 42 | // ------------------------------------------------------------------------
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| 43 | void ShadowCaster::generateShadowVolume(EdgeData* edgeData,
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| 44 | HardwareIndexBufferSharedPtr indexBuffer, const Light* light,
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| 45 | ShadowRenderableList& shadowRenderables, unsigned long flags)
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| 46 | {
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| 47 | // Edge groups should be 1:1 with shadow renderables
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| 48 | assert(edgeData->edgeGroups.size() == shadowRenderables.size());
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| 49 |
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| 50 | EdgeData::EdgeGroupList::iterator egi, egiend;
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| 51 | ShadowRenderableList::iterator si;
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| 52 |
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| 53 | Light::LightTypes lightType = light->getType();
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| 54 |
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| 55 | // Lock index buffer for writing
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| 56 | unsigned short* pIdx = static_cast<unsigned short*>(
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| 57 | indexBuffer->lock(HardwareBuffer::HBL_DISCARD));
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| 58 | size_t indexStart = 0;
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| 59 |
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| 60 | // Iterate over the groups and form renderables for each based on their
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| 61 | // lightFacing
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| 62 | si = shadowRenderables.begin();
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| 63 | egiend = edgeData->edgeGroups.end();
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| 64 | for (egi = edgeData->edgeGroups.begin(); egi != egiend; ++egi, ++si)
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| 65 | {
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| 66 | EdgeData::EdgeGroup& eg = *egi;
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| 67 | RenderOperation* lightShadOp = 0;
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| 68 | // Initialise the index bounds for this shadow renderable
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| 69 | RenderOperation* shadOp = (*si)->getRenderOperationForUpdate();
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| 70 | shadOp->indexData->indexCount = 0;
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| 71 | shadOp->indexData->indexStart = indexStart;
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| 72 | // original number of verts (without extruded copy)
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| 73 | size_t originalVertexCount = eg.vertexData->vertexCount;
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| 74 | bool firstDarkCapTri = true;
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| 75 | unsigned short darkCapStart;
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| 76 |
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| 77 | EdgeData::EdgeList::iterator i, iend;
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| 78 | iend = eg.edges.end();
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| 79 | for (i = eg.edges.begin(); i != iend; ++i)
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| 80 | {
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| 81 | EdgeData::Edge& edge = *i;
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| 82 |
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| 83 | // Silhouette edge, when two tris has opposite light facing, or
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| 84 | // degenerate edge where only tri 1 is valid and the tri light facing
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| 85 | EdgeData::Triangle &t1 = edgeData->triangles[edge.triIndex[0]];
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| 86 | if ((edge.degenerate && t1.lightFacing) ||
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| 87 | (!edge.degenerate && (t1.lightFacing ^ edgeData->triangles[edge.triIndex[1]].lightFacing)))
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| 88 | {
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| 89 | size_t v0 = edge.vertIndex[0];
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| 90 | size_t v1 = edge.vertIndex[1];
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| 91 | if (!t1.lightFacing)
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| 92 | {
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| 93 | // Inverse edge indexes when t1 is light away
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| 94 | std::swap(v0, v1);
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| 95 | }
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| 96 |
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| 97 | /* Note edge(v0, v1) run anticlockwise along the edge from
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| 98 | the light facing tri so to point shadow volume tris outward,
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| 99 | light cap indexes have to be backwards
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| 100 |
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| 101 | We emit 2 tris if light is a point light, 1 if light
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| 102 | is directional, because directional lights cause all
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| 103 | points to converge to a single point at infinity.
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| 104 |
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| 105 | First side tri = near1, near0, far0
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| 106 | Second tri = far0, far1, near1
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| 107 |
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| 108 | 'far' indexes are 'near' index + originalVertexCount
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| 109 | because 'far' verts are in the second half of the
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| 110 | buffer
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| 111 | */
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| 112 | *pIdx++ = v1;
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| 113 | *pIdx++ = v0;
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| 114 | *pIdx++ = v0 + originalVertexCount;
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| 115 | shadOp->indexData->indexCount += 3;
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| 116 |
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| 117 | // Are we extruding to infinity?
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| 118 | if (!(lightType == Light::LT_DIRECTIONAL &&
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| 119 | flags & SRF_EXTRUDE_TO_INFINITY))
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| 120 | {
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| 121 | // additional tri to make quad
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| 122 | *pIdx++ = v0 + originalVertexCount;
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| 123 | *pIdx++ = v1 + originalVertexCount;
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| 124 | *pIdx++ = v1;
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| 125 | shadOp->indexData->indexCount += 3;
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| 126 | }
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| 127 | // Do dark cap tri
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| 128 | // Use McGuire et al method, a triangle fan covering all silhouette
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| 129 | // edges and one point (taken from the initial tri)
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| 130 | if (flags & SRF_INCLUDE_DARK_CAP)
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| 131 | {
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| 132 | if (firstDarkCapTri)
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| 133 | {
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| 134 | darkCapStart = v0 + originalVertexCount;
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| 135 | firstDarkCapTri = false;
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| 136 | }
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| 137 | else
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| 138 | {
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| 139 | *pIdx++ = darkCapStart;
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| 140 | *pIdx++ = v1 + originalVertexCount;
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| 141 | *pIdx++ = v0 + originalVertexCount;
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| 142 | shadOp->indexData->indexCount += 3;
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| 143 | }
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| 144 |
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| 145 | }
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| 146 | }
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| 147 |
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| 148 | }
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| 149 |
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| 150 | // Do light cap
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| 151 | if (flags & SRF_INCLUDE_LIGHT_CAP)
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| 152 | {
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| 153 | ShadowRenderable* lightCapRend = 0;
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| 154 |
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| 155 | if ((*si)->isLightCapSeparate())
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| 156 | {
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| 157 | // separate light cap
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| 158 | lightCapRend = (*si)->getLightCapRenderable();
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| 159 | lightShadOp = lightCapRend->getRenderOperationForUpdate();
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| 160 | lightShadOp->indexData->indexCount = 0;
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| 161 | // start indexes after the current total
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| 162 | // NB we don't update the total here since that's done below
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| 163 | lightShadOp->indexData->indexStart =
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| 164 | indexStart + shadOp->indexData->indexCount;
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| 165 | }
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| 166 |
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| 167 | EdgeData::TriangleList::iterator ti, tiend;
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| 168 | tiend = edgeData->triangles.end();
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| 169 | for (ti = edgeData->triangles.begin(); ti != tiend; ++ti)
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| 170 | {
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| 171 | EdgeData::Triangle& t = *ti;
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| 172 | // Light facing, and vertex set matches
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| 173 | if (t.lightFacing && t.vertexSet == eg.vertexSet)
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| 174 | {
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| 175 | *pIdx++ = t.vertIndex[0];
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| 176 | *pIdx++ = t.vertIndex[1];
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| 177 | *pIdx++ = t.vertIndex[2];
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| 178 | if (lightShadOp)
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| 179 | {
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| 180 | lightShadOp->indexData->indexCount += 3;
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| 181 | }
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| 182 | else
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| 183 | {
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| 184 | shadOp->indexData->indexCount += 3;
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| 185 | }
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| 186 | }
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| 187 | }
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| 188 |
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| 189 | }
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| 190 | // update next indexStart (all renderables sharing the buffer)
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| 191 | indexStart += shadOp->indexData->indexCount;
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| 192 | // Add on the light cap too
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| 193 | if (lightShadOp)
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| 194 | indexStart += lightShadOp->indexData->indexCount;
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| 195 |
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| 196 |
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| 197 | }
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| 198 |
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| 199 |
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| 200 | // Unlock index buffer
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| 201 | indexBuffer->unlock();
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| 202 |
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| 203 | // In debug mode, check we didn't overrun the index buffer
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| 204 | assert(indexStart <= indexBuffer->getNumIndexes() &&
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| 205 | "Index buffer overrun while generating shadow volume!! "
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| 206 | "You must increase the size of the shadow index buffer.");
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| 207 |
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| 208 | }
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| 209 | // ------------------------------------------------------------------------
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| 210 | void ShadowCaster::extrudeVertices(
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| 211 | HardwareVertexBufferSharedPtr vertexBuffer,
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| 212 | size_t originalVertexCount, const Vector4& light, Real extrudeDist)
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| 213 | {
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| 214 | assert (vertexBuffer->getVertexSize() == sizeof(float) * 3
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| 215 | && "Position buffer should contain only positions!");
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| 216 |
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| 217 | // Extrude the first area of the buffer into the second area
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| 218 | // Lock the entire buffer for writing, even though we'll only be
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| 219 | // updating the latter because you can't have 2 locks on the same
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| 220 | // buffer
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| 221 | float* pSrc = static_cast<float*>(
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| 222 | vertexBuffer->lock(HardwareBuffer::HBL_NORMAL));
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| 223 |
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| 224 | float* pDest = pSrc + originalVertexCount * 3;
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| 225 | // Assume directional light, extrusion is along light direction
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| 226 | Vector3 extrusionDir(-light.x, -light.y, -light.z);
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| 227 | extrusionDir.normalise();
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| 228 | extrusionDir *= extrudeDist;
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| 229 | for (size_t vert = 0; vert < originalVertexCount; ++vert)
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| 230 | {
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| 231 | if (light.w != 0.0f)
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| 232 | {
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| 233 | // Point light, adjust extrusionDir
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| 234 | extrusionDir.x = pSrc[0] - light.x;
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| 235 | extrusionDir.y = pSrc[1] - light.y;
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| 236 | extrusionDir.z = pSrc[2] - light.z;
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| 237 | extrusionDir.normalise();
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| 238 | extrusionDir *= extrudeDist;
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| 239 | }
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| 240 | *pDest++ = *pSrc++ + extrusionDir.x;
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| 241 | *pDest++ = *pSrc++ + extrusionDir.y;
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| 242 | *pDest++ = *pSrc++ + extrusionDir.z;
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| 243 |
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| 244 | }
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| 245 | vertexBuffer->unlock();
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| 246 |
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| 247 | }
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| 248 | // ------------------------------------------------------------------------
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| 249 | void ShadowCaster::extrudeBounds(AxisAlignedBox& box, const Vector4& light, Real extrudeDist) const
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| 250 | {
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| 251 | Vector3 extrusionDir;
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| 252 |
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| 253 | if (light.w == 0)
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| 254 | {
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| 255 | // Parallel projection guarantees min/max relationship remains the same
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| 256 | extrusionDir.x = -light.x;
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| 257 | extrusionDir.y = -light.y;
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| 258 | extrusionDir.z = -light.z;
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| 259 | extrusionDir.normalise();
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| 260 | extrusionDir *= extrudeDist;
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| 261 | box.setExtents(box.getMinimum() + extrusionDir,
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| 262 | box.getMaximum() + extrusionDir);
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| 263 | }
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| 264 | else
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| 265 | {
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| 266 | const Vector3* corners = box.getAllCorners();
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| 267 | Vector3 vmin, vmax;
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| 268 |
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| 269 | for (unsigned short i = 0; i < 8; ++i)
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| 270 | {
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| 271 | extrusionDir.x = corners[i].x - light.x;
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| 272 | extrusionDir.y = corners[i].y - light.y;
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| 273 | extrusionDir.z = corners[i].z - light.z;
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| 274 | extrusionDir.normalise();
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| 275 | extrusionDir *= extrudeDist;
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| 276 | Vector3 res = corners[i] + extrusionDir;
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| 277 | if (i == 0)
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| 278 | {
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| 279 | vmin = res;
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| 280 | vmax = res;
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| 281 | }
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| 282 | else
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| 283 | {
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| 284 | vmin.makeFloor(res);
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| 285 | vmax.makeCeil(res);
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| 286 | }
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| 287 | }
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| 288 |
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| 289 | box.setExtents(vmin, vmax);
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| 290 |
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| 291 | }
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| 292 |
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| 293 | }
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| 294 | // ------------------------------------------------------------------------
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| 295 | Real ShadowCaster::getExtrusionDistance(const Vector3& objectPos, const Light* light) const
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| 296 | {
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| 297 | Vector3 diff = objectPos - light->getDerivedPosition();
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| 298 | return light->getAttenuationRange() - diff.length();
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| 299 | }
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| 300 |
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| 301 | }
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