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-rw-r--r--libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h174
1 files changed, 87 insertions, 87 deletions
diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h b/libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h
index c66b8f9..f538d00 100644
--- a/libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h
+++ b/libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h
@@ -1,87 +1,87 @@
1// Copyright (C) 2002-2012 Nikolaus Gebhardt 1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine". 2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h 3// For conditions of distribution and use, see copyright notice in irrlicht.h
4 4
5#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ 5#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
6#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ 6#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
7 7
8#include "IShadowVolumeSceneNode.h" 8#include "IShadowVolumeSceneNode.h"
9 9
10namespace irr 10namespace irr
11{ 11{
12namespace scene 12namespace scene
13{ 13{
14 14
15 //! Scene node for rendering a shadow volume into a stencil buffer. 15 //! Scene node for rendering a shadow volume into a stencil buffer.
16 class CShadowVolumeSceneNode : public IShadowVolumeSceneNode 16 class CShadowVolumeSceneNode : public IShadowVolumeSceneNode
17 { 17 {
18 public: 18 public:
19 19
20 //! constructor 20 //! constructor
21 CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr, 21 CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr,
22 s32 id, bool zfailmethod=true, f32 infinity=10000.0f); 22 s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
23 23
24 //! destructor 24 //! destructor
25 virtual ~CShadowVolumeSceneNode(); 25 virtual ~CShadowVolumeSceneNode();
26 26
27 //! Sets the mesh from which the shadow volume should be generated. 27 //! Sets the mesh from which the shadow volume should be generated.
28 /** To optimize shadow rendering, use a simpler mesh for shadows. 28 /** To optimize shadow rendering, use a simpler mesh for shadows.
29 */ 29 */
30 virtual void setShadowMesh(const IMesh* mesh); 30 virtual void setShadowMesh(const IMesh* mesh);
31 31
32 //! Updates the shadow volumes for current light positions. 32 //! Updates the shadow volumes for current light positions.
33 /** Called each render cycle from Animated Mesh SceneNode render method. */ 33 /** Called each render cycle from Animated Mesh SceneNode render method. */
34 virtual void updateShadowVolumes(); 34 virtual void updateShadowVolumes();
35 35
36 //! pre render method 36 //! pre render method
37 virtual void OnRegisterSceneNode(); 37 virtual void OnRegisterSceneNode();
38 38
39 //! renders the node. 39 //! renders the node.
40 virtual void render(); 40 virtual void render();
41 41
42 //! returns the axis aligned bounding box of this node 42 //! returns the axis aligned bounding box of this node
43 virtual const core::aabbox3d<f32>& getBoundingBox() const; 43 virtual const core::aabbox3d<f32>& getBoundingBox() const;
44 44
45 //! Returns type of the scene node 45 //! Returns type of the scene node
46 virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; } 46 virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; }
47 47
48 private: 48 private:
49 49
50 typedef core::array<core::vector3df> SShadowVolume; 50 typedef core::array<core::vector3df> SShadowVolume;
51 51
52 void createShadowVolume(const core::vector3df& pos, bool isDirectional=false); 52 void createShadowVolume(const core::vector3df& pos, bool isDirectional=false);
53 u32 createEdgesAndCaps(const core::vector3df& light, SShadowVolume* svp, core::aabbox3d<f32>* bb); 53 u32 createEdgesAndCaps(const core::vector3df& light, SShadowVolume* svp, core::aabbox3d<f32>* bb);
54 54
55 //! Generates adjacency information based on mesh indices. 55 //! Generates adjacency information based on mesh indices.
56 void calculateAdjacency(); 56 void calculateAdjacency();
57 57
58 core::aabbox3d<f32> Box; 58 core::aabbox3d<f32> Box;
59 59
60 // a shadow volume for every light 60 // a shadow volume for every light
61 core::array<SShadowVolume> ShadowVolumes; 61 core::array<SShadowVolume> ShadowVolumes;
62 62
63 // a back cap bounding box for every light 63 // a back cap bounding box for every light
64 core::array<core::aabbox3d<f32> > ShadowBBox; 64 core::array<core::aabbox3d<f32> > ShadowBBox;
65 65
66 core::array<core::vector3df> Vertices; 66 core::array<core::vector3df> Vertices;
67 core::array<u16> Indices; 67 core::array<u16> Indices;
68 core::array<u16> Adjacency; 68 core::array<u16> Adjacency;
69 core::array<u16> Edges; 69 core::array<u16> Edges;
70 // tells if face is front facing 70 // tells if face is front facing
71 core::array<bool> FaceData; 71 core::array<bool> FaceData;
72 72
73 const scene::IMesh* ShadowMesh; 73 const scene::IMesh* ShadowMesh;
74 74
75 u32 IndexCount; 75 u32 IndexCount;
76 u32 VertexCount; 76 u32 VertexCount;
77 u32 ShadowVolumesUsed; 77 u32 ShadowVolumesUsed;
78 78
79 f32 Infinity; 79 f32 Infinity;
80 80
81 bool UseZFailMethod; 81 bool UseZFailMethod;
82 }; 82 };
83 83
84} // end namespace scene 84} // end namespace scene
85} // end namespace irr 85} // end namespace irr
86 86
87#endif 87#endif