From 959831f4ef5a3e797f576c3de08cd65032c997ad Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 18:54:10 +1000 Subject: Remove damned ancient DOS line endings from Irrlicht. Hopefully I did not go overboard. --- .../source/Irrlicht/CShadowVolumeSceneNode.h | 174 ++++++++++----------- 1 file changed, 87 insertions(+), 87 deletions(-) (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CShadowVolumeSceneNode.h') 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 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ -#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ - -#include "IShadowVolumeSceneNode.h" - -namespace irr -{ -namespace scene -{ - - //! Scene node for rendering a shadow volume into a stencil buffer. - class CShadowVolumeSceneNode : public IShadowVolumeSceneNode - { - public: - - //! constructor - CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr, - s32 id, bool zfailmethod=true, f32 infinity=10000.0f); - - //! destructor - virtual ~CShadowVolumeSceneNode(); - - //! Sets the mesh from which the shadow volume should be generated. - /** To optimize shadow rendering, use a simpler mesh for shadows. - */ - virtual void setShadowMesh(const IMesh* mesh); - - //! Updates the shadow volumes for current light positions. - /** Called each render cycle from Animated Mesh SceneNode render method. */ - virtual void updateShadowVolumes(); - - //! pre render method - virtual void OnRegisterSceneNode(); - - //! renders the node. - virtual void render(); - - //! returns the axis aligned bounding box of this node - virtual const core::aabbox3d& getBoundingBox() const; - - //! Returns type of the scene node - virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; } - - private: - - typedef core::array SShadowVolume; - - void createShadowVolume(const core::vector3df& pos, bool isDirectional=false); - u32 createEdgesAndCaps(const core::vector3df& light, SShadowVolume* svp, core::aabbox3d* bb); - - //! Generates adjacency information based on mesh indices. - void calculateAdjacency(); - - core::aabbox3d Box; - - // a shadow volume for every light - core::array ShadowVolumes; - - // a back cap bounding box for every light - core::array > ShadowBBox; - - core::array Vertices; - core::array Indices; - core::array Adjacency; - core::array Edges; - // tells if face is front facing - core::array FaceData; - - const scene::IMesh* ShadowMesh; - - u32 IndexCount; - u32 VertexCount; - u32 ShadowVolumesUsed; - - f32 Infinity; - - bool UseZFailMethod; - }; - -} // end namespace scene -} // end namespace irr - -#endif +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ +#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__ + +#include "IShadowVolumeSceneNode.h" + +namespace irr +{ +namespace scene +{ + + //! Scene node for rendering a shadow volume into a stencil buffer. + class CShadowVolumeSceneNode : public IShadowVolumeSceneNode + { + public: + + //! constructor + CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr, + s32 id, bool zfailmethod=true, f32 infinity=10000.0f); + + //! destructor + virtual ~CShadowVolumeSceneNode(); + + //! Sets the mesh from which the shadow volume should be generated. + /** To optimize shadow rendering, use a simpler mesh for shadows. + */ + virtual void setShadowMesh(const IMesh* mesh); + + //! Updates the shadow volumes for current light positions. + /** Called each render cycle from Animated Mesh SceneNode render method. */ + virtual void updateShadowVolumes(); + + //! pre render method + virtual void OnRegisterSceneNode(); + + //! renders the node. + virtual void render(); + + //! returns the axis aligned bounding box of this node + virtual const core::aabbox3d& getBoundingBox() const; + + //! Returns type of the scene node + virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; } + + private: + + typedef core::array SShadowVolume; + + void createShadowVolume(const core::vector3df& pos, bool isDirectional=false); + u32 createEdgesAndCaps(const core::vector3df& light, SShadowVolume* svp, core::aabbox3d* bb); + + //! Generates adjacency information based on mesh indices. + void calculateAdjacency(); + + core::aabbox3d Box; + + // a shadow volume for every light + core::array ShadowVolumes; + + // a back cap bounding box for every light + core::array > ShadowBBox; + + core::array Vertices; + core::array Indices; + core::array Adjacency; + core::array Edges; + // tells if face is front facing + core::array FaceData; + + const scene::IMesh* ShadowMesh; + + u32 IndexCount; + u32 VertexCount; + u32 ShadowVolumesUsed; + + f32 Infinity; + + bool UseZFailMethod; + }; + +} // end namespace scene +} // end namespace irr + +#endif -- cgit v1.1