From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../source/Irrlicht/CShadowVolumeSceneNode.h | 87 ++++++++++++++++++++++ 1 file changed, 87 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CShadowVolumeSceneNode.h (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CShadowVolumeSceneNode.h') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CShadowVolumeSceneNode.h b/src/others/irrlicht-1.8.1/source/Irrlicht/CShadowVolumeSceneNode.h new file mode 100644 index 0000000..c66b8f9 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CShadowVolumeSceneNode.h @@ -0,0 +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 -- cgit v1.1