// 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