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532 lines
14 KiB
C++
532 lines
14 KiB
C++
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// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
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#include "CShadowVolumeSceneNode.h"
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#include "ISceneManager.h"
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#include "IMesh.h"
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#include "IVideoDriver.h"
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#include "ICameraSceneNode.h"
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#include "SViewFrustum.h"
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#include "SLight.h"
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#include "os.h"
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namespace irr
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{
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namespace scene
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{
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//! constructor
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CShadowVolumeSceneNode::CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent,
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ISceneManager* mgr, s32 id, bool zfailmethod, f32 infinity)
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: IShadowVolumeSceneNode(parent, mgr, id),
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AdjacencyDirtyFlag(true),
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ShadowMesh(0), IndexCount(0), VertexCount(0), ShadowVolumesUsed(0),
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Infinity(infinity), UseZFailMethod(zfailmethod), Optimization(ESV_SILHOUETTE_BY_POS)
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{
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#ifdef _DEBUG
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setDebugName("CShadowVolumeSceneNode");
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#endif
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setShadowMesh(shadowMesh);
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setAutomaticCulling(scene::EAC_OFF);
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}
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//! destructor
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CShadowVolumeSceneNode::~CShadowVolumeSceneNode()
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{
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if (ShadowMesh)
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ShadowMesh->drop();
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}
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void CShadowVolumeSceneNode::createShadowVolume(const core::vector3df& light, bool isDirectional)
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{
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SShadowVolume* svp = 0;
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core::aabbox3d<f32>* bb = 0;
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// builds the shadow volume and adds it to the shadow volume list.
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if (ShadowVolumes.size() > ShadowVolumesUsed)
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{
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// get the next unused buffer
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svp = &ShadowVolumes[ShadowVolumesUsed];
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svp->set_used(0);
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bb = &ShadowBBox[ShadowVolumesUsed];
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}
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else
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{
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ShadowVolumes.push_back(SShadowVolume());
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svp = &ShadowVolumes.getLast();
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ShadowBBox.push_back(core::aabbox3d<f32>());
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bb = &ShadowBBox.getLast();
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}
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svp->reallocate(IndexCount*5);
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++ShadowVolumesUsed;
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// We use triangle lists
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Edges.set_used(IndexCount*2);
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u32 numEdges = 0;
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numEdges=createEdgesAndCaps(light, isDirectional, svp, bb);
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// for all edges add the near->far quads
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core::vector3df lightDir1(light*Infinity);
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core::vector3df lightDir2(light*Infinity);
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for (u32 i=0; i<numEdges; ++i)
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{
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const core::vector3df &v1 = Vertices[Edges[2*i+0]];
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const core::vector3df &v2 = Vertices[Edges[2*i+1]];
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if ( !isDirectional )
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{
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lightDir1 = (v1 - light).normalize()*Infinity;
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lightDir2 = (v2 - light).normalize()*Infinity;
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}
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const core::vector3df v3(v1+lightDir1);
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const core::vector3df v4(v2+lightDir2);
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// Add a quad (two triangles) to the vertex list
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#ifdef _DEBUG
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if (svp->size() >= svp->allocated_size()-5)
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os::Printer::log("Allocation too small.", ELL_DEBUG);
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#endif
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svp->push_back(v1);
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svp->push_back(v2);
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svp->push_back(v3);
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svp->push_back(v2);
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svp->push_back(v4);
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svp->push_back(v3);
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}
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}
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// TODO.
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// Not sure what's going on. Either FaceData should mean the opposite and true should mean facing away from light
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// or I'm missing something else. Anyway - when not setting this then Shadows will look wrong on Burnings driver
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// while they seem to look OK on first view either way on other drivers. Only tested with z-fail so far.
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// Maybe errors only show up close to near/far plane on other drivers as otherwise the stencil-buffer-count
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// is probably ending up with same value anyway
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#define IRR_USE_REVERSE_EXTRUDED
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u32 CShadowVolumeSceneNode::createEdgesAndCaps(const core::vector3df& light, bool isDirectional,
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SShadowVolume* svp, core::aabbox3d<f32>* bb)
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{
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u32 numEdges=0;
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const u32 faceCount = IndexCount / 3;
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if(faceCount >= 1)
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bb->reset(Vertices[Indices[0]]);
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else
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bb->reset(0,0,0);
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// Check every face if it is front or back facing the light.
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core::vector3df lightDir0(light);
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core::vector3df lightDir1(light);
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core::vector3df lightDir2(light);
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for (u32 i=0; i<faceCount; ++i)
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{
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const core::vector3df v0 = Vertices[Indices[3*i+0]];
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const core::vector3df v1 = Vertices[Indices[3*i+1]];
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const core::vector3df v2 = Vertices[Indices[3*i+2]];
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if ( !isDirectional )
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{
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lightDir0 = (v0-light).normalize();
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}
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#ifdef IRR_USE_REVERSE_EXTRUDED
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FaceData[i]=core::triangle3df(v2,v1,v0).isFrontFacing(lightDir0); // actually the back-facing polygons
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#else
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FaceData[i]=core::triangle3df(v0,v1,v2).isFrontFacing(lightDir0);
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#endif
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#if 0 // Useful for internal debugging & testing. Show all the faces in the light.
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if ( FaceData[i] )
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{
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video::SMaterial m;
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m.Lighting = false;
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SceneManager->getVideoDriver()->setMaterial(m);
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#ifdef IRR_USE_REVERSE_EXTRUDED
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SceneManager->getVideoDriver()->draw3DTriangle(core::triangle3df(v0+lightDir0,v1+lightDir0,v2+lightDir0), irr::video::SColor(255,255, 0, 0));
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#else
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SceneManager->getVideoDriver()->draw3DTriangle(core::triangle3df(v0-lightDir0,v1-lightDir0,v2-lightDir0), irr::video::SColor(255,255, 0, 0));
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#endif
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}
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#endif
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if (UseZFailMethod && FaceData[i])
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{
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#ifdef _DEBUG
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if (svp->size() >= svp->allocated_size()-5)
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os::Printer::log("Allocation too small.", ELL_DEBUG);
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#endif
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// add front cap from light-facing faces
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svp->push_back(v2);
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svp->push_back(v1);
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svp->push_back(v0);
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// add back cap
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if ( !isDirectional )
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{
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lightDir1 = (v1-light).normalize();
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lightDir2 = (v2-light).normalize();
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}
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const core::vector3df i0 = v0+lightDir0*Infinity;
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const core::vector3df i1 = v1+lightDir1*Infinity;
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const core::vector3df i2 = v2+lightDir2*Infinity;
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svp->push_back(i0);
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svp->push_back(i1);
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svp->push_back(i2);
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bb->addInternalPoint(i0);
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bb->addInternalPoint(i1);
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bb->addInternalPoint(i2);
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}
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}
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// Create edges
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for (u32 i=0; i<faceCount; ++i)
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{
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// check all front facing faces
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if (FaceData[i] == true)
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{
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const u16 wFace0 = Indices[3*i+0];
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const u16 wFace1 = Indices[3*i+1];
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const u16 wFace2 = Indices[3*i+2];
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if ( Optimization == ESV_NONE )
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{
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// add edge v0-v1
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Edges[2*numEdges+0] = wFace0;
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Edges[2*numEdges+1] = wFace1;
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++numEdges;
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// add edge v1-v2
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Edges[2*numEdges+0] = wFace1;
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Edges[2*numEdges+1] = wFace2;
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++numEdges;
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// add edge v2-v0
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Edges[2*numEdges+0] = wFace2;
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Edges[2*numEdges+1] = wFace0;
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++numEdges;
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}
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else
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{
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const u16 adj0 = Adjacency[3*i+0];
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const u16 adj1 = Adjacency[3*i+1];
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const u16 adj2 = Adjacency[3*i+2];
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// add edges if face is adjacent to back-facing face
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// or if no adjacent face was found
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if (adj0 == i || FaceData[adj0] == false)
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{
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// add edge v0-v1
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Edges[2*numEdges+0] = wFace0;
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Edges[2*numEdges+1] = wFace1;
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++numEdges;
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}
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if (adj1 == i || FaceData[adj1] == false)
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{
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// add edge v1-v2
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Edges[2*numEdges+0] = wFace1;
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Edges[2*numEdges+1] = wFace2;
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++numEdges;
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}
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if (adj2 == i || FaceData[adj2] == false)
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{
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// add edge v2-v0
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Edges[2*numEdges+0] = wFace2;
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Edges[2*numEdges+1] = wFace0;
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++numEdges;
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}
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}
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}
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}
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return numEdges;
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}
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void CShadowVolumeSceneNode::setShadowMesh(const IMesh* mesh)
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{
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if (ShadowMesh == mesh)
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return;
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if (ShadowMesh)
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ShadowMesh->drop();
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ShadowMesh = mesh;
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if (ShadowMesh)
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{
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ShadowMesh->grab();
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Box = ShadowMesh->getBoundingBox();
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}
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}
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void CShadowVolumeSceneNode::updateShadowVolumes()
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{
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const u32 oldIndexCount = IndexCount;
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const u32 oldVertexCount = VertexCount;
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VertexCount = 0;
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IndexCount = 0;
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ShadowVolumesUsed = 0;
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const IMesh* const mesh = ShadowMesh;
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if (!mesh)
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return;
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// create as much shadow volumes as there are lights but
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// do not ignore the max light settings.
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const u32 lightCount = SceneManager->getVideoDriver()->getDynamicLightCount();
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if (!lightCount)
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return;
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// calculate total amount of vertices and indices
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u32 i;
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u32 totalVertices = 0;
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u32 totalIndices = 0;
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const u32 bufcnt = mesh->getMeshBufferCount();
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for (i=0; i<bufcnt; ++i)
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{
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const IMeshBuffer* buf = mesh->getMeshBuffer(i);
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if ( buf->getIndexType() == video::EIT_16BIT
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&& buf->getPrimitiveType() == scene::EPT_TRIANGLES )
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{
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totalIndices += buf->getIndexCount();
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totalVertices += buf->getVertexCount();
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}
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else
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{
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os::Printer::log("ShadowVolumeSceneNode only supports meshbuffers with 16 bit indices and triangles", ELL_WARNING);
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return;
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}
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}
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if ( totalIndices != (u32)(u16)totalIndices)
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{
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// We could switch to 32-bit indices, not much work and just bit of extra memory (< 192k) per shadow volume.
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// If anyone ever complains and really needs that just switch it. But huge shadows are usually a bad idea as they will be slow.
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os::Printer::log("ShadowVolumeSceneNode does not yet support shadowvolumes which need more than 16 bit indices", ELL_WARNING);
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return;
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}
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// allocate memory if necessary
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Vertices.set_used(totalVertices);
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Indices.set_used(totalIndices);
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FaceData.set_used(totalIndices / 3);
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// copy mesh
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// (could speed this up for static meshes by adding some user flag to prevents copying)
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for (i=0; i<bufcnt; ++i)
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{
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const IMeshBuffer* buf = mesh->getMeshBuffer(i);
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const u16* idxp = buf->getIndices();
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const u16* idxpend = idxp + buf->getIndexCount();
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for (; idxp!=idxpend; ++idxp)
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Indices[IndexCount++] = *idxp + VertexCount;
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const u32 vtxcnt = buf->getVertexCount();
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for (u32 j=0; j<vtxcnt; ++j)
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Vertices[VertexCount++] = buf->getPosition(j);
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}
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// recalculate adjacency if necessary
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if (oldVertexCount != VertexCount || oldIndexCount != IndexCount || AdjacencyDirtyFlag)
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calculateAdjacency();
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core::matrix4 matInv(Parent->getAbsoluteTransformation());
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matInv.makeInverse();
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core::matrix4 matTransp(Parent->getAbsoluteTransformation(), core::matrix4::EM4CONST_TRANSPOSED);
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const core::vector3df parentpos = Parent->getAbsolutePosition();
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for (i=0; i<lightCount; ++i)
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{
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const video::SLight& dl = SceneManager->getVideoDriver()->getDynamicLight(i);
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if ( dl.Type == video::ELT_DIRECTIONAL )
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{
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core::vector3df ldir(dl.Direction);
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matTransp.transformVect(ldir);
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createShadowVolume(ldir, true);
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}
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else
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{
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core::vector3df lpos(dl.Position);
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if (dl.CastShadows &&
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fabs((lpos - parentpos).getLengthSQ()) <= (dl.Radius*dl.Radius*4.0f))
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{
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matInv.transformVect(lpos);
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createShadowVolume(lpos, false);
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}
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}
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}
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}
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void CShadowVolumeSceneNode::setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization)
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{
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if ( Optimization != optimization )
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{
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Optimization = optimization;
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AdjacencyDirtyFlag = true;
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}
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}
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//! pre render method
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void CShadowVolumeSceneNode::OnRegisterSceneNode()
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{
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if (IsVisible)
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{
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SceneManager->registerNodeForRendering(this, scene::ESNRP_SHADOW);
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ISceneNode::OnRegisterSceneNode();
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}
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}
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//! renders the node.
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void CShadowVolumeSceneNode::render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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if (!ShadowVolumesUsed || !driver)
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return;
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driver->setTransform(video::ETS_WORLD, Parent->getAbsoluteTransformation());
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bool checkFarPlaneClipping = UseZFailMethod && !driver->queryFeature(video::EVDF_DEPTH_CLAMP);
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// get camera frustum converted to local coordinates when we have to check for far plane clipping
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SViewFrustum frust;
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if ( checkFarPlaneClipping )
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{
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const irr::scene::ICameraSceneNode* camera = SceneManager->getActiveCamera();
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if ( camera )
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{
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frust = *camera->getViewFrustum();
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core::matrix4 invTrans(Parent->getAbsoluteTransformation(), core::matrix4::EM4CONST_INVERSE);
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frust.transform(invTrans);
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}
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else
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checkFarPlaneClipping = false;
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}
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for (u32 i=0; i<ShadowVolumesUsed; ++i)
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{
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bool drawShadow = true;
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if (checkFarPlaneClipping)
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{
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||
|
// Disable shadows drawing, when back cap is behind of ZFar plane.
|
||
|
// TODO: Using infinite projection matrices instead is said to work better
|
||
|
// as then we wouldn't fail when the shadow clip the far plane.
|
||
|
// I couldn't get it working (and neither anyone before me it seems).
|
||
|
// Anyone who can figure it out is welcome to provide a patch.
|
||
|
|
||
|
core::vector3df edges[8];
|
||
|
ShadowBBox[i].getEdges(edges);
|
||
|
|
||
|
for(int j = 0; j < 8; ++j)
|
||
|
{
|
||
|
if (frust.planes[scene::SViewFrustum::VF_FAR_PLANE].classifyPointRelation(edges[j]) == core::ISREL3D_FRONT)
|
||
|
{
|
||
|
drawShadow = false;
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if(drawShadow)
|
||
|
driver->drawStencilShadowVolume(ShadowVolumes[i], UseZFailMethod, DebugDataVisible);
|
||
|
else
|
||
|
{
|
||
|
// TODO: For some reason (not yet further investigated), Direct3D needs a call to drawStencilShadowVolume
|
||
|
// even if we have nothing to draw here to set the renderstate into a StencilShadowMode.
|
||
|
// If that's not done it has effect on further render calls.
|
||
|
core::array<core::vector3df> triangles;
|
||
|
driver->drawStencilShadowVolume(triangles, UseZFailMethod, DebugDataVisible);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
//! returns the axis aligned bounding box of this node
|
||
|
const core::aabbox3d<f32>& CShadowVolumeSceneNode::getBoundingBox() const
|
||
|
{
|
||
|
return Box;
|
||
|
}
|
||
|
|
||
|
|
||
|
//! Generates adjacency information based on mesh indices.
|
||
|
void CShadowVolumeSceneNode::calculateAdjacency()
|
||
|
{
|
||
|
AdjacencyDirtyFlag = false;
|
||
|
|
||
|
if ( Optimization == ESV_NONE )
|
||
|
{
|
||
|
Adjacency.clear();
|
||
|
}
|
||
|
else if ( Optimization == ESV_SILHOUETTE_BY_POS )
|
||
|
{
|
||
|
Adjacency.set_used(IndexCount);
|
||
|
|
||
|
// go through all faces and fetch their three neighbours
|
||
|
for (u32 f=0; f<IndexCount; f+=3)
|
||
|
{
|
||
|
for (u32 edge = 0; edge<3; ++edge)
|
||
|
{
|
||
|
const core::vector3df& v1 = Vertices[Indices[f+edge]];
|
||
|
const core::vector3df& v2 = Vertices[Indices[f+((edge+1)%3)]];
|
||
|
|
||
|
// now we search an_O_ther _F_ace with these two
|
||
|
// vertices, which is not the current face.
|
||
|
u32 of;
|
||
|
|
||
|
for (of=0; of<IndexCount; of+=3)
|
||
|
{
|
||
|
// only other faces
|
||
|
if (of != f)
|
||
|
{
|
||
|
bool cnt1 = false;
|
||
|
bool cnt2 = false;
|
||
|
|
||
|
for (s32 e=0; e<3; ++e)
|
||
|
{
|
||
|
if (v1.equals(Vertices[Indices[of+e]]))
|
||
|
cnt1=true;
|
||
|
|
||
|
if (v2.equals(Vertices[Indices[of+e]]))
|
||
|
cnt2=true;
|
||
|
}
|
||
|
// one match for each vertex, i.e. edge is the same
|
||
|
if (cnt1 && cnt2)
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// no adjacent edges -> store face number, else store adjacent face
|
||
|
if (of >= IndexCount)
|
||
|
Adjacency[f + edge] = f/3;
|
||
|
else
|
||
|
Adjacency[f + edge] = of/3;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
} // end namespace scene
|
||
|
} // end namespace irr
|
||
|
|
||
|
#endif // _IRR_COMPILE_WITH_SHADOW_VOLUME_SCENENODE_
|