// 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) _IRR_OVERRIDE_; //! Updates the shadow volumes for current light positions. /** Called each render cycle from Animated Mesh SceneNode render method. */ virtual void updateShadowVolumes() _IRR_OVERRIDE_; //! Set optimization used to create shadow volumes /** Default is ESV_SILHOUETTE_BY_POS. If the shadow looks bad then give ESV_NONE a try (which will be slower). */ virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) _IRR_OVERRIDE_; //! Get currently active optimization used to create shadow volumes virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const _IRR_OVERRIDE_ { return Optimization; } //! pre render method virtual void OnRegisterSceneNode() _IRR_OVERRIDE_; //! renders the node. virtual void render() _IRR_OVERRIDE_; //! returns the axis aligned bounding box of this node virtual const core::aabbox3d& getBoundingBox() const _IRR_OVERRIDE_; //! Returns type of the scene node virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SHADOW_VOLUME; } private: typedef core::array SShadowVolume; void createShadowVolume(const core::vector3df& pos, bool isDirectional); u32 createEdgesAndCaps(const core::vector3df& light, bool isDirectional, 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; bool AdjacencyDirtyFlag; const scene::IMesh* ShadowMesh; u32 IndexCount; u32 VertexCount; u32 ShadowVolumesUsed; f32 Infinity; bool UseZFailMethod; ESHADOWVOLUME_OPTIMIZATION Optimization; }; } // end namespace scene } // end namespace irr #endif