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1670db617b
Also updating ES&ES2 interface to work with removal of IMaterialRendererServices::setBasicRenderStates git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6487 dfc29bdd-3216-0410-991c-e03cc46cb475
115 lines
4.4 KiB
C++
115 lines
4.4 KiB
C++
// 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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#ifndef IRR_I_MESH_SCENE_NODE_H_INCLUDED
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#define IRR_I_MESH_SCENE_NODE_H_INCLUDED
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#include "ISceneNode.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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class IShadowVolumeSceneNode;
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class IMesh;
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//! Option for nodes how to register themeselves at the SceneManager
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enum ENodeRegistration
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{
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//! Each node registers once and renders all it's mesh-buffers
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ENR_DEFAULT,
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//! Register a new node per mesh-buffer at the SceneManager
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//! It allows the SceneManager to sort in each render stage per buffer instead of per node.
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//! This can be useful when having several transparent buffers in a mesh.
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//! Depending on the scene (and hardware) this can have a positive or negative effect on performance.
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//! It can avoid texture-switches, but adds nodes to sort and more matrix transformations are set.
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ENR_PER_MESH_BUFFER
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};
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//! A scene node displaying a static mesh
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class IMeshSceneNode : public ISceneNode
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{
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public:
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//! Constructor
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/** Use setMesh() to set the mesh to display.
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*/
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IMeshSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id,
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const core::vector3df& position = core::vector3df(0,0,0),
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const core::vector3df& rotation = core::vector3df(0,0,0),
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const core::vector3df& scale = core::vector3df(1,1,1))
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: ISceneNode(parent, mgr, id, position, rotation, scale)
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, NodeRegistration(ENR_DEFAULT)
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{}
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//! Sets a new mesh to display or update mesh when it changed
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/** \param mesh Mesh to display. */
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virtual void setMesh(IMesh* mesh) = 0;
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//! Get the currently defined mesh for display.
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/** \return Pointer to mesh which is displayed by this node. */
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virtual IMesh* getMesh(void) = 0;
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/** The shadow can be rendered using the ZPass or the zfail
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method. ZPass is a little bit faster because the shadow volume
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creation is easier, but with this method there occur ugly
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looking artifacts when the camera is inside the shadow volume.
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These error do not occur with the ZFail method, but it can
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have trouble with clipping to the far-plane (it usually works
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well in OpenGL and fails with other drivers).
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\param shadowMesh: Optional custom mesh for shadow volume.
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\param id: Id of the shadow scene node. This id can be used to
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identify the node later.
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\param zfailmethod: If set to true, the shadow will use the
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zfail method, if not, zpass is used.
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\param infinity: Value used by the shadow volume algorithm to
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scale the shadow volume. For zfail shadow volumes on some drivers
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only support finite shadows, so camera zfar must be larger than
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shadow back cap,which is depending on the infinity parameter).
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Infinity value also scales by the scaling factors of the model.
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If shadows don't show up with zfail then try reducing infinity.
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If shadows are cut-off then try increasing infinity.
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\return Pointer to the created shadow scene node. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
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s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
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//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
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/** In this way it is possible to change the materials of a mesh
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causing all mesh scene nodes referencing this mesh to change, too.
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\param readonly Flag if the materials shall be read-only. */
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virtual void setReadOnlyMaterials(bool readonly) = 0;
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//! Check if the scene node should not copy the materials of the mesh but use them in a read only style
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/** This flag can be set by setReadOnlyMaterials().
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\return Whether the materials are read-only. */
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virtual bool isReadOnlyMaterials() const = 0;
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//! Set how the node registers itself to the SceneManager
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/** Note: Derived classes can ignore this flag, so think of it as a hint. */
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virtual void setNodeRegistration(ENodeRegistration nodeRegistration)
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{
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NodeRegistration = nodeRegistration;
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}
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//! How does a node register itself to the SceneManager
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/** Note: Derived classes may ignore this flag */
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virtual ENodeRegistration getNodeRegistration() const
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{
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return NodeRegistration;
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}
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protected:
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ENodeRegistration NodeRegistration;
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};
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} // end namespace scene
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} // end namespace irr
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#endif
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