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git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
66 lines
2.1 KiB
C++
66 lines
2.1 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 __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
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#define __I_SHADOW_VOLUME_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 IMesh;
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enum ESHADOWVOLUME_OPTIMIZATION
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{
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//! Create volumes around every triangle
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ESV_NONE,
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//! Create volumes only around the silhouette of the mesh
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/** This can reduce the number of volumes drastically,
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but will have an upfront-cost where it calculates adjacency of
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triangles. Also it will not work with all models. Basically
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if you see strange black shadow lines then you have a model
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for which it won't work.
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We get that information about adjacency by comparing the positions of
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all edges in the mesh (even if they are in different meshbuffers). */
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ESV_SILHOUETTE_BY_POS
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};
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//! Scene node for rendering a shadow volume into a stencil buffer.
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class IShadowVolumeSceneNode : public ISceneNode
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{
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public:
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//! constructor
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IShadowVolumeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
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: ISceneNode(parent, mgr, id) {}
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//! Sets the mesh from which the shadow volume should be generated.
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/** To optimize shadow rendering, use a simpler mesh for shadows.
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*/
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virtual void setShadowMesh(const IMesh* mesh) = 0;
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//! Updates the shadow volumes for current light positions.
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virtual void updateShadowVolumes() = 0;
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//! Set optimization used to create shadow volumes
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/** Default is ESV_SILHOUETTE_BY_POS. If the shadow
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looks bad then give ESV_NONE a try (which will be slower).
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Alternatively you can try to fix the model, it's often
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because it's not closed (aka if you'd put water in it then
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that would leak out). */
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virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) = 0;
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//! Get currently active optimization used to create shadow volumes
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virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const = 0;
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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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