[1] | 1 | /* |
---|
| 2 | ----------------------------------------------------------------------------- |
---|
| 3 | This source file is part of OGRE |
---|
| 4 | (Object-oriented Graphics Rendering Engine) |
---|
| 5 | For the latest info, see http://www.ogre3d.org/ |
---|
| 6 | |
---|
| 7 | Copyright (c) 2000-2006 Torus Knot Software Ltd |
---|
| 8 | Also see acknowledgements in Readme.html |
---|
| 9 | |
---|
| 10 | This program is free software; you can redistribute it and/or modify it under |
---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later |
---|
| 13 | version. |
---|
| 14 | |
---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
---|
| 18 | |
---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with |
---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
---|
| 22 | http://www.gnu.org/copyleft/lesser.txt. |
---|
| 23 | |
---|
| 24 | You may alternatively use this source under the terms of a specific version of |
---|
| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
---|
| 26 | Torus Knot Software Ltd. |
---|
| 27 | ----------------------------------------------------------------------------- |
---|
| 28 | */ |
---|
| 29 | #include "OgreStableHeaders.h" |
---|
| 30 | #include "OgreLight.h" |
---|
| 31 | #include "OgreEdgeListBuilder.h" |
---|
| 32 | #include "OgreOptimisedUtil.h" |
---|
| 33 | |
---|
| 34 | namespace Ogre { |
---|
| 35 | const LightList& ShadowRenderable::getLights(void) const |
---|
| 36 | { |
---|
| 37 | // return empty |
---|
| 38 | static LightList ll; |
---|
| 39 | return ll; |
---|
| 40 | } |
---|
| 41 | // ------------------------------------------------------------------------ |
---|
| 42 | void ShadowCaster::updateEdgeListLightFacing(EdgeData* edgeData, |
---|
| 43 | const Vector4& lightPos) |
---|
| 44 | { |
---|
| 45 | edgeData->updateTriangleLightFacing(lightPos); |
---|
| 46 | } |
---|
| 47 | // ------------------------------------------------------------------------ |
---|
| 48 | void ShadowCaster::generateShadowVolume(EdgeData* edgeData, |
---|
| 49 | const HardwareIndexBufferSharedPtr& indexBuffer, const Light* light, |
---|
| 50 | ShadowRenderableList& shadowRenderables, unsigned long flags) |
---|
| 51 | { |
---|
| 52 | // Edge groups should be 1:1 with shadow renderables |
---|
| 53 | assert(edgeData->edgeGroups.size() == shadowRenderables.size()); |
---|
| 54 | |
---|
| 55 | EdgeData::EdgeGroupList::const_iterator egi, egiend; |
---|
| 56 | ShadowRenderableList::const_iterator si; |
---|
| 57 | |
---|
| 58 | Light::LightTypes lightType = light->getType(); |
---|
| 59 | |
---|
| 60 | // pre-count the size of index data we need since it makes a big perf difference |
---|
| 61 | // to GL in particular if we lock a smaller area of the index buffer |
---|
| 62 | size_t preCountIndexes = 0; |
---|
| 63 | |
---|
| 64 | si = shadowRenderables.begin(); |
---|
| 65 | egiend = edgeData->edgeGroups.end(); |
---|
| 66 | for (egi = edgeData->edgeGroups.begin(); egi != egiend; ++egi, ++si) |
---|
| 67 | { |
---|
| 68 | const EdgeData::EdgeGroup& eg = *egi; |
---|
| 69 | bool firstDarkCapTri = true; |
---|
| 70 | |
---|
| 71 | EdgeData::EdgeList::const_iterator i, iend; |
---|
| 72 | iend = eg.edges.end(); |
---|
| 73 | for (i = eg.edges.begin(); i != iend; ++i) |
---|
| 74 | { |
---|
| 75 | const EdgeData::Edge& edge = *i; |
---|
| 76 | |
---|
| 77 | // Silhouette edge, when two tris has opposite light facing, or |
---|
| 78 | // degenerate edge where only tri 1 is valid and the tri light facing |
---|
| 79 | char lightFacing = edgeData->triangleLightFacings[edge.triIndex[0]]; |
---|
| 80 | if ((edge.degenerate && lightFacing) || |
---|
| 81 | (!edge.degenerate && (lightFacing != edgeData->triangleLightFacings[edge.triIndex[1]]))) |
---|
| 82 | { |
---|
| 83 | |
---|
| 84 | preCountIndexes += 3; |
---|
| 85 | |
---|
| 86 | // Are we extruding to infinity? |
---|
| 87 | if (!(lightType == Light::LT_DIRECTIONAL && |
---|
| 88 | flags & SRF_EXTRUDE_TO_INFINITY)) |
---|
| 89 | { |
---|
| 90 | preCountIndexes += 3; |
---|
| 91 | } |
---|
| 92 | |
---|
| 93 | // Do dark cap tri |
---|
| 94 | // Use McGuire et al method, a triangle fan covering all silhouette |
---|
| 95 | // edges and one point (taken from the initial tri) |
---|
| 96 | if (flags & SRF_INCLUDE_DARK_CAP) |
---|
| 97 | { |
---|
| 98 | if (firstDarkCapTri) |
---|
| 99 | { |
---|
| 100 | firstDarkCapTri = false; |
---|
| 101 | } |
---|
| 102 | else |
---|
| 103 | { |
---|
| 104 | preCountIndexes += 3; |
---|
| 105 | } |
---|
| 106 | |
---|
| 107 | } |
---|
| 108 | } |
---|
| 109 | |
---|
| 110 | } |
---|
| 111 | |
---|
| 112 | // Do light cap |
---|
| 113 | if (flags & SRF_INCLUDE_LIGHT_CAP) |
---|
| 114 | { |
---|
| 115 | // Iterate over the triangles which are using this vertex set |
---|
| 116 | EdgeData::TriangleList::const_iterator ti, tiend; |
---|
| 117 | EdgeData::TriangleLightFacingList::const_iterator lfi; |
---|
| 118 | ti = edgeData->triangles.begin() + eg.triStart; |
---|
| 119 | tiend = ti + eg.triCount; |
---|
| 120 | lfi = edgeData->triangleLightFacings.begin() + eg.triStart; |
---|
| 121 | for ( ; ti != tiend; ++ti, ++lfi) |
---|
| 122 | { |
---|
| 123 | const EdgeData::Triangle& t = *ti; |
---|
| 124 | assert(t.vertexSet == eg.vertexSet); |
---|
| 125 | // Check it's light facing |
---|
| 126 | if (*lfi) |
---|
| 127 | { |
---|
| 128 | preCountIndexes += 3; |
---|
| 129 | } |
---|
| 130 | } |
---|
| 131 | |
---|
| 132 | } |
---|
| 133 | |
---|
| 134 | } |
---|
| 135 | // End pre-count |
---|
| 136 | |
---|
| 137 | |
---|
| 138 | // Lock index buffer for writing, just enough length as we need |
---|
| 139 | unsigned short* pIdx = static_cast<unsigned short*>( |
---|
| 140 | indexBuffer->lock(0, sizeof(unsigned short) * preCountIndexes, |
---|
| 141 | HardwareBuffer::HBL_DISCARD)); |
---|
| 142 | size_t numIndices = 0; |
---|
| 143 | |
---|
| 144 | // Iterate over the groups and form renderables for each based on their |
---|
| 145 | // lightFacing |
---|
| 146 | si = shadowRenderables.begin(); |
---|
| 147 | egiend = edgeData->edgeGroups.end(); |
---|
| 148 | for (egi = edgeData->edgeGroups.begin(); egi != egiend; ++egi, ++si) |
---|
| 149 | { |
---|
| 150 | const EdgeData::EdgeGroup& eg = *egi; |
---|
| 151 | // Initialise the index start for this shadow renderable |
---|
| 152 | IndexData* indexData = (*si)->getRenderOperationForUpdate()->indexData; |
---|
| 153 | indexData->indexStart = numIndices; |
---|
| 154 | // original number of verts (without extruded copy) |
---|
| 155 | size_t originalVertexCount = eg.vertexData->vertexCount; |
---|
| 156 | bool firstDarkCapTri = true; |
---|
| 157 | unsigned short darkCapStart; |
---|
| 158 | |
---|
| 159 | EdgeData::EdgeList::const_iterator i, iend; |
---|
| 160 | iend = eg.edges.end(); |
---|
| 161 | for (i = eg.edges.begin(); i != iend; ++i) |
---|
| 162 | { |
---|
| 163 | const EdgeData::Edge& edge = *i; |
---|
| 164 | |
---|
| 165 | // Silhouette edge, when two tris has opposite light facing, or |
---|
| 166 | // degenerate edge where only tri 1 is valid and the tri light facing |
---|
| 167 | char lightFacing = edgeData->triangleLightFacings[edge.triIndex[0]]; |
---|
| 168 | if ((edge.degenerate && lightFacing) || |
---|
| 169 | (!edge.degenerate && (lightFacing != edgeData->triangleLightFacings[edge.triIndex[1]]))) |
---|
| 170 | { |
---|
| 171 | size_t v0 = edge.vertIndex[0]; |
---|
| 172 | size_t v1 = edge.vertIndex[1]; |
---|
| 173 | if (!lightFacing) |
---|
| 174 | { |
---|
| 175 | // Inverse edge indexes when t1 is light away |
---|
| 176 | std::swap(v0, v1); |
---|
| 177 | } |
---|
| 178 | |
---|
| 179 | /* Note edge(v0, v1) run anticlockwise along the edge from |
---|
| 180 | the light facing tri so to point shadow volume tris outward, |
---|
| 181 | light cap indexes have to be backwards |
---|
| 182 | |
---|
| 183 | We emit 2 tris if light is a point light, 1 if light |
---|
| 184 | is directional, because directional lights cause all |
---|
| 185 | points to converge to a single point at infinity. |
---|
| 186 | |
---|
| 187 | First side tri = near1, near0, far0 |
---|
| 188 | Second tri = far0, far1, near1 |
---|
| 189 | |
---|
| 190 | 'far' indexes are 'near' index + originalVertexCount |
---|
| 191 | because 'far' verts are in the second half of the |
---|
| 192 | buffer |
---|
| 193 | */ |
---|
| 194 | assert(v1 < 65536 && v0 < 65536 && (v0 + originalVertexCount) < 65536 && |
---|
| 195 | "Vertex count exceeds 16-bit index limit!"); |
---|
| 196 | *pIdx++ = static_cast<unsigned short>(v1); |
---|
| 197 | *pIdx++ = static_cast<unsigned short>(v0); |
---|
| 198 | *pIdx++ = static_cast<unsigned short>(v0 + originalVertexCount); |
---|
| 199 | numIndices += 3; |
---|
| 200 | |
---|
| 201 | // Are we extruding to infinity? |
---|
| 202 | if (!(lightType == Light::LT_DIRECTIONAL && |
---|
| 203 | flags & SRF_EXTRUDE_TO_INFINITY)) |
---|
| 204 | { |
---|
| 205 | // additional tri to make quad |
---|
| 206 | *pIdx++ = static_cast<unsigned short>(v0 + originalVertexCount); |
---|
| 207 | *pIdx++ = static_cast<unsigned short>(v1 + originalVertexCount); |
---|
| 208 | *pIdx++ = static_cast<unsigned short>(v1); |
---|
| 209 | numIndices += 3; |
---|
| 210 | } |
---|
| 211 | |
---|
| 212 | // Do dark cap tri |
---|
| 213 | // Use McGuire et al method, a triangle fan covering all silhouette |
---|
| 214 | // edges and one point (taken from the initial tri) |
---|
| 215 | if (flags & SRF_INCLUDE_DARK_CAP) |
---|
| 216 | { |
---|
| 217 | if (firstDarkCapTri) |
---|
| 218 | { |
---|
| 219 | darkCapStart = static_cast<unsigned short>(v0 + originalVertexCount); |
---|
| 220 | firstDarkCapTri = false; |
---|
| 221 | } |
---|
| 222 | else |
---|
| 223 | { |
---|
| 224 | *pIdx++ = darkCapStart; |
---|
| 225 | *pIdx++ = static_cast<unsigned short>(v1 + originalVertexCount); |
---|
| 226 | *pIdx++ = static_cast<unsigned short>(v0 + originalVertexCount); |
---|
| 227 | numIndices += 3; |
---|
| 228 | } |
---|
| 229 | |
---|
| 230 | } |
---|
| 231 | } |
---|
| 232 | |
---|
| 233 | } |
---|
| 234 | |
---|
| 235 | // Do light cap |
---|
| 236 | if (flags & SRF_INCLUDE_LIGHT_CAP) |
---|
| 237 | { |
---|
| 238 | // separate light cap? |
---|
| 239 | if ((*si)->isLightCapSeparate()) |
---|
| 240 | { |
---|
| 241 | // update index count for this shadow renderable |
---|
| 242 | indexData->indexCount = numIndices - indexData->indexStart; |
---|
| 243 | |
---|
| 244 | // get light cap index data for update |
---|
| 245 | indexData = (*si)->getLightCapRenderable()->getRenderOperationForUpdate()->indexData; |
---|
| 246 | // start indexes after the current total |
---|
| 247 | indexData->indexStart = numIndices; |
---|
| 248 | } |
---|
| 249 | |
---|
| 250 | // Iterate over the triangles which are using this vertex set |
---|
| 251 | EdgeData::TriangleList::const_iterator ti, tiend; |
---|
| 252 | EdgeData::TriangleLightFacingList::const_iterator lfi; |
---|
| 253 | ti = edgeData->triangles.begin() + eg.triStart; |
---|
| 254 | tiend = ti + eg.triCount; |
---|
| 255 | lfi = edgeData->triangleLightFacings.begin() + eg.triStart; |
---|
| 256 | for ( ; ti != tiend; ++ti, ++lfi) |
---|
| 257 | { |
---|
| 258 | const EdgeData::Triangle& t = *ti; |
---|
| 259 | assert(t.vertexSet == eg.vertexSet); |
---|
| 260 | // Check it's light facing |
---|
| 261 | if (*lfi) |
---|
| 262 | { |
---|
| 263 | assert(t.vertIndex[0] < 65536 && t.vertIndex[1] < 65536 && |
---|
| 264 | t.vertIndex[2] < 65536 && |
---|
| 265 | "16-bit index limit exceeded!"); |
---|
| 266 | *pIdx++ = static_cast<unsigned short>(t.vertIndex[0]); |
---|
| 267 | *pIdx++ = static_cast<unsigned short>(t.vertIndex[1]); |
---|
| 268 | *pIdx++ = static_cast<unsigned short>(t.vertIndex[2]); |
---|
| 269 | numIndices += 3; |
---|
| 270 | } |
---|
| 271 | } |
---|
| 272 | |
---|
| 273 | } |
---|
| 274 | |
---|
| 275 | // update index count for current index data (either this shadow renderable or its light cap) |
---|
| 276 | indexData->indexCount = numIndices - indexData->indexStart; |
---|
| 277 | |
---|
| 278 | } |
---|
| 279 | |
---|
| 280 | |
---|
| 281 | // Unlock index buffer |
---|
| 282 | indexBuffer->unlock(); |
---|
| 283 | |
---|
| 284 | // In debug mode, check we didn't overrun the index buffer |
---|
| 285 | assert(numIndices <= indexBuffer->getNumIndexes() && |
---|
| 286 | "Index buffer overrun while generating shadow volume!! " |
---|
| 287 | "You must increase the size of the shadow index buffer."); |
---|
| 288 | |
---|
| 289 | } |
---|
| 290 | // ------------------------------------------------------------------------ |
---|
| 291 | void ShadowCaster::extrudeVertices( |
---|
| 292 | const HardwareVertexBufferSharedPtr& vertexBuffer, |
---|
| 293 | size_t originalVertexCount, const Vector4& light, Real extrudeDist) |
---|
| 294 | { |
---|
| 295 | assert (vertexBuffer->getVertexSize() == sizeof(float) * 3 |
---|
| 296 | && "Position buffer should contain only positions!"); |
---|
| 297 | |
---|
| 298 | // Extrude the first area of the buffer into the second area |
---|
| 299 | // Lock the entire buffer for writing, even though we'll only be |
---|
| 300 | // updating the latter because you can't have 2 locks on the same |
---|
| 301 | // buffer |
---|
| 302 | float* pSrc = static_cast<float*>( |
---|
| 303 | vertexBuffer->lock(HardwareBuffer::HBL_NORMAL)); |
---|
| 304 | |
---|
| 305 | // TODO: We should add extra (ununsed) vertices ensure source and |
---|
| 306 | // destination buffer have same alignment for slight performance gain. |
---|
| 307 | float* pDest = pSrc + originalVertexCount * 3; |
---|
| 308 | |
---|
| 309 | OptimisedUtil::getImplementation()->extrudeVertices( |
---|
| 310 | light, extrudeDist, |
---|
| 311 | pSrc, pDest, originalVertexCount); |
---|
| 312 | |
---|
| 313 | vertexBuffer->unlock(); |
---|
| 314 | |
---|
| 315 | } |
---|
| 316 | // ------------------------------------------------------------------------ |
---|
| 317 | void ShadowCaster::extrudeBounds(AxisAlignedBox& box, const Vector4& light, Real extrudeDist) const |
---|
| 318 | { |
---|
| 319 | Vector3 extrusionDir; |
---|
| 320 | |
---|
| 321 | if (light.w == 0) |
---|
| 322 | { |
---|
| 323 | // Parallel projection guarantees min/max relationship remains the same |
---|
| 324 | extrusionDir.x = -light.x; |
---|
| 325 | extrusionDir.y = -light.y; |
---|
| 326 | extrusionDir.z = -light.z; |
---|
| 327 | extrusionDir.normalise(); |
---|
| 328 | extrusionDir *= extrudeDist; |
---|
| 329 | box.setExtents(box.getMinimum() + extrusionDir, |
---|
| 330 | box.getMaximum() + extrusionDir); |
---|
| 331 | } |
---|
| 332 | else |
---|
| 333 | { |
---|
| 334 | Vector3 oldMin, oldMax, currentCorner; |
---|
| 335 | // Getting the original values |
---|
| 336 | oldMin = box.getMinimum(); |
---|
| 337 | oldMax = box.getMaximum(); |
---|
| 338 | // Starting the box again with a null content |
---|
| 339 | box.setNull(); |
---|
| 340 | |
---|
| 341 | // merging all the extruded corners |
---|
| 342 | |
---|
| 343 | // 0 : min min min |
---|
| 344 | currentCorner = oldMin; |
---|
| 345 | extrusionDir.x = currentCorner.x - light.x; |
---|
| 346 | extrusionDir.y = currentCorner.y - light.y; |
---|
| 347 | extrusionDir.z = currentCorner.z - light.z; |
---|
| 348 | extrusionDir.normalise(); |
---|
| 349 | extrusionDir *= extrudeDist; |
---|
| 350 | box.merge(currentCorner + extrusionDir); |
---|
| 351 | |
---|
| 352 | // 6 : min min max |
---|
| 353 | // only z has changed |
---|
| 354 | currentCorner.z = oldMax.z; |
---|
| 355 | extrusionDir.z = currentCorner.z - light.z; |
---|
| 356 | extrusionDir.normalise(); |
---|
| 357 | extrusionDir *= extrudeDist; |
---|
| 358 | box.merge(currentCorner + extrusionDir); |
---|
| 359 | |
---|
| 360 | // 5 : min max max |
---|
| 361 | currentCorner.y = oldMax.y; |
---|
| 362 | extrusionDir.y = currentCorner.y - light.y; |
---|
| 363 | extrusionDir.normalise(); |
---|
| 364 | extrusionDir *= extrudeDist; |
---|
| 365 | box.merge(currentCorner + extrusionDir); |
---|
| 366 | |
---|
| 367 | // 1 : min max min |
---|
| 368 | currentCorner.z = oldMin.z; |
---|
| 369 | extrusionDir.z = currentCorner.z - light.z; |
---|
| 370 | extrusionDir.normalise(); |
---|
| 371 | extrusionDir *= extrudeDist; |
---|
| 372 | box.merge(currentCorner + extrusionDir); |
---|
| 373 | |
---|
| 374 | // 2 : max max min |
---|
| 375 | currentCorner.x = oldMax.x; |
---|
| 376 | extrusionDir.x = currentCorner.x - light.x; |
---|
| 377 | extrusionDir.normalise(); |
---|
| 378 | extrusionDir *= extrudeDist; |
---|
| 379 | box.merge(currentCorner + extrusionDir); |
---|
| 380 | |
---|
| 381 | // 4 : max max max |
---|
| 382 | currentCorner.z = oldMax.z; |
---|
| 383 | extrusionDir.z = currentCorner.z - light.z; |
---|
| 384 | extrusionDir.normalise(); |
---|
| 385 | extrusionDir *= extrudeDist; |
---|
| 386 | box.merge(currentCorner + extrusionDir); |
---|
| 387 | |
---|
| 388 | // 7 : max min max |
---|
| 389 | currentCorner.y = oldMin.y; |
---|
| 390 | extrusionDir.y = currentCorner.y - light.y; |
---|
| 391 | extrusionDir.normalise(); |
---|
| 392 | extrusionDir *= extrudeDist; |
---|
| 393 | box.merge(currentCorner + extrusionDir); |
---|
| 394 | |
---|
| 395 | // 3 : max min min |
---|
| 396 | currentCorner.z = oldMin.z; |
---|
| 397 | extrusionDir.z = currentCorner.z - light.z; |
---|
| 398 | extrusionDir.normalise(); |
---|
| 399 | extrusionDir *= extrudeDist; |
---|
| 400 | box.merge(currentCorner + extrusionDir); |
---|
| 401 | |
---|
| 402 | } |
---|
| 403 | |
---|
| 404 | } |
---|
| 405 | // ------------------------------------------------------------------------ |
---|
| 406 | Real ShadowCaster::getExtrusionDistance(const Vector3& objectPos, const Light* light) const |
---|
| 407 | { |
---|
| 408 | Vector3 diff = objectPos - light->getDerivedPosition(); |
---|
| 409 | return light->getAttenuationRange() - diff.length(); |
---|
| 410 | } |
---|
| 411 | |
---|
| 412 | } |
---|