[148] | 1 | /* |
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| 2 | ----------------------------------------------------------------------------- |
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| 3 | This source file is part of OGRE |
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| 4 | (Object-oriented Graphics Rendering Engine) |
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| 5 | For the latest info, see http://www.ogre3d.org/ |
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| 6 | |
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| 7 | Copyright (c) 2000-2013 Torus Knot Software Ltd |
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| 8 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __ShadowCaster_H__ |
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| 29 | #define __ShadowCaster_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreRenderable.h" |
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| 33 | #include "OgreHeaderPrefix.h" |
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| 34 | |
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| 35 | |
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| 36 | namespace Ogre { |
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| 37 | |
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| 38 | /** \addtogroup Core |
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| 39 | * @{ |
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| 40 | */ |
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| 41 | /** \addtogroup Scene |
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| 42 | * @{ |
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| 43 | */ |
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| 44 | /** Class which represents the renderable aspects of a set of shadow volume faces. |
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| 45 | @remarks |
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| 46 | Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each |
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| 47 | using their own geometry), it will take more than one ShadowRenderable to render the |
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| 48 | shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of |
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| 49 | vertex buffers (not necessarily one buffer, but the positions for the entire geometry |
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| 50 | should come from one buffer if possible) |
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| 51 | */ |
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| 52 | class _OgreExport ShadowRenderable : public Renderable, public ShadowDataAlloc |
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| 53 | { |
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| 54 | protected: |
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| 55 | MaterialPtr mMaterial; |
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| 56 | RenderOperation mRenderOp; |
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| 57 | ShadowRenderable* mLightCap; /// Used only if isLightCapSeparate == true |
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| 58 | public: |
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| 59 | ShadowRenderable() : mMaterial(), mLightCap(0) {} |
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| 60 | virtual ~ShadowRenderable() { delete mLightCap; } |
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| 61 | /** Set the material to be used by the shadow, should be set by the caller |
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| 62 | before adding to a render queue |
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| 63 | */ |
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| 64 | void setMaterial(const MaterialPtr& mat) { mMaterial = mat; } |
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| 65 | /// @copydoc Renderable::getMaterial |
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| 66 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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| 67 | /// @copydoc Renderable::getRenderOperation |
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| 68 | void getRenderOperation(RenderOperation& op) { op = mRenderOp; } |
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| 69 | /// Get the internal render operation for set up. |
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| 70 | RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;} |
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| 71 | /// @copydoc Renderable::getWorldTransforms |
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| 72 | void getWorldTransforms(Matrix4* xform) const = 0; |
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| 73 | /// @copydoc Renderable::getSquaredViewDepth |
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| 74 | Real getSquaredViewDepth(const Camera*) const{ return 0; /* not used */} |
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| 75 | /// @copydoc Renderable::getLights. |
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| 76 | const LightList& getLights(void) const; |
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| 77 | /** Does this renderable require a separate light cap? |
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| 78 | @remarks |
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| 79 | If possible, the light cap (when required) should be contained in the |
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| 80 | usual geometry of the shadow renderable. However, if for some reason |
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| 81 | the normal depth function (less than) could cause artefacts, then a |
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| 82 | separate light cap with a depth function of 'always fail' can be used |
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| 83 | instead. The primary example of this is when there are floating point |
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| 84 | inaccuracies caused by calculating the shadow geometry separately from |
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| 85 | the real geometry. |
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| 86 | */ |
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| 87 | bool isLightCapSeparate(void) const { return mLightCap != 0; } |
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| 88 | |
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| 89 | /// Get the light cap version of this renderable. |
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| 90 | ShadowRenderable* getLightCapRenderable(void) { return mLightCap; } |
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| 91 | /// Should this ShadowRenderable be treated as visible? |
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| 92 | virtual bool isVisible(void) const { return true; } |
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| 93 | |
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| 94 | /** This function informs the shadow renderable that the global index buffer |
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| 95 | from the SceneManager has been updated. As all shadow use this buffer their pointer |
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| 96 | must be updated as well. |
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| 97 | @param indexBuffer |
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| 98 | Pointer to the new index buffer. |
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| 99 | */ |
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| 100 | virtual void rebindIndexBuffer(const HardwareIndexBufferSharedPtr& indexBuffer) = 0; |
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| 101 | |
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| 102 | }; |
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| 103 | |
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| 104 | /** A set of flags that can be used to influence ShadowRenderable creation. */ |
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| 105 | enum ShadowRenderableFlags |
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| 106 | { |
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| 107 | /// For shadow volume techniques only, generate a light cap on the volume. |
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| 108 | SRF_INCLUDE_LIGHT_CAP = 0x00000001, |
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| 109 | /// For shadow volume techniques only, generate a dark cap on the volume. |
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| 110 | SRF_INCLUDE_DARK_CAP = 0x00000002, |
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| 111 | /// For shadow volume techniques only, indicates volume is extruded to infinity. |
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| 112 | SRF_EXTRUDE_TO_INFINITY = 0x00000004 |
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| 113 | }; |
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| 114 | |
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| 115 | /** This class defines the interface that must be implemented by shadow casters. |
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| 116 | */ |
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| 117 | class _OgreExport ShadowCaster |
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| 118 | { |
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| 119 | public: |
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| 120 | virtual ~ShadowCaster() { } |
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| 121 | /** Returns whether or not this object currently casts a shadow. */ |
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| 122 | virtual bool getCastShadows(void) const = 0; |
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| 123 | |
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| 124 | /** Returns details of the edges which might be used to determine a silhouette. */ |
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| 125 | virtual EdgeData* getEdgeList(void) = 0; |
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| 126 | /** Returns whether the object has a valid edge list. */ |
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| 127 | virtual bool hasEdgeList(void) = 0; |
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| 128 | |
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| 129 | /** Get the world bounding box of the caster. */ |
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| 130 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0; |
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| 131 | /** Gets the world space bounding box of the light cap. */ |
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| 132 | virtual const AxisAlignedBox& getLightCapBounds(void) const = 0; |
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| 133 | /** Gets the world space bounding box of the dark cap, as extruded using the light provided. */ |
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| 134 | virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0; |
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| 135 | |
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| 136 | typedef vector<ShadowRenderable*>::type ShadowRenderableList; |
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| 137 | typedef VectorIterator<ShadowRenderableList> ShadowRenderableListIterator; |
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| 138 | |
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| 139 | /** Gets an iterator over the renderables required to render the shadow volume. |
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| 140 | @remarks |
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| 141 | Shadowable geometry should ideally be designed such that there is only one |
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| 142 | ShadowRenderable required to render the the shadow; however this is not a necessary |
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| 143 | limitation and it can be exceeded if required. |
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| 144 | @param shadowTechnique |
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| 145 | The technique being used to generate the shadow. |
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| 146 | @param light |
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| 147 | The light to generate the shadow from. |
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| 148 | @param indexBuffer |
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| 149 | The index buffer to build the renderables into, |
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| 150 | the current contents are assumed to be disposable. |
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| 151 | @param extrudeVertices |
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| 152 | If @c true, this means this class should extrude |
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| 153 | the vertices of the back of the volume in software. If false, it |
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| 154 | will not be done (a vertex program is assumed). |
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| 155 | @param extrusionDistance |
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| 156 | The distance to extrude the shadow volume. |
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| 157 | @param flags |
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| 158 | Technique-specific flags, see ShadowRenderableFlags. |
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| 159 | */ |
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| 160 | virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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| 161 | ShadowTechnique shadowTechnique, const Light* light, |
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| 162 | HardwareIndexBufferSharedPtr* indexBuffer, size_t* indexBufferUsedSize, |
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| 163 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0; |
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| 164 | |
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| 165 | /** Utility method for extruding vertices based on a light. |
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| 166 | @remarks |
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| 167 | Unfortunately, because D3D cannot handle homogeneous (4D) position |
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| 168 | coordinates in the fixed-function pipeline (GL can, but we have to |
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| 169 | be cross-API), when we extrude in software we cannot extrude to |
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| 170 | infinity the way we do in the vertex program (by setting w to |
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| 171 | 0.0f). Therefore we extrude by a fixed distance, which may cause |
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| 172 | some problems with larger scenes. Luckily better hardware (ie |
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| 173 | vertex programs) can fix this. |
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| 174 | @param vertexBuffer |
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| 175 | The vertex buffer containing ONLY xyz position |
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| 176 | values, which must be originalVertexCount * 2 * 3 floats long. |
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| 177 | @param originalVertexCount |
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| 178 | The count of the original number of |
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| 179 | vertices, i.e. the number in the mesh, not counting the doubling |
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| 180 | which has already been done (by VertexData::prepareForShadowVolume) |
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| 181 | to provide the extruded area of the buffer. |
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| 182 | @param lightPos |
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| 183 | 4D light position in object space, when w=0.0f this |
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| 184 | represents a directional light. |
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| 185 | @param extrudeDist |
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| 186 | The distance to extrude. |
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| 187 | */ |
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| 188 | static void extrudeVertices(const HardwareVertexBufferSharedPtr& vertexBuffer, |
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| 189 | size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist); |
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| 190 | /** Get the distance to extrude for a point/spot light. */ |
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| 191 | virtual Real getPointExtrusionDistance(const Light* l) const = 0; |
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| 192 | protected: |
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| 193 | /// Helper method for calculating extrusion distance. |
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| 194 | Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const; |
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| 195 | /** Tells the caster to perform the tasks necessary to update the |
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| 196 | edge data's light listing. Can be overridden if the subclass needs |
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| 197 | to do additional things. |
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| 198 | @param edgeData |
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| 199 | The edge information to update. |
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| 200 | @param lightPos |
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| 201 | 4D vector representing the light, a directional light has w=0.0. |
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| 202 | */ |
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| 203 | virtual void updateEdgeListLightFacing(EdgeData* edgeData, |
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| 204 | const Vector4& lightPos); |
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| 205 | |
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| 206 | /** Generates the indexes required to render a shadow volume into the |
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| 207 | index buffer which is passed in, and updates shadow renderables |
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| 208 | to use it. |
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| 209 | @param edgeData |
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| 210 | The edge information to use. |
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| 211 | @param indexBuffer |
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| 212 | The buffer into which to write data into; current |
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| 213 | contents are assumed to be discardable. |
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| 214 | @param indexBufferUsedSize |
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| 215 | If the rest of buffer is enough than it would be locked with |
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| 216 | HBL_NO_OVERWRITE semantic and indexBufferUsedSize would be increased, |
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| 217 | otherwise HBL_DISCARD would be used and indexBufferUsedSize would be reset. |
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| 218 | @param light |
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| 219 | The light, mainly for type info as silhouette calculations |
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| 220 | should already have been done in updateEdgeListLightFacing |
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| 221 | @param shadowRenderables |
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| 222 | A list of shadow renderables which has |
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| 223 | already been constructed but will need populating with details of |
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| 224 | the index ranges to be used. |
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| 225 | @param flags |
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| 226 | Additional controller flags, see ShadowRenderableFlags. |
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| 227 | */ |
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| 228 | virtual void generateShadowVolume(EdgeData* edgeData, |
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| 229 | const HardwareIndexBufferSharedPtr& indexBuffer, size_t& indexBufferUsedSize, |
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| 230 | const Light* light, ShadowRenderableList& shadowRenderables, unsigned long flags); |
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| 231 | /** Utility method for extruding a bounding box. |
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| 232 | @param box |
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| 233 | Original bounding box, will be updated in-place. |
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| 234 | @param lightPos |
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| 235 | 4D light position in object space, when w=0.0f this |
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| 236 | represents a directional light. |
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| 237 | @param extrudeDist |
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| 238 | The distance to extrude. |
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| 239 | */ |
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| 240 | virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos, |
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| 241 | Real extrudeDist) const; |
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| 242 | |
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| 243 | |
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| 244 | }; |
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| 245 | /** @} */ |
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| 246 | /** @} */ |
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| 247 | } // namespace Ogre |
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| 248 | #include "OgreHeaderSuffix.h" |
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| 249 | |
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| 250 | #endif // __ShadowCaster_H__ |
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