| 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) 2000-2006 Torus Knot Software Ltd |
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| 8 | Also see acknowledgements in Readme.html |
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| 9 | |
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| 10 | This program is free software; you can redistribute it and/or modify it under |
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| 11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 12 | Foundation; either version 2 of the License, or (at your option) any later |
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| 13 | version. |
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| 14 | |
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| 15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 18 | |
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| 19 | You should have received a copy of the GNU Lesser General Public License along with |
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| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 22 | http://www.gnu.org/copyleft/lesser.txt. |
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| 23 | |
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| 24 | You may alternatively use this source under the terms of a specific version of |
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| 25 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 26 | Torus Knot Software Ltd. |
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| 27 | ----------------------------------------------------------------------------- |
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| 28 | */ |
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| 29 | #ifndef __ShadowCaster_H__ |
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| 30 | #define __ShadowCaster_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreRenderable.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 | |
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| 39 | /** Class which represents the renderable aspects of a set of shadow volume faces. |
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| 40 | @remarks |
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| 41 | Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each |
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| 42 | using their own geometry), it will take more than one ShadowRenderable to render the |
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| 43 | shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of |
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| 44 | vertex buffers (not necessarily one buffer, but the positions for the entire geometry |
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| 45 | should come from one buffer if possible) |
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| 46 | */ |
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| 47 | class _OgreExport ShadowRenderable : public Renderable |
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| 48 | { |
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| 49 | protected: |
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| 50 | MaterialPtr mMaterial; |
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| 51 | RenderOperation mRenderOp; |
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| 52 | ShadowRenderable* mLightCap; // used only if isLightCapSeparate == true |
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| 53 | public: |
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| 54 | ShadowRenderable() : mMaterial(), mLightCap(0) {} |
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| 55 | virtual ~ShadowRenderable() { delete mLightCap; } |
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| 56 | /** Set the material to be used by the shadow, should be set by the caller |
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| 57 | before adding to a render queue |
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| 58 | */ |
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| 59 | void setMaterial(const MaterialPtr& mat) { mMaterial = mat; } |
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| 60 | /// Overridden from Renderable |
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| 61 | const MaterialPtr& getMaterial(void) const { return mMaterial; } |
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| 62 | /// Overridden from Renderable |
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| 63 | void getRenderOperation(RenderOperation& op) { op = mRenderOp; } |
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| 64 | /// Get the internal render operation for set up |
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| 65 | RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;} |
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| 66 | /// Overridden from Renderable |
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| 67 | void getWorldTransforms(Matrix4* xform) const = 0; |
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| 68 | /// Overridden from Renderable |
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| 69 | const Quaternion& getWorldOrientation(void) const = 0; |
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| 70 | /// Overridden from Renderable |
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| 71 | const Vector3& getWorldPosition(void) const = 0; |
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| 72 | /// Overridden from Renderable |
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| 73 | Real getSquaredViewDepth(const Camera*) const{ return 0; /* not used */} |
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| 74 | /// Overridden from Renderable |
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| 75 | const LightList& getLights(void) const; |
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| 76 | /** Does this renderable require a separate light cap? |
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| 77 | @remarks |
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| 78 | If possible, the light cap (when required) should be contained in the |
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| 79 | usual geometry of the shadow renderable. However, if for some reason |
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| 80 | the normal depth function (less than) could cause artefacts, then a |
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| 81 | separate light cap with a depth function of 'always fail' can be used |
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| 82 | instead. The primary example of this is when there are floating point |
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| 83 | inaccuracies caused by calculating the shadow geometry separately from |
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| 84 | the real geometry. |
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| 85 | */ |
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| 86 | bool isLightCapSeparate(void) const { return mLightCap != 0; } |
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| 87 | |
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| 88 | /// Get the light cap version of this renderable |
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| 89 | ShadowRenderable* getLightCapRenderable(void) { return mLightCap; } |
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| 90 | /// Should this ShadowRenderable be treated as visible? |
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| 91 | virtual bool isVisible(void) const { return true; } |
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| 92 | |
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| 93 | }; |
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| 94 | |
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| 95 | /** A set of flags that can be used to influence ShadowRenderable creation. */ |
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| 96 | enum ShadowRenderableFlags |
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| 97 | { |
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| 98 | /// For shadow volume techniques only, generate a light cap on the volume |
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| 99 | SRF_INCLUDE_LIGHT_CAP = 0x00000001, |
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| 100 | /// For shadow volume techniques only, generate a dark cap on the volume |
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| 101 | SRF_INCLUDE_DARK_CAP = 0x00000002, |
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| 102 | /// For shadow volume techniques only, indicates volume is extruded to infinity |
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| 103 | SRF_EXTRUDE_TO_INFINITY = 0x00000004 |
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| 104 | }; |
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| 105 | |
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| 106 | /** This class defines the interface that must be implemented by shadow casters. |
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| 107 | */ |
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| 108 | class _OgreExport ShadowCaster |
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| 109 | { |
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| 110 | public: |
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| 111 | virtual ~ShadowCaster() { } |
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| 112 | /** Returns whether or not this object currently casts a shadow. */ |
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| 113 | virtual bool getCastShadows(void) const = 0; |
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| 114 | |
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| 115 | /** Returns details of the edges which might be used to determine a silhouette. */ |
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| 116 | virtual EdgeData* getEdgeList(void) = 0; |
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| 117 | /** Returns whether the object has a valid edge list. */ |
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| 118 | virtual bool hasEdgeList(void) = 0; |
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| 119 | |
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| 120 | /** Get the world bounding box of the caster. */ |
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| 121 | virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0; |
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| 122 | /** Gets the world space bounding box of the light cap */ |
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| 123 | virtual const AxisAlignedBox& getLightCapBounds(void) const = 0; |
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| 124 | /** Gets the world space bounding box of the dark cap, as extruded using the light provided */ |
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| 125 | virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0; |
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| 126 | |
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| 127 | typedef std::vector<ShadowRenderable*> ShadowRenderableList; |
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| 128 | typedef VectorIterator<ShadowRenderableList> ShadowRenderableListIterator; |
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| 129 | |
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| 130 | /** Gets an iterator over the renderables required to render the shadow volume. |
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| 131 | @remarks |
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| 132 | Shadowable geometry should ideally be designed such that there is only one |
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| 133 | ShadowRenderable required to render the the shadow; however this is not a necessary |
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| 134 | limitation and it can be exceeded if required. |
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| 135 | @param shadowTechnique The technique being used to generate the shadow |
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| 136 | @param light The light to generate the shadow from |
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| 137 | @param indexBuffer The index buffer to build the renderables into, |
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| 138 | the current contents are assumed to be disposable. |
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| 139 | @param extrudeVertices If true, this means this class should extrude |
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| 140 | the vertices of the back of the volume in software. If false, it |
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| 141 | will not be done (a vertex program is assumed). |
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| 142 | @param extrusionDistance The distance to extrude the shadow volume |
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| 143 | @param flags Technique-specific flags, see ShadowRenderableFlags |
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| 144 | */ |
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| 145 | virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator( |
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| 146 | ShadowTechnique shadowTechnique, const Light* light, |
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| 147 | HardwareIndexBufferSharedPtr* indexBuffer, |
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| 148 | bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0; |
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| 149 | |
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| 150 | /** Utility method for extruding vertices based on a light. |
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| 151 | @remarks |
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| 152 | Unfortunately, because D3D cannot handle homogenous (4D) position |
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| 153 | coordinates in the fixed-function pipeline (GL can, but we have to |
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| 154 | be cross-API), when we extrude in software we cannot extrude to |
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| 155 | infinity the way we do in the vertex program (by setting w to |
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| 156 | 0.0f). Therefore we extrude by a fixed distance, which may cause |
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| 157 | some problems with larger scenes. Luckily better hardware (ie |
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| 158 | vertex programs) can fix this. |
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| 159 | @param vertexBuffer The vertex buffer containing ONLY xyz position |
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| 160 | values, which must be originalVertexCount * 2 * 3 floats long. |
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| 161 | @param originalVertexCount The count of the original number of |
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| 162 | vertices, ie the number in the mesh, not counting the doubling |
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| 163 | which has already been done (by VertexData::prepareForShadowVolume) |
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| 164 | to provide the extruded area of the buffer. |
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| 165 | @param lightPos 4D light position in object space, when w=0.0f this |
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| 166 | represents a directional light |
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| 167 | @param extrudeDist The distance to extrude |
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| 168 | */ |
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| 169 | static void extrudeVertices(const HardwareVertexBufferSharedPtr& vertexBuffer, |
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| 170 | size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist); |
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| 171 | /** Get the distance to extrude for a point/spot light */ |
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| 172 | virtual Real getPointExtrusionDistance(const Light* l) const = 0; |
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| 173 | protected: |
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| 174 | /// Helper moethod for calculating extrusion distance |
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| 175 | Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const; |
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| 176 | /** Tells the caster to perform the tasks necessary to update the |
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| 177 | edge data's light listing. Can be overridden if the subclass needs |
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| 178 | to do additional things. |
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| 179 | @param edgeData The edge information to update |
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| 180 | @param lightPos 4D vector representing the light, a directional light |
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| 181 | has w=0.0 |
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| 182 | */ |
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| 183 | virtual void updateEdgeListLightFacing(EdgeData* edgeData, |
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| 184 | const Vector4& lightPos); |
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| 185 | |
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| 186 | /** Generates the indexes required to render a shadow volume into the |
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| 187 | index buffer which is passed in, and updates shadow renderables |
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| 188 | to use it. |
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| 189 | @param edgeData The edge information to use |
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| 190 | @param indexBuffer The buffer into which to write data into; current |
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| 191 | contents are assumed to be discardable. |
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| 192 | @param light The light, mainly for type info as silhouette calculations |
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| 193 | should already have been done in updateEdgeListLightFacing |
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| 194 | @param shadowRenderables A list of shadow renderables which has |
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| 195 | already been constructed but will need populating with details of |
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| 196 | the index ranges to be used. |
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| 197 | @param flags Additional controller flags, see ShadowRenderableFlags |
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| 198 | */ |
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| 199 | virtual void generateShadowVolume(EdgeData* edgeData, |
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| 200 | const HardwareIndexBufferSharedPtr& indexBuffer, const Light* light, |
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| 201 | ShadowRenderableList& shadowRenderables, unsigned long flags); |
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| 202 | /** Utility method for extruding a bounding box. |
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| 203 | @param box Original bounding box, will be updated in-place |
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| 204 | @param lightPos 4D light position in object space, when w=0.0f this |
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| 205 | represents a directional light |
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| 206 | @param extrudeDist The distance to extrude |
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| 207 | */ |
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| 208 | virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos, |
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| 209 | Real extrudeDist) const; |
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| 210 | |
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| 211 | |
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| 212 | }; |
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| 213 | } |
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| 214 | |
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| 215 | #endif |
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