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