Retour
Version Originale

./aip/1.8aipmod/source/Irrlicht/CShadowVolumeSceneNode.cpp :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#include "CShadowVolumeSceneNode.h"
#include "ISceneManager.h"
#include "IMesh.h"
#include "IVideoDriver.h"
#include "SLight.h"

namespace irr
{
namespace scene
{


//! constructor

CShadowVolumeSceneNode::CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent,
		ISceneManager* mgr, s32 id, bool zfailmethod, f32 infinity)
: IShadowVolumeSceneNode(parent, mgr, id),
	ShadowMesh(0), IndexCount(0), VertexCount(0), ShadowVolumesUsed(0),
	Infinity(infinity), UseZFailMethod(zfailmethod)
{
	#ifdef _DEBUG
	setDebugName("CShadowVolumeSceneNode");
	#endif
	setShadowMesh(shadowMesh);
	setAutomaticCulling(scene::EAC_OFF);
}


//! destructor

CShadowVolumeSceneNode::~CShadowVolumeSceneNode()
{
	if (ShadowMesh)
		ShadowMesh->drop();
}


void CShadowVolumeSceneNode::createShadowVolume(const core::vector3df& light)
{
	SShadowVolume* svp = 0;

	// builds the shadow volume and adds it to the shadow volume list.


	if (ShadowVolumes.size() > ShadowVolumesUsed)
	{
		// get the next unused buffer

		svp = &ShadowVolumes[ShadowVolumesUsed];
		svp->set_used(0);
	}
	else
	{
		ShadowVolumes.push_back(SShadowVolume());
		svp = &ShadowVolumes.getLast();
	}
	svp->reallocate(IndexCount*5);
	++ShadowVolumesUsed;

	const u32 faceCount = IndexCount / 3;

	if (faceCount * 6 > Edges.size())
		Edges.set_used(faceCount*6);

	u32 numEdges = 0;
	const core::vector3df ls = light * Infinity; // light scaled


	//if (UseZFailMethod)

	//	createZFailVolume(faceCount, numEdges, light, svp);

	//else

	//	createZPassVolume(faceCount, numEdges, light, svp, false);


	// the createZFailVolume does currently not work 100% correctly,

	// so we create createZPassVolume with caps if the zfail method

	// is used

	createZPassVolume(faceCount, numEdges, light, svp, UseZFailMethod);

	for (u32 i=0; i<numEdges; ++i)
	{
		core::vector3df &v1 = Vertices[Edges[2*i+0]];
		core::vector3df &v2 = Vertices[Edges[2*i+1]];
		core::vector3df v3(v1 - ls);
		core::vector3df v4(v2 - ls);

		// Add a quad (two triangles) to the vertex list

		if (svp->size() < svp->allocated_size()-5)
		{
			svp->push_back(v1);
			svp->push_back(v2);
			svp->push_back(v3);

			svp->push_back(v2);
			svp->push_back(v4);
			svp->push_back(v3);
		}
	}
}


void CShadowVolumeSceneNode::createZFailVolume(s32 faceCount, u32& numEdges,
						const core::vector3df& light,
						SShadowVolume* svp)
{
	s32 i;
	const core::vector3df ls = light * Infinity;

	// Check every face if it is front or back facing the light.

	for (i=0; i<faceCount; ++i)
	{
		const core::vector3df v0 = Vertices[Indices[3*i+0]];
		const core::vector3df v1 = Vertices[Indices[3*i+1]];
		const core::vector3df v2 = Vertices[Indices[3*i+2]];

		FaceData[i]=core::triangle3df(v0,v1,v2).isFrontFacing(light);
		if (FaceData[i])
		{
			if (svp->size() < svp->allocated_size()-5)
			{
				// add front cap

				svp->push_back(v0);
				svp->push_back(v2);
				svp->push_back(v1);

				// add back cap

				svp->push_back(v0-ls);
				svp->push_back(v1-ls);
				svp->push_back(v2-ls);
			}
		}
	}

	for(i=0; i<faceCount; ++i)
	{
		if (FaceData[i] == true)
		{
			const u16 wFace0 = Indices[3*i+0];
			const u16 wFace1 = Indices[3*i+1];
			const u16 wFace2 = Indices[3*i+2];

			const u16 adj0 = Adjacency[3*i+0];
			const u16 adj1 = Adjacency[3*i+1];
			const u16 adj2 = Adjacency[3*i+2];

			if (adj0 != (u16)-1 && FaceData[adj0] == false)
			{
				// add edge v0-v1

				Edges[2*numEdges+0] = wFace0;
				Edges[2*numEdges+1] = wFace1;
				++numEdges;
			}

			if (adj1 != (u16)-1 && FaceData[adj1] == false)
			{
				// add edge v1-v2

				Edges[2*numEdges+0] = wFace1;
				Edges[2*numEdges+1] = wFace2;
				++numEdges;
			}

			if (adj2 != (u16)-1 && FaceData[adj2] == false)
			{
				// add edge v2-v0

				Edges[2*numEdges+0] = wFace2;
				Edges[2*numEdges+1] = wFace0;
				++numEdges;
			}
		}
	}
}


void CShadowVolumeSceneNode::createZPassVolume(s32 faceCount,
						u32& numEdges,
						core::vector3df light,
						SShadowVolume* svp, bool caps)
{
	light *= Infinity;
	if (light == core::vector3df(0,0,0))
		light = core::vector3df(0.0001f,0.0001f,0.0001f);

	for (s32 i=0; i<faceCount; ++i)
	{
		const u16 wFace0 = Indices[3*i+0];
		const u16 wFace1 = Indices[3*i+1];
		const u16 wFace2 = Indices[3*i+2];

		if (core::triangle3df(Vertices[wFace0],Vertices[wFace1],Vertices[wFace2]).isFrontFacing(light))
		{
			Edges[2*numEdges+0] = wFace0;
			Edges[2*numEdges+1] = wFace1;
			++numEdges;

			Edges[2*numEdges+0] = wFace1;
			Edges[2*numEdges+1] = wFace2;
			++numEdges;

			Edges[2*numEdges+0] = wFace2;
			Edges[2*numEdges+1] = wFace0;
			++numEdges;

			if (caps && svp->size() < svp->allocated_size()-5)
			{
				svp->push_back(Vertices[wFace0]);
				svp->push_back(Vertices[wFace2]);
				svp->push_back(Vertices[wFace1]);

				svp->push_back(Vertices[wFace0] - light);
				svp->push_back(Vertices[wFace1] - light);
				svp->push_back(Vertices[wFace2] - light);
			}
		}
	}
}


void CShadowVolumeSceneNode::setShadowMesh(const IMesh* mesh)
{
    if ( ShadowMesh == mesh )
        return;
	if (ShadowMesh)
		ShadowMesh->drop();
	ShadowMesh = mesh;
	if (ShadowMesh)
		ShadowMesh->grab();
}


void CShadowVolumeSceneNode::updateShadowVolumes()
{
	const u32 oldIndexCount = IndexCount;
	const u32 oldVertexCount = VertexCount;

	VertexCount = 0;
	IndexCount = 0;
	ShadowVolumesUsed = 0;

	const IMesh* const mesh = ShadowMesh;
	if (!mesh)
		return;

	// calculate total amount of vertices and indices


	u32 i;
	u32 totalVertices = 0;
	u32 totalIndices = 0;
	const u32 bufcnt = mesh->getMeshBufferCount();

	for (i=0; i<bufcnt; ++i)
	{
		const IMeshBuffer* buf = mesh->getMeshBuffer(i);
		totalIndices += buf->getIndexCount();
		totalVertices += buf->getVertexCount();
	}

	// allocate memory if necessary


	if (totalVertices > Vertices.size())
		Vertices.set_used(totalVertices);

	if (totalIndices > Indices.size())
	{
		Indices.set_used(totalIndices);

		if (UseZFailMethod)
			FaceData.set_used(totalIndices / 3);
	}

	// copy mesh


	for (i=0; i<bufcnt; ++i)
	{
		const IMeshBuffer* buf = mesh->getMeshBuffer(i);

		const u16* idxp = buf->getIndices();
		const u16* idxpend = idxp + buf->getIndexCount();
		for (; idxp!=idxpend; ++idxp)
			Indices[IndexCount++] = *idxp + VertexCount;

		const u32 vtxcnt = buf->getVertexCount();
		for (u32 j=0; j<vtxcnt; ++j)
			Vertices[VertexCount++] = buf->getPosition(j);
	}

	// recalculate adjacency if necessary

	if (oldVertexCount != VertexCount && oldIndexCount != IndexCount && UseZFailMethod)
		calculateAdjacency();

	// create as much shadow volumes as there are lights but

	// do not ignore the max light settings.


	const u32 lights = SceneManager->getVideoDriver()->getDynamicLightCount();
	core::matrix4 mat = Parent->getAbsoluteTransformation();
	mat.makeInverse();
	const core::vector3df parentpos = Parent->getAbsolutePosition();
	core::vector3df lpos;

	// TODO: Only correct for point lights.

	for (i=0; i<lights; ++i)
	{
		const video::SLight& dl = SceneManager->getVideoDriver()->getDynamicLight(i);
		lpos = dl.Position;
		if (dl.CastShadows &&
			fabs((lpos - parentpos).getLengthSQ()) <= (dl.Radius*dl.Radius*4.0f))
		{
			mat.transformVect(lpos);
			createShadowVolume(lpos);
		}
	}
}


//! pre render method

void CShadowVolumeSceneNode::OnRegisterSceneNode()
{
	if (IsVisible)
	{
		SceneManager->registerNodeForRendering(this, scene::ESNRP_SHADOW);
		ISceneNode::OnRegisterSceneNode();
	}
}


//! renders the node.

void CShadowVolumeSceneNode::render()
{
	video::IVideoDriver* driver = SceneManager->getVideoDriver();

	if (!ShadowVolumesUsed || !driver)
		return;

	driver->setTransform(video::ETS_WORLD, Parent->getAbsoluteTransformation());

	for (u32 i=0; i<ShadowVolumesUsed; ++i)
	{
		driver->drawStencilShadowVolume(ShadowVolumes[i].pointer(),ShadowVolumes[i].size(), UseZFailMethod);
	}
}


//! returns the axis aligned bounding box of this node

const core::aabbox3d<f32>& CShadowVolumeSceneNode::getBoundingBox() const
{
	return Box;
}


//! Generates adjacency information based on mesh indices.

void CShadowVolumeSceneNode::calculateAdjacency()
{
	Adjacency.set_used(IndexCount);

	// go through all faces and fetch their three neighbours

	for (u32 f=0; f<IndexCount; f+=3)
	{
		for (u32 edge = 0; edge<3; ++edge)
		{
			core::vector3df v1 = Vertices[Indices[f+edge]];
			core::vector3df v2 = Vertices[Indices[f+((edge+1)%3)]];

			// now we search an_O_ther _F_ace with these two

			// vertices, which is not the current face.

			u32 of;

			for (of=0; of<IndexCount; of+=3)
			{
				// only other faces

				if (of != f)
				{
					s32 cnt1 = 0;
					s32 cnt2 = 0;

					for (s32 e=0; e<3; ++e)
					{
						const f32 t1 = v1.getDistanceFromSQ(Vertices[Indices[of+e]]);
						if (core::iszero(t1))
							++cnt1;

						const f32 t2 = v2.getDistanceFromSQ(Vertices[Indices[of+e]]);
						if (core::iszero(t2))
							++cnt2;
					}
					// exactly one match for each vertex, i.e. edge is the same

					if (cnt1 == 1 && cnt2 == 1)
						break;
				}
			}

			// no adjacent edges

			if (of >= IndexCount)
				Adjacency[f + edge] = f/3;
			else
				Adjacency[f + edge] = of/3;
		}
	}
}


} // end namespace scene

} // end namespace irr

Options Liens officiels Caractéristiques Statistiques Communauté
Corrections
irrlicht
irrklang
irredit
irrxml
xhtml 1.0
css 2.1
Propulsé par FluxBB
Traduit par FluxBB.fr
883 membres
1429 sujets
11121 messages
Dernier membre inscrit: Saidov17
28 invités en ligne
Aucun membre connecté
RSS Feed