#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
#include "IShadowVolumeSceneNode.h"
namespace irr
{
namespace scene
{
class CShadowVolumeSceneNode : public IShadowVolumeSceneNode
{
public:
CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr,
s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
virtual ~CShadowVolumeSceneNode();
virtual void setShadowMesh(const IMesh* mesh);
virtual void updateShadowVolumes();
virtual void OnRegisterSceneNode();
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const;
virtual ESCENE_NODE_TYPE getType() const { return ESNT_SHADOW_VOLUME; }
private:
typedef core::array<core::vector3df> SShadowVolume;
void createShadowVolume(const core::vector3df& pos);
void createZPassVolume(s32 faceCount, u32& numEdges, core::vector3df light, SShadowVolume* svp, bool caps);
void createZFailVolume(s32 faceCount, u32& numEdges, const core::vector3df& light, SShadowVolume* svp);
void calculateAdjacency();
core::aabbox3d<f32> Box;
core::array<SShadowVolume> ShadowVolumes;
core::array<core::vector3df> Vertices;
core::array<u16> Indices;
core::array<u16> Adjacency;
core::array<u16> Edges;
core::array<bool> FaceData;
const scene::IMesh* ShadowMesh;
u32 IndexCount;
u32 VertexCount;
u32 ShadowVolumesUsed;
f32 Infinity;
bool UseZFailMethod;
};
}
}
#endif