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Object-Oriented Graphics Rendering Engine
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OgreShadowCaster.h
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1 /*
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3 This source file is part of OGRE
4  (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2011 Torus Knot Software Ltd
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28 #ifndef __ShadowCaster_H__
29 #define __ShadowCaster_H__
30 
31 #include "OgrePrerequisites.h"
32 #include "OgreRenderable.h"
33 
34 
35 namespace Ogre {
36 
37 
53  {
54  protected:
57  ShadowRenderable* mLightCap; // used only if isLightCapSeparate == true
58  public:
59  ShadowRenderable() : mMaterial(), mLightCap(0) {}
60  virtual ~ShadowRenderable() { delete mLightCap; }
64  void setMaterial(const MaterialPtr& mat) { mMaterial = mat; }
66  const MaterialPtr& getMaterial(void) const { return mMaterial; }
68  void getRenderOperation(RenderOperation& op) { op = mRenderOp; }
70  RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;}
72  void getWorldTransforms(Matrix4* xform) const = 0;
74  Real getSquaredViewDepth(const Camera*) const{ return 0; /* not used */}
76  const LightList& getLights(void) const;
87  bool isLightCapSeparate(void) const { return mLightCap != 0; }
88 
90  ShadowRenderable* getLightCapRenderable(void) { return mLightCap; }
92  virtual bool isVisible(void) const { return true; }
93 
94  };
95 
98  {
100  SRF_INCLUDE_LIGHT_CAP = 0x00000001,
102  SRF_INCLUDE_DARK_CAP = 0x00000002,
105  };
106 
110  {
111  public:
112  virtual ~ShadowCaster() { }
114  virtual bool getCastShadows(void) const = 0;
115 
117  virtual EdgeData* getEdgeList(void) = 0;
119  virtual bool hasEdgeList(void) = 0;
120 
122  virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0;
124  virtual const AxisAlignedBox& getLightCapBounds(void) const = 0;
126  virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0;
127 
130 
146  virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator(
147  ShadowTechnique shadowTechnique, const Light* light,
148  HardwareIndexBufferSharedPtr* indexBuffer,
149  bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0;
150 
170  static void extrudeVertices(const HardwareVertexBufferSharedPtr& vertexBuffer,
171  size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist);
173  virtual Real getPointExtrusionDistance(const Light* l) const = 0;
174  protected:
176  Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const;
184  virtual void updateEdgeListLightFacing(EdgeData* edgeData,
185  const Vector4& lightPos);
186 
200  virtual void generateShadowVolume(EdgeData* edgeData,
201  const HardwareIndexBufferSharedPtr& indexBuffer, const Light* light,
202  ShadowRenderableList& shadowRenderables, unsigned long flags);
209  virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos,
210  Real extrudeDist) const;
211 
212 
213  };
216 }
217 
218 #endif
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:85
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: OgreMatrix4.h:78
void setMaterial(const MaterialPtr &mat)
Set the material to be used by the shadow, should be set by the caller before adding to a render queu...
float Real
Software floating point type.
#define _OgreExport
Definition: OgrePlatform.h:203
ShadowRenderable * mLightCap
ShadowRenderableFlags
A set of flags that can be used to influence ShadowRenderable creation.
Shared pointer implementation used to share index buffers.
A 3D box aligned with the x/y/z axes.
Abstract class defining the interface all renderable objects must implement.
Shared pointer implementation used to share index buffers.
Representation of a dynamic light source in the scene.
Definition: OgreLight.h:72
virtual bool isVisible(void) const
Should this ShadowRenderable be treated as visible?
RenderOperation * getRenderOperationForUpdate(void)
Get the internal render operation for set up.
ShadowTechnique
An enumeration of broad shadow techniques.
Definition: OgreCommon.h:191
VectorIterator< ShadowRenderableList > ShadowRenderableListIterator
Class which represents the renderable aspects of a set of shadow volume faces.
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
Real getSquaredViewDepth(const Camera *) const
Overridden from Renderable.
const MaterialPtr & getMaterial(void) const
Overridden from Renderable.
Standard 3-dimensional vector.
Definition: OgreVector3.h:51
bool isLightCapSeparate(void) const
Does this renderable require a separate light cap?
'New' rendering operation using vertex buffers.
This class contains the information required to describe the edge connectivity of a given set of vert...
For shadow volume techniques only, indicates volume is extruded to infinity.
RenderOperation mRenderOp
For shadow volume techniques only, generate a dark cap on the volume.
4-dimensional homogeneous vector.
Definition: OgreVector4.h:45
Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr.
Definition: OgreMaterial.h:677
This class defines the interface that must be implemented by shadow casters.
Concrete IteratorWrapper for nonconst access to the underlying container.
void getRenderOperation(RenderOperation &op)
Overridden from Renderable.
For shadow volume techniques only, generate a light cap on the volume.
ShadowRenderable * getLightCapRenderable(void)
Get the light cap version of this renderable.
vector< ShadowRenderable * >::type ShadowRenderableList