mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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87 lines
2.9 KiB
C++
87 lines
2.9 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _BLOBSHADOW_H_
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#define _BLOBSHADOW_H_
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#include "collision/depthSortList.h"
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#include "scene/sceneObject.h"
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#include "ts/tsShapeInstance.h"
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#include "lighting/common/shadowBase.h"
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class ShapeBase;
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class LightInfo;
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class BlobShadow : public ShadowBase
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{
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F32 mRadius;
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F32 mInvShadowDistance;
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MatrixF mLightToWorld;
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MatrixF mWorldToLight;
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Vector<DepthSortList::Poly> mPartition;
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Vector<Point3F> mPartitionVerts;
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GFXVertexBufferHandle<GFXVertexPCT> mShadowBuffer;
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static U32 smShadowMask;
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static DepthSortList smDepthSortList;
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static GFXTexHandle smGenericShadowTexture;
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static F32 smGenericRadiusSkew;
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static S32 smGenericShadowDim;
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U32 mLastRenderTime;
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static void collisionCallback(SceneObject*,void *);
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private:
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SceneObject* mParentObject;
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ShapeBase* mShapeBase;
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LightInfo* mParentLight;
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TSShapeInstance* mShapeInstance;
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GFXStateBlockRef mShadowSB;
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F32 mDepthBias;
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void setupStateBlocks();
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void setLightMatrices(const Point3F & lightDir, const Point3F & pos);
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void buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen);
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public:
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BlobShadow(SceneObject* parentobject, LightInfo* light, TSShapeInstance* shapeinstance);
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~BlobShadow();
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void setRadius(F32 radius);
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void setRadius(TSShapeInstance *, const Point3F & scale);
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bool prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen);
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bool shouldRender(F32 camDist);
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void update( const SceneRenderState *state ) {}
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void render( F32 camDist, const TSRenderState &rdata );
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U32 getLastRenderTime() const { return mLastRenderTime; }
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static void generateGenericShadowBitmap(S32 dim);
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static void deleteGenericShadowBitmap();
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};
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#endif |