Torque3D/Engine/source/lighting/common/shadowVolumeBSP.h
2012-09-19 11:15:01 -04:00

155 lines
4.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _SHADOWVOLUMEBSP_H_
#define _SHADOWVOLUMEBSP_H_
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#ifndef _MMATH_H_
#include "math/mMath.h"
#endif
#ifndef _DATACHUNKER_H_
#include "core/dataChunker.h"
#endif
#ifndef _LIGHTMANAGER_H_
#include "lighting/lightManager.h"
#endif
/// Used to calculate shadows.
class ShadowVolumeBSP
{
public:
ShadowVolumeBSP();
~ShadowVolumeBSP();
struct SVNode;
struct SurfaceInfo
{
U32 mSurfaceIndex;
U32 mPlaneIndex;
Vector<U32> mShadowed;
SVNode * mShadowVolume;
};
struct SVNode
{
enum Side
{
Front = 0,
Back = 1,
On = 2,
Split = 3
};
SVNode * mFront;
SVNode * mBack;
U32 mPlaneIndex;
U32 mShadowVolume;
/// Used with shadowed interiors.
SurfaceInfo * mSurfaceInfo;
};
struct SVPoly
{
enum {
MaxWinding = 32
};
U32 mWindingCount;
Point3F mWinding[MaxWinding];
PlaneF mPlane;
SVNode * mTarget;
U32 mShadowVolume;
SVPoly * mNext;
SurfaceInfo * mSurfaceInfo;
};
void insertPoly(SVNode **, SVPoly *);
void insertPolyFront(SVNode **, SVPoly *);
void insertPolyBack(SVNode **, SVPoly *);
void splitPoly(SVPoly *, const PlaneF &, SVPoly **, SVPoly **);
void insertShadowVolume(SVNode **, U32);
void addUniqueVolume(SurfaceInfo *, U32);
SVNode::Side whichSide(SVPoly *, const PlaneF &) const;
//
bool testPoint(SVNode *, const Point3F &);
bool testPoly(SVNode *, SVPoly *);
void addToPolyList(SVPoly **, SVPoly *) const;
void clipPoly(SVNode *, SVPoly **, SVPoly *);
void clipToSelf(SVNode *, SVPoly **, SVPoly *);
F32 getPolySurfaceArea(SVPoly *) const;
F32 getClippedSurfaceArea(SVNode *, SVPoly *);
void movePolyList(SVPoly **, SVPoly *) const;
F32 getLitSurfaceArea(SVPoly *, SurfaceInfo *);
Vector<SurfaceInfo *> mSurfaces;
Chunker<SVNode> mNodeChunker;
Chunker<SVPoly> mPolyChunker;
SVNode * createNode();
void recycleNode(SVNode *);
SVPoly * createPoly();
void recyclePoly(SVPoly *);
U32 insertPlane(const PlaneF &);
const PlaneF & getPlane(U32) const;
//
SVNode * mSVRoot;
Vector<SVNode*> mShadowVolumes;
SVNode * getShadowVolume(U32);
Vector<PlaneF> mPlanes;
SVNode * mNodeStore;
SVPoly * mPolyStore;
// used to remove the last inserted interior from the tree
Vector<SVNode*> mParentNodes;
SVNode * mFirstInteriorNode;
void removeLastInterior();
/// @name Access functions
/// @{
void insertPoly(SVPoly * poly) {insertPoly(&mSVRoot, poly);}
bool testPoint(Point3F & pnt) {return(testPoint(mSVRoot, pnt));}
bool testPoly(SVPoly * poly) {return(testPoly(mSVRoot, poly));}
F32 getClippedSurfaceArea(SVPoly * poly) {return(getClippedSurfaceArea(mSVRoot, poly));}
/// @}
/// @name Helpers
/// @{
void buildPolyVolume(SVPoly *, LightInfo *);
SVPoly * copyPoly(SVPoly *);
/// @}
};
#endif