khanat-opennel-code/code/nel/include/nel/3d/shadow_poly_receiver.h
2014-06-01 19:52:54 +00:00

163 lines
5.2 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_SHADOW_POLY_RECEIVER_H
#define NL_SHADOW_POLY_RECEIVER_H
#include "nel/misc/types_nl.h"
#include "nel/misc/triangle.h"
#include "nel/misc/vector_h.h"
#include "nel/3d/quad_grid.h"
#include "nel/3d/vertex_buffer.h"
#include "nel/3d/index_buffer.h"
namespace NL3D {
class IDriver;
class CMaterial;
class CShadowMap;
// ***************************************************************************
#define NL3D_SPR_NUM_CLIP_PLANE 7
#define NL3D_SPR_NUM_CLIP_PLANE_SHIFT (1<<NL3D_SPR_NUM_CLIP_PLANE)
#define NL3D_SPR_NUM_CLIP_PLANE_MASK (NL3D_SPR_NUM_CLIP_PLANE_SHIFT-1)
#define NL3D_SPR_MAX_REF_COUNT 255
// ***************************************************************************
/**
* A class used to append/remove triangles that will be rendered for ShadowMap
* Additionally it can be used also for Camera collision for instance.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2003
*/
class CShadowPolyReceiver
{
public:
enum TCameraColTest
{
CameraColSimpleRay,
CameraColCylinder,
CameraColCone,
};
public:
/// Constructor
CShadowPolyReceiver(uint quadGridSize=32, float quadGridCellSize= 4.f);
/// Append a triangle to the poly receiver.
uint addTriangle(const NLMISC::CTriangle &tri);
/// remove a triangle from the poly receiver.
void removeTriangle(uint id);
/** clip, and render with a shadow map. Matrix setup should be OK.
* \param vertDelta (for landscape). add this value from vertices before rendering.
*/
void render(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta);
/** clip, and render with a shadow map. Matrix setup should be OK.
* Clipping here is done with the polygon rather than its bbox, with will scale better
* for projection of large, thin decals.
* \param vertDelta (for landscape). add this value from vertices before rendering.
* \return : number of tested grid cells
*/
void renderWithPolyClip(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta,
const NLMISC::CPolygon2D &poly
);
// a vertex
struct CRGBAVertex
{
CVector V;
CRGBA Color;
CRGBAVertex() {}
CRGBAVertex(const CVector &v, CRGBA c) : V(v), Color(c) {}
};
/** Compute list of clipped tri under the shadow mat
* useful for rendering of huge decal, that may consume a lot of fillrate, but change rarely.
*
*/
void computeClippedTrisWithPolyClip(const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta, const NLMISC::CPolygon2D &vertices,
std::vector<CRGBAVertex> &destTris, bool colorUpfacingVertices);
/** Use the triangles added for camera 3rd person collision
* return a [0,1] value. 0 => collision at start. 1 => no collision.
* \param testType is the type of intersection: simple ray, cylinder or cone
* \param radius is the radius of the 'cylinder' or 'cone' (not used for simpleRay test, radius goes to end for cone)
*/
float getCameraCollision(const CVector &start, const CVector &end, TCameraColTest testType, float radius);
// ************
private:
// Vertices.
class CVectorId : public CVector
{
public:
uint8 RefCount;
uint8 Flags;
sint16 VBIdx;
CVectorId() {RefCount=0;}
CVectorId(const CVector &v) {(*(CVector*)this)= v; RefCount=0;}
};
std::vector<CVectorId> _Vertices;
std::vector<uint> _FreeVertices;
typedef std::map<CVector, uint> TVertexMap;
TVertexMap _VertexMap;
// Triangles
struct CTriangleId
{
uint Vertex[3];
};
typedef CQuadGrid<CTriangleId> TTriangleGrid;
TTriangleGrid _TriangleGrid;
std::vector<TTriangleGrid::CIterator> _Triangles;
std::vector<uint> _FreeTriangles;
// Render
// TODO_SHADOW: optim: VBHard.
CVertexBuffer _VB;
CIndexBuffer _RenderTriangles;
// Vertex Mgt.
// Allocate a vertex. RefCount init to 0. _VertexMap modified.
uint allocateVertex(const CVector &v);
// Release a vertex, freeing him if no more unused => _VertexMap modified.
void releaseVertex(uint id);
// increment the Count of the ith vertex;
void incVertexRefCount(uint id);
// render, using current selection in the quad grid
void renderSelection(IDriver *drv, CMaterial &shadowMat, const CShadowMap *shadowMap, const CVector &casterPos, const CVector &vertDelta);
// select a polygon in the triangle grid
void selectPolygon(const NLMISC::CPolygon2D &poly);
};
} // NL3D
#endif // NL_SHADOW_POLY_RECEIVER_H
/* End of shadow_poly_receiver.h */