blobShadow.h
Engine/source/lighting/common/blobShadow.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _BLOBSHADOW_H_ 25#define _BLOBSHADOW_H_ 26 27#include "collision/depthSortList.h" 28#include "scene/sceneObject.h" 29#include "ts/tsShapeInstance.h" 30#include "lighting/common/shadowBase.h" 31 32class ShapeBase; 33class LightInfo; 34 35class BlobShadow : public ShadowBase 36{ 37 F32 mRadius; 38 F32 mInvShadowDistance; 39 MatrixF mLightToWorld; 40 MatrixF mWorldToLight; 41 42 Vector<DepthSortList::Poly> mPartition; 43 Vector<Point3F> mPartitionVerts; 44 GFXVertexBufferHandle<GFXVertexPCT> mShadowBuffer; 45 46 static U32 smShadowMask; 47 48 static DepthSortList smDepthSortList; 49 static GFXTexHandle smGenericShadowTexture; 50 static F32 smGenericRadiusSkew; 51 static S32 smGenericShadowDim; 52 53 U32 mLastRenderTime; 54 55 static void collisionCallback(SceneObject*,void *); 56 57private: 58 SceneObject* mParentObject; 59 ShapeBase* mShapeBase; 60 LightInfo* mParentLight; 61 TSShapeInstance* mShapeInstance; 62 GFXStateBlockRef mShadowSB; 63 F32 mDepthBias; 64 65 void setupStateBlocks(); 66 void setLightMatrices(const Point3F & lightDir, const Point3F & pos); 67 void buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen); 68public: 69 70 BlobShadow(SceneObject* parentobject, LightInfo* light, TSShapeInstance* shapeinstance); 71 ~BlobShadow(); 72 73 void setRadius(F32 radius); 74 void setRadius(TSShapeInstance *, const Point3F & scale); 75 76 bool prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen); 77 78 bool shouldRender(F32 camDist); 79 80 void update( const SceneRenderState *state ) {} 81 void render( F32 camDist, const TSRenderState &rdata ); 82 U32 getLastRenderTime() const { return mLastRenderTime; } 83 84 static void generateGenericShadowBitmap(S32 dim); 85 static void deleteGenericShadowBitmap(); 86}; 87 88#endif 89