//----------------------------------------------------------------------------- // 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 _BLOBSHADOW_H_ #define _BLOBSHADOW_H_ #include "collision/depthSortList.h" #include "scene/sceneObject.h" #include "ts/tsShapeInstance.h" #include "lighting/common/shadowBase.h" class ShapeBase; class LightInfo; class BlobShadow : public ShadowBase { F32 mRadius; F32 mInvShadowDistance; MatrixF mLightToWorld; MatrixF mWorldToLight; Vector mPartition; Vector mPartitionVerts; GFXVertexBufferHandle mShadowBuffer; static U32 smShadowMask; static DepthSortList smDepthSortList; static GFXTexHandle smGenericShadowTexture; static F32 smGenericRadiusSkew; static S32 smGenericShadowDim; U32 mLastRenderTime; static void collisionCallback(SceneObject*,void *); private: SceneObject* mParentObject; ShapeBase* mShapeBase; LightInfo* mParentLight; TSShapeInstance* mShapeInstance; GFXStateBlockRef mShadowSB; F32 mDepthBias; void setupStateBlocks(); void setLightMatrices(const Point3F & lightDir, const Point3F & pos); void buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen); public: BlobShadow(SceneObject* parentobject, LightInfo* light, TSShapeInstance* shapeinstance); ~BlobShadow(); void setRadius(F32 radius); void setRadius(TSShapeInstance *, const Point3F & scale); bool prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen); bool shouldRender(F32 camDist); void update( const SceneRenderState *state ) {} void render( F32 camDist, const TSRenderState &rdata ); U32 getLastRenderTime() const { return mLastRenderTime; } static void generateGenericShadowBitmap(S32 dim); static void deleteGenericShadowBitmap(); }; #endif