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- //-----------------------------------------------------------------------------
- // 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<DepthSortList::Poly> mPartition;
- Vector<Point3F> mPartitionVerts;
- GFXVertexBufferHandle<GFXVertexPCT> 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
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