blobShadow.h 2.9 KB

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