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authorhecks <42101236+hecktest@users.noreply.github.com>2021-07-23 16:23:44 +0200
committerGitHub <noreply@github.com>2021-07-23 16:23:44 +0200
commit4ab3de3bab13c18bc0eed6bac565be3b80ebac10 (patch)
tree54274982be545669f28b2849f5f94aa1c37f39af /source/Irrlicht/CShadowVolumeSceneNode.h
parentdc2246dae75dda77d5a9be7f810930b5dd9b1ed8 (diff)
downloadirrlicht-4ab3de3bab13c18bc0eed6bac565be3b80ebac10.tar.xz
Delete lots of unused features (#48)
Diffstat (limited to 'source/Irrlicht/CShadowVolumeSceneNode.h')
-rw-r--r--source/Irrlicht/CShadowVolumeSceneNode.h99
1 files changed, 0 insertions, 99 deletions
diff --git a/source/Irrlicht/CShadowVolumeSceneNode.h b/source/Irrlicht/CShadowVolumeSceneNode.h
deleted file mode 100644
index 6501652..0000000
--- a/source/Irrlicht/CShadowVolumeSceneNode.h
+++ /dev/null
@@ -1,99 +0,0 @@
-// Copyright (C) 2002-2012 Nikolaus Gebhardt
-// This file is part of the "Irrlicht Engine".
-// For conditions of distribution and use, see copyright notice in irrlicht.h
-
-#ifndef __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
-#define __C_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
-
-#include "IShadowVolumeSceneNode.h"
-
-namespace irr
-{
-namespace scene
-{
-
- //! Scene node for rendering a shadow volume into a stencil buffer.
- class CShadowVolumeSceneNode : public IShadowVolumeSceneNode
- {
- public:
-
- //! constructor
- CShadowVolumeSceneNode(const IMesh* shadowMesh, ISceneNode* parent, ISceneManager* mgr,
- s32 id, bool zfailmethod=true, f32 infinity=10000.0f);
-
- //! destructor
- virtual ~CShadowVolumeSceneNode();
-
- //! Sets the mesh from which the shadow volume should be generated.
- /** To optimize shadow rendering, use a simpler mesh for shadows.
- */
- virtual void setShadowMesh(const IMesh* mesh) _IRR_OVERRIDE_;
-
- //! Updates the shadow volumes for current light positions.
- /** Called each render cycle from Animated Mesh SceneNode render method. */
- virtual void updateShadowVolumes() _IRR_OVERRIDE_;
-
- //! Set optimization used to create shadow volumes
- /** Default is ESV_SILHOUETTE_BY_POS. If the shadow
- looks bad then give ESV_NONE a try (which will be slower). */
- virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) _IRR_OVERRIDE_;
-
- //! Get currently active optimization used to create shadow volumes
- virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const _IRR_OVERRIDE_
- {
- return Optimization;
- }
-
- //! pre render method
- virtual void OnRegisterSceneNode() _IRR_OVERRIDE_;
-
- //! renders the node.
- virtual void render() _IRR_OVERRIDE_;
-
- //! returns the axis aligned bounding box of this node
- virtual const core::aabbox3d<f32>& getBoundingBox() const _IRR_OVERRIDE_;
-
- //! Returns type of the scene node
- virtual ESCENE_NODE_TYPE getType() const _IRR_OVERRIDE_ { return ESNT_SHADOW_VOLUME; }
-
- private:
-
- typedef core::array<core::vector3df> SShadowVolume;
-
- void createShadowVolume(const core::vector3df& pos, bool isDirectional);
- u32 createEdgesAndCaps(const core::vector3df& light, bool isDirectional, SShadowVolume* svp, core::aabbox3d<f32>* bb);
-
- //! Generates adjacency information based on mesh indices.
- void calculateAdjacency();
-
- core::aabbox3d<f32> Box;
-
- // a shadow volume for every light
- core::array<SShadowVolume> ShadowVolumes;
-
- // a back cap bounding box for every light
- core::array<core::aabbox3d<f32> > ShadowBBox;
-
- core::array<core::vector3df> Vertices;
- core::array<u16> Indices;
- core::array<u16> Adjacency;
- core::array<u16> Edges;
- // tells if face is front facing
- core::array<bool> FaceData;
- bool AdjacencyDirtyFlag;
-
- const scene::IMesh* ShadowMesh;
-
- u32 IndexCount;
- u32 VertexCount;
- u32 ShadowVolumesUsed;
-
- f32 Infinity;
- bool UseZFailMethod;
- ESHADOWVOLUME_OPTIMIZATION Optimization;
- };
-
-} // end namespace scene
-} // end namespace irr
-
-#endif