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/*  Starshatter: The Open Source Project
    Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
    Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
    Copyright (c) 1997-2006, Destroyer Studios LLC.

    AUTHOR:       John DiCamillo


    OVERVIEW
    ========
    Dynamic Stencil Shadow Volumes
*/

#include "Shadow.h"
#include "Light.h"
#include "Solid.h"
#include "Scene.h"
#include "Video.h"

static bool visible_shadow_volumes = false;

// +--------------------------------------------------------------------+

Shadow::Shadow(Solid* s)
    : verts(0), nverts(0), max_verts(0), edges(0), num_edges(0), enabled(true)
{
    solid = s;

    if (solid && solid->GetModel()) {
        Model*   model       = solid->GetModel();
        int      npolys      = model->NumPolys();

        max_verts = model->NumVerts() * 4;
        verts     = new Vec3[max_verts];
        edges     = new WORD[npolys * 6];
    }
}

// +--------------------------------------------------------------------+

Shadow::~Shadow()
{
    if (verts)  delete [] verts;
    if (edges)  delete [] edges;
}

// +--------------------------------------------------------------------+

void
Shadow::Reset()
{
    num_edges   = 0;
    nverts      = 0;
}

// +--------------------------------------------------------------------+

void
Shadow::Render(Video* video)
{
    if (enabled)
    video->DrawShadow(solid, nverts, verts, visible_shadow_volumes);
}

// +--------------------------------------------------------------------+

void
Shadow::Update(Light* light)
{
    Reset();

    if (!light || !solid || !solid->GetModel() || !edges) return;

    Vec3     lpos        = light->Location();
    bool     directional = light->Type() == Light::LIGHT_DIRECTIONAL;
    Model*   model       = solid->GetModel();

    ListIter<Surface> iter = model->GetSurfaces();
    while (++iter) {
        Surface* s = iter.value();

        // transform light location into surface object space
        Matrix xform(solid->Orientation()); // XXX should be: (s->GetOrientation());

        Vec3 tmp = light->Location();

        if (!directional)
        tmp -= (solid->Location() + s->GetOffset());

        lpos.x = tmp * Vec3(xform(0,0), xform(0,1), xform(0,2));
        lpos.y = tmp * Vec3(xform(1,0), xform(1,1), xform(1,2));
        lpos.z = tmp * Vec3(xform(2,0), xform(2,1), xform(2,2));

        // compute the silohuette for the mesh with respect to the light:

        for (int i = 0; i < s->NumPolys(); i++) {
            Poly* p = s->GetPolys() + i;

            // skip polys with non-shadowing materials:
            if (p->material && !p->material->shadow)
            continue;

            // if this poly faces the light:
            if (p->plane.normal * lpos > 0) {
                for (int n = 0; n < p->nverts; n++) {
                    if (n < p->nverts-1)
                    AddEdge(p->vlocs[n], p->vlocs[n+1]);
                    else
                    AddEdge(p->vlocs[n], p->vlocs[0]);
                }
            }
        }

        // extrude the silohuette away from the light source
        // to create the shadow volume:

        Vec3 extent = lpos * -1;
        extent.Normalize();
        extent *= 50.0e3f; //solid->Radius() * 2.1f;

        for (int i = 0; i < (int) num_edges; i++) {
            if (nverts+6 <= max_verts) {
                Vec3 v1 = s->GetVLoc()[edges[2*i+0]];
                Vec3 v2 = s->GetVLoc()[edges[2*i+1]];
                Vec3 v3 = v1 + extent;
                Vec3 v4 = v2 + extent;

                verts[nverts++] = v1;
                verts[nverts++] = v2;
                verts[nverts++] = v3;

                verts[nverts++] = v2;
                verts[nverts++] = v4;
                verts[nverts++] = v3;
            }
        }
    }
}

void
Shadow::AddEdge(WORD v1, WORD v2)
{
    // Remove interior edges (which appear in the list twice)
    for (DWORD i = 0; i < num_edges; i++) {
        if ((edges[2*i+0] == v1 && edges[2*i+1] == v2) ||
                (edges[2*i+0] == v2 && edges[2*i+1] == v1))
        {
            if (num_edges > 1) {
                edges[2*i+0] = edges[2*(num_edges-1)+0];
                edges[2*i+1] = edges[2*(num_edges-1)+1];
            }

            num_edges--;
            return;
        }
    }

    edges[2*num_edges+0] = v1;
    edges[2*num_edges+1] = v2;

    num_edges++;
}

bool
Shadow::GetVisibleShadowVolumes()
{
    return visible_shadow_volumes;
}

void
Shadow::SetVisibleShadowVolumes(bool vis)
{
    visible_shadow_volumes = vis;
}