ShadowRenderable.cs :  » Game » RealmForge » Axiom » Graphics » C# / CSharp Open Source

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C# / CSharp Open Source » Game » RealmForge 
RealmForge » Axiom » Graphics » ShadowRenderable.cs
#region LGPL License
/*
Axiom Game Engine Library
Copyright (C) 2003  Axiom Project Team

The overall design, and a majority of the core engine and rendering code 
contained within this library is a derivative of the open source Object Oriented 
Graphics Engine OGRE, which can be found at http://ogre.sourceforge.net.  
Many thanks to the OGRE team for maintaining such a high quality project.

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#endregion

using System;
using System.Collections;
using Axiom.Collections;
using Axiom.Core;
using Axiom.MathLib;

namespace Axiom.Graphics{
  /// <summary>
  ///    Class which represents the renderable aspects of a set of shadow volume faces.
  /// </summary>
  /// <remarks>
  ///    Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each
  ///    using their own geometry), it will take more than one <see cref="ShadowRenderable"/> to render the 
  ///    shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of
  ///    vertex buffers (not necessarily one buffer, but the positions for the entire geometry 
  ///    should come from one buffer if possible)
  /// </remarks>
  public abstract class ShadowRenderable : IRenderable {
    #region Fields

    protected Material material;
    protected RenderOperation renderOp = new RenderOperation();
    /// <summary>
    ///    Used only if IsLightCapSeparate == true.
    /// </summary>
    protected ShadowRenderable lightCap;
    protected LightList dummyLightList = new LightList();
    protected Hashtable customParams = new Hashtable();

    #endregion Fields

    #region Properties

    /// <summary>
    ///    Does this renderable require a separate light cap?
    /// </summary>
    /// <remarks>
    ///    If possible, the light cap (when required) should be contained in the
    ///    usual geometry of the shadow renderable. However, if for some reason
    ///    the normal depth function (less than) could cause artefacts, then a
    ///    separate light cap with a depth function of 'always fail' can be used 
    ///    instead. The primary example of this is when there are floating point
    ///    inaccuracies caused by calculating the shadow geometry separately from
    ///    the real geometry. 
    /// </remarks>
    public bool IsLightCapSeperate {
      get {
        return lightCap != null;
      }
    }

    /// <summary>
    ///    Get the light cap version of this renderable.
    /// </summary>
    public ShadowRenderable LightCapRenderable {
      get {
        return lightCap;
      }
    }

    /// <summary>
    ///    Should this ShadowRenderable be treated as visible?
    /// </summary>
    public virtual bool IsVisible {
      get {
        return true;
      }
    }

    #endregion Properties

    #region Methods

    /// <summary>
    ///    Gets the internal render operation for setup.
    /// </summary>
    /// <returns></returns>
    public RenderOperation GetRenderOperationForUpdate() {
      return renderOp;
    }

    #endregion Methods

        #region IRenderable Members

    public bool CastsShadows {
      get {
        return false;
      }
    }

    /// <summary>
    ///    Gets/Sets the material to use for this shadow renderable.
    /// </summary>
    /// <remarks>
    ///    Should be set by the caller before adding to a render queue.
    /// </remarks>
        public Material Material {
            get {
                return material;
            }
      set {
        material = value;
      }
        }

        public Technique Technique {
            get {
                return this.Material.GetBestTechnique();
            }
        }

    /// <summary>
    ///    Gets the render operation for this shadow renderable.
    /// </summary>
    /// <param name="op"></param>
        public void GetRenderOperation(RenderOperation op) {
      // TODO: Ensure all other places throughout the engine set these properly
            op.indexData = renderOp.indexData;
      op.useIndices = true;
      op.operationType = OperationType.TriangleList;
      op.vertexData = renderOp.vertexData;
        }

        public abstract void GetWorldTransforms(Axiom.MathLib.Matrix4[] matrices);

        public LightList Lights {
            get {
                return dummyLightList;
            }
        }

        public bool NormalizeNormals {
            get {
                return false;
            }
        }

        public virtual ushort NumWorldTransforms {
            get {
                return 1;
            }
        }

        public virtual bool UseIdentityProjection {
            get {
                return false;
            }
        }

        public virtual bool UseIdentityView {
            get {
                return false;
            }
        }

        public virtual SceneDetailLevel RenderDetail {
            get {
                return SceneDetailLevel.Solid;
            }
        }

        public abstract Axiom.MathLib.Quaternion WorldOrientation { get; }

        public abstract Axiom.MathLib.Vector3 WorldPosition { get; }

        public virtual float GetSquaredViewDepth(Camera camera) {
            return 0;
        }

    public Vector4 GetCustomParameter(int index) {
      if(customParams[index] == null) {
        throw new Exception("A parameter was not found at the given index");
      }
      else {
        return (Vector4)customParams[index];
      }
    }

    public void SetCustomParameter(int index, Vector4 val) {
      customParams[index] = val;
    }

    public void UpdateCustomGpuParameter(GpuProgramParameters.AutoConstantEntry entry, GpuProgramParameters gpuParams) {
      if(customParams[entry.data] != null) {
        gpuParams.SetConstant(entry.index, (Vector4)customParams[entry.data]);
      }
    }

        #endregion
    }
}
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