Move git root from Client/ to src/ to track all source code: - Client: Game client source (moved to Client/Client/) - Server: Game server source - GameTools: Development tools - CryptoSource: Encryption utilities - database: Database scripts - Script: Game scripts - rylCoder_16.02.2008_src: Legacy coder tools - GMFont, Game: Additional resources 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
104 lines
2.3 KiB
C++
104 lines
2.3 KiB
C++
// ShadowVolume.cpp: implementation of the CShadowVolume class.
|
|
//
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
#include "ShadowVolume.h"
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
// Construction/Destruction
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
CShadowVolume::CShadowVolume()
|
|
{
|
|
|
|
}
|
|
|
|
CShadowVolume::~CShadowVolume()
|
|
{
|
|
|
|
}
|
|
|
|
|
|
void CShadowVolume::MakeShadowVolumeDirectionLight(vector3 *pVertex, int nVertex, WORD *pIndices, int nIndices,vector3 vecLightDir)
|
|
{
|
|
vector3 vecPoly[3];
|
|
vector3 vecNormal;
|
|
|
|
WORD *pEdges=new WORD[nIndices*6];
|
|
int nEdges=0;
|
|
|
|
vecLightDir.Normalize();
|
|
|
|
for(int i=0;i<nIndices;i++)
|
|
{
|
|
vecPoly[0]=pVertex[pIndices[3*i+0]];
|
|
vecPoly[1]=pVertex[pIndices[3*i+1]];
|
|
vecPoly[2]=pVertex[pIndices[3*i+2]];
|
|
|
|
vecNormal=(vecPoly[2]-vecPoly[1])^(vecPoly[1]-vecPoly[0]);
|
|
vecNormal.Normalize();
|
|
|
|
if(vecNormal*vecLightDir >=0.0f)
|
|
{
|
|
AddEdge(pEdges,nEdges,pIndices[3*i+0],pIndices[3*i+1]);
|
|
AddEdge(pEdges,nEdges,pIndices[3*i+1],pIndices[3*i+2]);
|
|
AddEdge(pEdges,nEdges,pIndices[3*i+2],pIndices[3*i+0]);
|
|
}
|
|
}
|
|
|
|
vector3 vecVol[4];
|
|
for(i=0;i<nEdges;i++)
|
|
{
|
|
vecVol[0]=pVertex[pEdges[2*i+0]];
|
|
vecVol[1]=pVertex[pEdges[2*i+1]];
|
|
|
|
vecVol[2]=vecVol[0]+vecLightDir*50000.0f;
|
|
vecVol[3]=vecVol[1]+vecLightDir*50000.0f;
|
|
|
|
m_ShadowVolumeVertexList.Add(vecVol[0]);
|
|
m_ShadowVolumeVertexList.Add(vecVol[1]);
|
|
m_ShadowVolumeVertexList.Add(vecVol[2]);
|
|
|
|
m_ShadowVolumeVertexList.Add(vecVol[1]);
|
|
m_ShadowVolumeVertexList.Add(vecVol[3]);
|
|
m_ShadowVolumeVertexList.Add(vecVol[2]);
|
|
|
|
}
|
|
delete [] pEdges;
|
|
}
|
|
|
|
|
|
void CShadowVolume::AddEdge(WORD *pEdges, int &nEdges, WORD v0, WORD v1)
|
|
{
|
|
for(int i=0;i<nEdges;i++)
|
|
{
|
|
if( (pEdges[2*i+0]==v0 && pEdges[2*i+1]==v1) ||
|
|
(pEdges[2*i+0]==v1 && pEdges[2*i+1]==v0) )
|
|
{
|
|
if(nEdges>1)
|
|
{
|
|
pEdges[2*i+0]=pEdges[2*(nEdges-1)+0];
|
|
pEdges[2*i+1]=pEdges[2*(nEdges-1)+1];
|
|
}
|
|
nEdges--;
|
|
return;
|
|
}
|
|
|
|
}
|
|
pEdges[2*nEdges+0]=v0;
|
|
pEdges[2*nEdges+1]=v1;
|
|
nEdges++;
|
|
}
|
|
|
|
void CShadowVolume::Render(LPDIRECT3DDEVICE8 pd3dDevice)
|
|
{
|
|
pd3dDevice->SetVertexShader(D3DFVF_XYZ);
|
|
if(m_ShadowVolumeVertexList.num>0)
|
|
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST,m_ShadowVolumeVertexList.num/3,m_ShadowVolumeVertexList.element,sizeof(vector3));
|
|
}
|
|
|
|
void CShadowVolume::Reset()
|
|
{
|
|
m_ShadowVolumeVertexList.num=0;
|
|
}
|