Files
Client/Engine/Zalla3D Scene Class/ShadowVolume.cpp
LGram16 e067522598 Initial commit: ROW Client source code
Game client codebase including:
- CharacterActionControl: Character and creature management
- GlobalScript: Network, items, skills, quests, utilities
- RYLClient: Main client application with GUI and event handlers
- Engine: 3D rendering engine (RYLGL)
- MemoryManager: Custom memory allocation
- Library: Third-party dependencies (DirectX, boost, etc.)
- Tools: Development utilities

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 16:24:34 +09:00

105 lines
2.4 KiB
C++

// ShadowVolume.cpp: implementation of the CShadowVolume class.
//
//////////////////////////////////////////////////////////////////////
#include "ShadowVolume.h"
#include "GMMemory.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(int 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.push_back(vecVol[0]);
m_ShadowVolumeVertexList.push_back(vecVol[1]);
m_ShadowVolumeVertexList.push_back(vecVol[2]);
m_ShadowVolumeVertexList.push_back(vecVol[1]);
m_ShadowVolumeVertexList.push_back(vecVol[3]);
m_ShadowVolumeVertexList.push_back(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.size()>0)
pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST,(int)m_ShadowVolumeVertexList.size()/3,&m_ShadowVolumeVertexList[0],sizeof(vector3));
}
void CShadowVolume::Reset()
{
m_ShadowVolumeVertexList.clear();
}