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81
ResourceCompilerPC/StatCGFCompiler/StatCGFShadVol.h
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81
ResourceCompilerPC/StatCGFCompiler/StatCGFShadVol.h
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#pragma once
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class CShadowVolObject //: public CVolume
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{
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public:
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// constructor
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CShadowVolObject(ILog * pSystem)
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{
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m_pFaceList=NULL;
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m_pReMeshShadow=NULL;
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m_pSystemVertexBuffer=NULL;
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m_pEdgeConnectivity=0;
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m_nNumVertices=0;
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m_nNumFaces=0;
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m_pSystem = pSystem;
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};
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ILog * m_pSystem;
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//! destructor
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~CShadowVolObject();
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//!
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bool CheckInside(const Vec3d &pos,bool bWorldSpace=true)
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{
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//temporary return false...will be a cool AI game play feature to know
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//if we are in shadows
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return (false);
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}
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//! precalculate the connectivity infos to build the object silouhette
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void CreateConnectivityInfo( CIndexedMesh * pIndexedMesh, ILog * pLog );
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//! create/update a vertex buffer containing the shadow volume (for static lights)
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void RebuildDynamicShadowVolumeBuffer( const CDLight &lSource, struct IVisArea * pVisArea );// lSource has to be object relative
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Vec3d * GetSysVertBufer() { return m_pSystemVertexBuffer; }
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int GetNumVertices() { return(m_nNumVertices); }
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int GetNumFaces() { return(m_nNumFaces); }
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// Shader RenderElements for stencil
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CRETriMeshShadow * m_pReMeshShadow; //!<
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void CheckUnload();
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class IStencilShadowConnectivity * GetEdgeConnectivity() { return m_pEdgeConnectivity; }
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protected:
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//! free the shadow volume buffers
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void FreeVertexBuffers();
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//list of faces from source objects, its always shared from the stat obj
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int m_nNumFaces; //
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CObjFace *m_pFaceList; // pointer to MeshIdx faces [0..m_nNumFaces-1]
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//list of edges...can be shared from another shadow vol object
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IStencilShadowConnectivity *m_pEdgeConnectivity; //!< stored edge connectivity for fast shadow edge extraction, could be 0, call ->Release() to free it
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TFixedArray<unsigned short> m_arrIndices; //!<
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unsigned m_nNumVertices; //!< number of vertices in SystemBuffer
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//!
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//! /param nNumIndices
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//! /param nNumVertices
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void PrepareShadowVolumeVertexBuffer( unsigned nNumIndices, unsigned nNumVertices );
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//shadow volume renderer vertex buffer
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Vec3d * m_pSystemVertexBuffer;
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};
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class CStatCGFShadVol
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{
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public:
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CStatCGFShadVol(ILog * pSystem, CIndexedMesh * pMesh);
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~CStatCGFShadVol(void);
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CShadowVolObject * m_pShadowVolObject;
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void Serialize(int & nPos, void * pStream, bool bSave);
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};
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