H3D API  2.4.1
Classes | Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
H3D::ShadowGeometry Class Reference

The ShadowGeometry object specifies a X3DGeometryNode that should be used for casting a shadow when used in the ShadowCaster node. More...

#include <H3D/ShadowGeometry.h>

Inheritance diagram for H3D::ShadowGeometry:
Inheritance graph

Classes

class  SFGeometryNode
 SFGeometryNode is specialized to route the boundTree field from the X3DGeometryNodes that are put into the field to the triangles_changed field of the ShadowGeometry that contains it. More...
 

Public Member Functions

 ShadowGeometry (Inst< SFNode > _metadata=0, Inst< SFTransformNode > _transform=0, Inst< SFGeometryNode > _geometry=0, Inst< SFBool > _enabled=0)
 Constructor.
 
virtual void update ()
 Override to update data called in render

 
virtual void computeShadowVolumeInformationCPU (const LightDataStruct &light_data, Matrix4f accumulated_fwd, bool render_caps, std::vector< Vec4d > &coord)
 Override to compute the shadow volume information of this object for light used in shadow caster single buffer mode. More...
 
virtual void renderShadowGPU (const LightDataStruct &light_data, Matrix4f accumulated_fwd, bool render_caps)
 Override to do implement shadows using a geometry shader. More...
 
- Public Member Functions inherited from H3D::H3DShadowObjectNode
 H3DShadowObjectNode (Inst< SFNode > _metadata=0, Inst< SFTransformNode > _transform=0, Inst< SFBool > _enabled=0)
 Constructor.
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL)
 Returns a new instance of this node type with the same state as this one. More...
 
virtual ~Node ()
 Destructor.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More...
 
void setProtoInstanceParent (X3DPrototypeInstance *p)
 Set the X3DPrototypeInstance this node is the the root node if applicaple.
 
virtual void render ()
 the render() function is used for the depth-first rendering traversal of the scene-graph. More...
 
virtual void traverseSG (TraverseInfo &ti)
 traverseSG is called once per scenegraph loop on the scene in order to traverse the scenegraph. More...
 
virtual bool lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result)
 Detect intersection between a line segment and the Node. More...
 
virtual void closestPoint (const Vec3f &p, NodeIntersectResult &result)
 Find closest point on Node to p. More...
 
virtual bool movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result)
 Detect collision between a moving sphere and the Node. More...
 
virtual FieldgetField (const string &_name) const
 return a pointer to the field specified by name within this instance
 
int addDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
int removeDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 

Public Attributes

H3DUniquePtr< SFGeometryNodegeometry
 The geometry field specifies the X3DGeometryNode that should cast a shadow. More...
 
- Public Attributes inherited from H3D::H3DShadowObjectNode
H3DUniquePtr< SFTransformNodetransform
 The transform field specifies a transformation of the shadow volume object. More...
 
H3DUniquePtr< SFBoolenabled
 Used to turn on/off shadow of this shadow object. More...
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase object for this node.
 
- Static Public Attributes inherited from H3D::H3DShadowObjectNode
static H3DNodeDatabase database
 The H3DNodeDatabase for the node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 

Protected Member Functions

void addDirectionalLightQuadPoints (vector< Vec4d > &triangle_points, const Vec3d &v1, const Vec3d &v2, const Vec3d &dir)
 Add the points for two triangles forming a quad using the given points and its projections at infinity to the triangle_points vector assuming a DirectionalLight with direction dir.
 
void addPointLightQuadPoints (vector< Vec4d > &triangle_points, const Vec3d &v1, const Vec3d &v2, const Vec3d &light_pos)
 Add the points for two triangles forming a quad using the given points and its projections at infinity to the triangle_points vector assuming a PointLight with position light_pos.
 
void updateNeighbours (const vector< HAPI::Collision::Triangle > &triangles)
 Updates the neighbours array by analysing the triangles from the node in the geometry field.
 
void updateSilhouetteEdgesDirectionalLight (const vector< HAPI::Collision::Triangle > &, const vector< int > &neighbours, const Vec3d &direction)
 Updates the is_silhouette_edge and triangle_facing_light arrays given a directional light source shining in the direction direction.
 
void updateSilhouetteEdgesPointLight (const vector< HAPI::Collision::Triangle > &, const vector< int > &neighbours, const Vec3d &pos)
 Updates the is_silhouette_edge and triangle_facing_light arrays given a point light source shining at position pos.
 
void updateAdjacentVertexArray (const vector< HAPI::Collision::Triangle > &triangles, vector< Vec3d > &triangle_points, vector< unsigned int > &adjacency_index)
 Geven a list of triangles the vectors triangle_points and adjacency_index is filled with coordinates and indices for use for rendering all the triangles as vertex array with adjacency information.
 
int getMissingPointIndex (const HAPI::Collision::Triangle &t, const Vec3d &p0, const Vec3d &p1)
 Given a triangle and two of its vertices(p0 and p1) the index of the third point of the triangle is returned. More...
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 

Protected Attributes

H3DUniquePtr< Fieldtriangles_changed
 This field will be sent an event when the triangles in the geometry field have changed.
 
vector< int > neighbours
 Array of 3*nr_triangles triangle indices specifying for each triangle edge which triangle is its neighbour. More...
 
vector< HAPI::Collision::Triangle > triangles
 The triangles of the geometry. More...
 
vector< Vec3dtriangle_points_geom_shader
 Points to be used for vertex array rendering with adjacency info.
 
std::map< X3DLightNode *, pair< H3DTime, vector< Vec4d > > > triangle_points_fallback
 Points to be used for each light vertex array rendering if CPU based. More...
 
vector< unsigned int > index_geom_shader
 Index to be used for vertex array rendering with adjacency info.
 
vector< bool > is_silhouette_edge
 Array of 3*nr_triangles values, one for each triangle edge. More...
 
vector< bool > triangle_facing_light
 Array of nr_triangle values indicating if the triangle is facing the light source or not.
 
bool use_geometry_shader_last_loop
 True if geometry shader was used last time this ShadowGeometry was rendered.
 
std::vector< HAPI::Collision::Triangle > triangles_ts
 The triangles of the geometry. More...
 

Additional Inherited Members

- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 
- Static Public Member Functions inherited from H3D::Node
static unsigned int nrNodesAlive ()
 Returns the nr of nodes currently alive, i.e. nodes created but not destructed.
 
static int nrNodesCreated ()
 Returns the number of nodes created in total since the start of the program.
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 

Detailed Description

The ShadowGeometry object specifies a X3DGeometryNode that should be used for casting a shadow when used in the ShadowCaster node.

The geometry field specifies the X3DGeometryNode that should cast a shadow.

The transform field specifies a possible transformation of the geometry.

Examples:

Internal routes:

Member Function Documentation

◆ computeShadowVolumeInformationCPU()

void ShadowGeometry::computeShadowVolumeInformationCPU ( const LightDataStruct &  light_data,
Matrix4f  accumulated_fwd,
bool  render_caps,
std::vector< Vec4d > &  coord 
)
virtual

Override to compute the shadow volume information of this object for light used in shadow caster single buffer mode.

Parameters
light_dataA struct containing information about the light that is creating the shadows.
accumulated_fwdThe accumulated forward matrix.
render_capsdetermines if one should draw end caps to the volume or if it is ok to leave it open.
coordcontains the coords.

Implements H3D::H3DShadowObjectNode.

References triangles, and triangles_ts.

◆ getMissingPointIndex()

int ShadowGeometry::getMissingPointIndex ( const HAPI::Collision::Triangle &  t,
const Vec3d p0,
const Vec3d p1 
)
protected

Given a triangle and two of its vertices(p0 and p1) the index of the third point of the triangle is returned.

If point a 0 is returned, if b then 1 and if c 2. If -1 is returned then the functions has been used incorrectly.

Referenced by updateAdjacentVertexArray().

◆ renderShadowGPU()

void ShadowGeometry::renderShadowGPU ( const LightDataStruct &  light_data,
Matrix4f  accumulated_fwd,
bool  render_caps 
)
virtual

Override to do implement shadows using a geometry shader.

Parameters
light_dataA struct containing information about the light that is creating the shadows.
accumulated_fwdThe accumulated forward matrix.
render_capsdetermines if one should draw end caps to the volume or if it is ok to leave it open.

Implements H3D::H3DShadowObjectNode.

References index_geom_shader, H3D::ShadowCasterShaders::setTransformMatrix(), triangle_points_geom_shader, triangles, triangles_ts, and updateAdjacentVertexArray().

Member Data Documentation

◆ geometry

H3DUniquePtr< SFGeometryNode > H3D::ShadowGeometry::geometry

The geometry field specifies the X3DGeometryNode that should cast a shadow.

Access type: inputOutput

Referenced by update().

◆ is_silhouette_edge

vector< bool > H3D::ShadowGeometry::is_silhouette_edge
protected

Array of 3*nr_triangles values, one for each triangle edge.

The value specifies if the edge is a silhouette edge or not, i.e. if the edge is shared between two triangles and one of the triangles are facing the light while the other one is not, or the edge is only used by one triangle.

Referenced by updateSilhouetteEdgesDirectionalLight(), and updateSilhouetteEdgesPointLight().

◆ neighbours

vector< int > H3D::ShadowGeometry::neighbours
protected

Array of 3*nr_triangles triangle indices specifying for each triangle edge which triangle is its neighbour.


Referenced by updateAdjacentVertexArray(), and updateNeighbours().

◆ triangle_points_fallback

std::map< X3DLightNode *, pair< H3DTime, vector< Vec4d > > > H3D::ShadowGeometry::triangle_points_fallback
protected

Points to be used for each light vertex array rendering if CPU based.

The pair contains the scene time at last update and the coordinates from that update.

◆ triangles

vector< HAPI::Collision::Triangle > H3D::ShadowGeometry::triangles
protected

The triangles of the geometry.

We cache them here instead of getting them from the boundTree since that is quite slow.

Referenced by computeShadowVolumeInformationCPU(), renderShadowGPU(), and update().

◆ triangles_ts

std::vector< HAPI::Collision::Triangle > H3D::ShadowGeometry::triangles_ts
protected

The triangles of the geometry.

We cache them here instead of getting them from the boundTree since that is quite slow.

Referenced by computeShadowVolumeInformationCPU(), and renderShadowGPU().


The documentation for this class was generated from the following files: