shattered_ogrerb 0.5.0.1

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  1. data/lib/shattered_ogrerb.rb +17 -0
  2. data/lib/shattered_ogrerb/base.rb +28 -0
  3. data/lib/shattered_ogrerb/camera.rb +6 -0
  4. data/lib/shattered_ogrerb/key_manager.rb +54 -0
  5. data/lib/shattered_ogrerb/light.rb +5 -0
  6. data/lib/shattered_ogrerb/mesh_instance.rb +92 -0
  7. data/lib/shattered_ogrerb/rmaterial.rb +86 -0
  8. data/lib/shattered_ogrerb/vector.rb +211 -0
  9. data/vendor/Ogre/OIS.dll +0 -0
  10. data/vendor/Ogre/OgreGUIRenderer.dll +0 -0
  11. data/vendor/Ogre/OgreMain.dll +0 -0
  12. data/vendor/Ogre/Plugin_BSPSceneManager.dll +0 -0
  13. data/vendor/Ogre/Plugin_CgProgramManager.dll +0 -0
  14. data/vendor/Ogre/Plugin_OctreeSceneManager.dll +0 -0
  15. data/vendor/Ogre/Plugin_ParticleFX.dll +0 -0
  16. data/vendor/Ogre/RenderSystem_Direct3D9.dll +0 -0
  17. data/vendor/Ogre/RenderSystem_GL.dll +0 -0
  18. data/vendor/Ogre/cg.dll +0 -0
  19. data/vendor/Ogre/plugins.cfg +9 -0
  20. data/vendor/ogrerb/MIT_LICENCE +19 -0
  21. data/vendor/ogrerb/README +79 -0
  22. data/vendor/ogrerb/Rakefile +220 -0
  23. data/vendor/ogrerb/build/navi/extconf.rb +53 -0
  24. data/vendor/ogrerb/build/ogre/extconf.rb +50 -0
  25. data/vendor/ogrerb/build/ois/extconf.rb +48 -0
  26. data/vendor/ogrerb/doc_src/ogre.rb +152 -0
  27. data/vendor/ogrerb/doc_src/ois.rb +67 -0
  28. data/vendor/ogrerb/lib/constants.rb +35 -0
  29. data/vendor/ogrerb/lib/ogre.dll +0 -0
  30. data/vendor/ogrerb/lib/ruby_ois.dll +0 -0
  31. data/vendor/ogrerb/navi/Navi.i +5 -0
  32. data/vendor/ogrerb/navi/NaviData.i +18 -0
  33. data/vendor/ogrerb/navi/NaviManager.i +5 -0
  34. data/vendor/ogrerb/navi/NaviProxies.i +7 -0
  35. data/vendor/ogrerb/navi/lib/Navi.lib +0 -0
  36. data/vendor/ogrerb/navi/lib/Navi_d.lib +0 -0
  37. data/vendor/ogrerb/navi/lib/llmozlib.lib +0 -0
  38. data/vendor/ogrerb/navi/lib/llmozlib_d.lib +0 -0
  39. data/vendor/ogrerb/navi/navi_rb.i +53 -0
  40. data/vendor/ogrerb/navi/std_multimap.i +581 -0
  41. data/vendor/ogrerb/ogre.rb +23 -0
  42. data/vendor/ogrerb/ogre/Application.i +59 -0
  43. data/vendor/ogrerb/ogre/ApplicationFrameListener.i +67 -0
  44. data/vendor/ogrerb/ogre/ExampleApplication.i +7 -0
  45. data/vendor/ogrerb/ogre/ExampleFrameListener.i +7 -0
  46. data/vendor/ogrerb/ogre/OgreAlignedAllocator.i +5 -0
  47. data/vendor/ogrerb/ogre/OgreAnimable.i +5 -0
  48. data/vendor/ogrerb/ogre/OgreAnimation.i +5 -0
  49. data/vendor/ogrerb/ogre/OgreAnimationState.i +9 -0
  50. data/vendor/ogrerb/ogre/OgreAnimationTrack.i +5 -0
  51. data/vendor/ogrerb/ogre/OgreAny.i +5 -0
  52. data/vendor/ogrerb/ogre/OgreArchive.i +5 -0
  53. data/vendor/ogrerb/ogre/OgreArchiveFactory.i +5 -0
  54. data/vendor/ogrerb/ogre/OgreArchiveManager.i +5 -0
  55. data/vendor/ogrerb/ogre/OgreAutoParamDataSource.i +5 -0
  56. data/vendor/ogrerb/ogre/OgreAxisAlignedBox.i +5 -0
  57. data/vendor/ogrerb/ogre/OgreBillboard.i +5 -0
  58. data/vendor/ogrerb/ogre/OgreBillboardChain.i +11 -0
  59. data/vendor/ogrerb/ogre/OgreBillboardParticleRenderer.i +5 -0
  60. data/vendor/ogrerb/ogre/OgreBillboardSet.i +5 -0
  61. data/vendor/ogrerb/ogre/OgreBitwise.i +5 -0
  62. data/vendor/ogrerb/ogre/OgreBlendMode.i +5 -0
  63. data/vendor/ogrerb/ogre/OgreBone.i +5 -0
  64. data/vendor/ogrerb/ogre/OgreBorderPanelOverlayElement.i +5 -0
  65. data/vendor/ogrerb/ogre/OgreCamera.i +5 -0
  66. data/vendor/ogrerb/ogre/OgreCodec.i +5 -0
  67. data/vendor/ogrerb/ogre/OgreColourValue.i +5 -0
  68. data/vendor/ogrerb/ogre/OgreCommon.i +33 -0
  69. data/vendor/ogrerb/ogre/OgreCompiler2Pass.i +5 -0
  70. data/vendor/ogrerb/ogre/OgreCompositionPass.i +5 -0
  71. data/vendor/ogrerb/ogre/OgreCompositionTargetPass.i +5 -0
  72. data/vendor/ogrerb/ogre/OgreCompositionTechnique.i +5 -0
  73. data/vendor/ogrerb/ogre/OgreCompositor.i +5 -0
  74. data/vendor/ogrerb/ogre/OgreCompositorChain.i +5 -0
  75. data/vendor/ogrerb/ogre/OgreCompositorInstance.i +5 -0
  76. data/vendor/ogrerb/ogre/OgreCompositorManager.i +5 -0
  77. data/vendor/ogrerb/ogre/OgreCompositorScriptCompiler.i +5 -0
  78. data/vendor/ogrerb/ogre/OgreCompositorSerializer.i +5 -0
  79. data/vendor/ogrerb/ogre/OgreConfig.i +5 -0
  80. data/vendor/ogrerb/ogre/OgreConfigDialog.i +5 -0
  81. data/vendor/ogrerb/ogre/OgreConfigFile.i +13 -0
  82. data/vendor/ogrerb/ogre/OgreConfigOptionMap.i +5 -0
  83. data/vendor/ogrerb/ogre/OgreController.i +5 -0
  84. data/vendor/ogrerb/ogre/OgreControllerManager.i +5 -0
  85. data/vendor/ogrerb/ogre/OgreConvexBody.i +5 -0
  86. data/vendor/ogrerb/ogre/OgreDDSCodec.i +5 -0
  87. data/vendor/ogrerb/ogre/OgreDataStream.i +9 -0
  88. data/vendor/ogrerb/ogre/OgreDefaultHardwareBufferManager.i +5 -0
  89. data/vendor/ogrerb/ogre/OgreDynLib.i +5 -0
  90. data/vendor/ogrerb/ogre/OgreDynLibManager.i +5 -0
  91. data/vendor/ogrerb/ogre/OgreEdgeListBuilder.i +5 -0
  92. data/vendor/ogrerb/ogre/OgreEntity.i +5 -0
  93. data/vendor/ogrerb/ogre/OgreErrorDialog.i +5 -0
  94. data/vendor/ogrerb/ogre/OgreException.i +5 -0
  95. data/vendor/ogrerb/ogre/OgreExternalTextureSource.i +5 -0
  96. data/vendor/ogrerb/ogre/OgreExternalTextureSourceManager.i +5 -0
  97. data/vendor/ogrerb/ogre/OgreFactoryObj.i +5 -0
  98. data/vendor/ogrerb/ogre/OgreFileSystem.i +5 -0
  99. data/vendor/ogrerb/ogre/OgreFont.i +5 -0
  100. data/vendor/ogrerb/ogre/OgreFontManager.i +5 -0
  101. data/vendor/ogrerb/ogre/OgreFrameListener.i +12 -0
  102. data/vendor/ogrerb/ogre/OgreFreeImageCodec.i +5 -0
  103. data/vendor/ogrerb/ogre/OgreFrustum.i +5 -0
  104. data/vendor/ogrerb/ogre/OgreGpuProgram.i +5 -0
  105. data/vendor/ogrerb/ogre/OgreGpuProgramManager.i +5 -0
  106. data/vendor/ogrerb/ogre/OgreGpuProgramUsage.i +5 -0
  107. data/vendor/ogrerb/ogre/OgreHardwareBuffer.i +5 -0
  108. data/vendor/ogrerb/ogre/OgreHardwareBufferManager.i +9 -0
  109. data/vendor/ogrerb/ogre/OgreHardwareIndexBuffer.i +9 -0
  110. data/vendor/ogrerb/ogre/OgreHardwareOcclusionQuery.i +5 -0
  111. data/vendor/ogrerb/ogre/OgreHardwarePixelBuffer.i +9 -0
  112. data/vendor/ogrerb/ogre/OgreHardwareVertexBuffer.i +10 -0
  113. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgram.i +5 -0
  114. data/vendor/ogrerb/ogre/OgreHighLevelGpuProgramManager.i +5 -0
  115. data/vendor/ogrerb/ogre/OgreImage.i +5 -0
  116. data/vendor/ogrerb/ogre/OgreImageCodec.i +5 -0
  117. data/vendor/ogrerb/ogre/OgreInstancedGeometry.i +5 -0
  118. data/vendor/ogrerb/ogre/OgreIteratorWrappers.i +5 -0
  119. data/vendor/ogrerb/ogre/OgreKeyFrame.i +7 -0
  120. data/vendor/ogrerb/ogre/OgreLight.i +5 -0
  121. data/vendor/ogrerb/ogre/OgreLog.i +5 -0
  122. data/vendor/ogrerb/ogre/OgreLogManager.i +9 -0
  123. data/vendor/ogrerb/ogre/OgreManualObject.i +5 -0
  124. data/vendor/ogrerb/ogre/OgreMaterial.i +9 -0
  125. data/vendor/ogrerb/ogre/OgreMaterialManager.i +22 -0
  126. data/vendor/ogrerb/ogre/OgreMaterialScriptCompiler.i +5 -0
  127. data/vendor/ogrerb/ogre/OgreMaterialSerializer.i +5 -0
  128. data/vendor/ogrerb/ogre/OgreMath.i +48 -0
  129. data/vendor/ogrerb/ogre/OgreMatrix3.i +5 -0
  130. data/vendor/ogrerb/ogre/OgreMatrix4.i +5 -0
  131. data/vendor/ogrerb/ogre/OgreMemoryMacros.i +5 -0
  132. data/vendor/ogrerb/ogre/OgreMemoryManager.i +5 -0
  133. data/vendor/ogrerb/ogre/OgreMesh.i +11 -0
  134. data/vendor/ogrerb/ogre/OgreMeshFileFormat.i +5 -0
  135. data/vendor/ogrerb/ogre/OgreMeshManager.i +9 -0
  136. data/vendor/ogrerb/ogre/OgreMeshSerializer.i +5 -0
  137. data/vendor/ogrerb/ogre/OgreMeshSerializerImpl.i +5 -0
  138. data/vendor/ogrerb/ogre/OgreMovableObject.i +46 -0
  139. data/vendor/ogrerb/ogre/OgreMovablePlane.i +5 -0
  140. data/vendor/ogrerb/ogre/OgreNoMemoryMacros.i +5 -0
  141. data/vendor/ogrerb/ogre/OgreNode.i +11 -0
  142. data/vendor/ogrerb/ogre/OgreNumerics.i +5 -0
  143. data/vendor/ogrerb/ogre/OgreOverlay.i +5 -0
  144. data/vendor/ogrerb/ogre/OgreOverlayContainer.i +5 -0
  145. data/vendor/ogrerb/ogre/OgreOverlayElement.i +5 -0
  146. data/vendor/ogrerb/ogre/OgreOverlayElementCommands.i +5 -0
  147. data/vendor/ogrerb/ogre/OgreOverlayElementFactory.i +5 -0
  148. data/vendor/ogrerb/ogre/OgreOverlayManager.i +9 -0
  149. data/vendor/ogrerb/ogre/OgrePanelOverlayElement.i +5 -0
  150. data/vendor/ogrerb/ogre/OgreParticle.i +5 -0
  151. data/vendor/ogrerb/ogre/OgreParticleAffector.i +5 -0
  152. data/vendor/ogrerb/ogre/OgreParticleAffectorFactory.i +5 -0
  153. data/vendor/ogrerb/ogre/OgreParticleEmitter.i +5 -0
  154. data/vendor/ogrerb/ogre/OgreParticleEmitterCommands.i +5 -0
  155. data/vendor/ogrerb/ogre/OgreParticleEmitterFactory.i +5 -0
  156. data/vendor/ogrerb/ogre/OgreParticleIterator.i +5 -0
  157. data/vendor/ogrerb/ogre/OgreParticleSystem.i +9 -0
  158. data/vendor/ogrerb/ogre/OgreParticleSystemManager.i +9 -0
  159. data/vendor/ogrerb/ogre/OgreParticleSystemRenderer.i +9 -0
  160. data/vendor/ogrerb/ogre/OgrePass.i +10 -0
  161. data/vendor/ogrerb/ogre/OgrePatchMesh.i +11 -0
  162. data/vendor/ogrerb/ogre/OgrePatchSurface.i +5 -0
  163. data/vendor/ogrerb/ogre/OgrePixelFormat.i +5 -0
  164. data/vendor/ogrerb/ogre/OgrePlane.i +5 -0
  165. data/vendor/ogrerb/ogre/OgrePlaneBoundedVolume.i +5 -0
  166. data/vendor/ogrerb/ogre/OgrePlatform.i +5 -0
  167. data/vendor/ogrerb/ogre/OgrePlugin.i +5 -0
  168. data/vendor/ogrerb/ogre/OgrePolygon.i +5 -0
  169. data/vendor/ogrerb/ogre/OgrePose.i +5 -0
  170. data/vendor/ogrerb/ogre/OgrePredefinedControllers.i +5 -0
  171. data/vendor/ogrerb/ogre/OgrePrefabFactory.i +5 -0
  172. data/vendor/ogrerb/ogre/OgrePrerequisites.i +5 -0
  173. data/vendor/ogrerb/ogre/OgreProfiler.i +5 -0
  174. data/vendor/ogrerb/ogre/OgreProgressiveMesh.i +5 -0
  175. data/vendor/ogrerb/ogre/OgreProxies.i +10 -0
  176. data/vendor/ogrerb/ogre/OgreQuaternion.i +5 -0
  177. data/vendor/ogrerb/ogre/OgreRadixSort.i +5 -0
  178. data/vendor/ogrerb/ogre/OgreRay.i +5 -0
  179. data/vendor/ogrerb/ogre/OgreRectangle.i +5 -0
  180. data/vendor/ogrerb/ogre/OgreRectangle2D.i +5 -0
  181. data/vendor/ogrerb/ogre/OgreRenderOperation.i +5 -0
  182. data/vendor/ogrerb/ogre/OgreRenderQueue.i +10 -0
  183. data/vendor/ogrerb/ogre/OgreRenderQueueInvocation.i +5 -0
  184. data/vendor/ogrerb/ogre/OgreRenderQueueListener.i +5 -0
  185. data/vendor/ogrerb/ogre/OgreRenderQueueSortingGrouping.i +5 -0
  186. data/vendor/ogrerb/ogre/OgreRenderSystem.i +12 -0
  187. data/vendor/ogrerb/ogre/OgreRenderSystemCapabilities.i +7 -0
  188. data/vendor/ogrerb/ogre/OgreRenderTarget.i +27 -0
  189. data/vendor/ogrerb/ogre/OgreRenderTargetListener.i +7 -0
  190. data/vendor/ogrerb/ogre/OgreRenderTexture.i +5 -0
  191. data/vendor/ogrerb/ogre/OgreRenderWindow.i +9 -0
  192. data/vendor/ogrerb/ogre/OgreRenderable.i +5 -0
  193. data/vendor/ogrerb/ogre/OgreResource.i +68 -0
  194. data/vendor/ogrerb/ogre/OgreResourceBackgroundQueue.i +5 -0
  195. data/vendor/ogrerb/ogre/OgreResourceGroupManager.i +17 -0
  196. data/vendor/ogrerb/ogre/OgreResourceManager.i +5 -0
  197. data/vendor/ogrerb/ogre/OgreRibbonTrail.i +5 -0
  198. data/vendor/ogrerb/ogre/OgreRoot.i +9 -0
  199. data/vendor/ogrerb/ogre/OgreRotationalSpline.i +5 -0
  200. data/vendor/ogrerb/ogre/OgreSceneManager.i +17 -0
  201. data/vendor/ogrerb/ogre/OgreSceneManagerEnumerator.i +8 -0
  202. data/vendor/ogrerb/ogre/OgreSceneNode.i +9 -0
  203. data/vendor/ogrerb/ogre/OgreSceneQuery.i +5 -0
  204. data/vendor/ogrerb/ogre/OgreScriptLoader.i +5 -0
  205. data/vendor/ogrerb/ogre/OgreSearchOps.i +5 -0
  206. data/vendor/ogrerb/ogre/OgreSerializer.i +5 -0
  207. data/vendor/ogrerb/ogre/OgreShadowCameraSetup.i +5 -0
  208. data/vendor/ogrerb/ogre/OgreShadowCameraSetupFocused.i +5 -0
  209. data/vendor/ogrerb/ogre/OgreShadowCameraSetupLiSPSM.i +5 -0
  210. data/vendor/ogrerb/ogre/OgreShadowCameraSetupPlaneOptimal.i +5 -0
  211. data/vendor/ogrerb/ogre/OgreShadowCaster.i +5 -0
  212. data/vendor/ogrerb/ogre/OgreShadowTextureManager.i +7 -0
  213. data/vendor/ogrerb/ogre/OgreShadowVolumeExtrudeProgram.i +5 -0
  214. data/vendor/ogrerb/ogre/OgreSharedPtr.i +5 -0
  215. data/vendor/ogrerb/ogre/OgreSimpleRenderable.i +5 -0
  216. data/vendor/ogrerb/ogre/OgreSimpleSpline.i +5 -0
  217. data/vendor/ogrerb/ogre/OgreSingleton.i +9 -0
  218. data/vendor/ogrerb/ogre/OgreSkeleton.i +5 -0
  219. data/vendor/ogrerb/ogre/OgreSkeletonFileFormat.i +5 -0
  220. data/vendor/ogrerb/ogre/OgreSkeletonInstance.i +5 -0
  221. data/vendor/ogrerb/ogre/OgreSkeletonManager.i +5 -0
  222. data/vendor/ogrerb/ogre/OgreSkeletonSerializer.i +5 -0
  223. data/vendor/ogrerb/ogre/OgreSphere.i +5 -0
  224. data/vendor/ogrerb/ogre/OgreSpotShadowFadePng.i +5 -0
  225. data/vendor/ogrerb/ogre/OgreStableHeaders.i +5 -0
  226. data/vendor/ogrerb/ogre/OgreStaticFaceGroup.i +5 -0
  227. data/vendor/ogrerb/ogre/OgreStaticGeometry.i +5 -0
  228. data/vendor/ogrerb/ogre/OgreStdHeaders.i +5 -0
  229. data/vendor/ogrerb/ogre/OgreString.i +5 -0
  230. data/vendor/ogrerb/ogre/OgreStringConverter.i +5 -0
  231. data/vendor/ogrerb/ogre/OgreStringInterface.i +5 -0
  232. data/vendor/ogrerb/ogre/OgreStringVector.i +5 -0
  233. data/vendor/ogrerb/ogre/OgreSubEntity.i +5 -0
  234. data/vendor/ogrerb/ogre/OgreSubMesh.i +5 -0
  235. data/vendor/ogrerb/ogre/OgreTagPoint.i +5 -0
  236. data/vendor/ogrerb/ogre/OgreTechnique.i +5 -0
  237. data/vendor/ogrerb/ogre/OgreTextAreaOverlayElement.i +5 -0
  238. data/vendor/ogrerb/ogre/OgreTexture.i +9 -0
  239. data/vendor/ogrerb/ogre/OgreTextureManager.i +12 -0
  240. data/vendor/ogrerb/ogre/OgreTextureUnitState.i +12 -0
  241. data/vendor/ogrerb/ogre/OgreTimer.i +6 -0
  242. data/vendor/ogrerb/ogre/OgreUTFString.i +5 -0
  243. data/vendor/ogrerb/ogre/OgreUnifiedHighLevelGpuProgram.i +5 -0
  244. data/vendor/ogrerb/ogre/OgreUserDefinedObject.i +5 -0
  245. data/vendor/ogrerb/ogre/OgreVector2.i +5 -0
  246. data/vendor/ogrerb/ogre/OgreVector3.i +30 -0
  247. data/vendor/ogrerb/ogre/OgreVector4.i +5 -0
  248. data/vendor/ogrerb/ogre/OgreVertexBoneAssignment.i +5 -0
  249. data/vendor/ogrerb/ogre/OgreVertexIndexData.i +5 -0
  250. data/vendor/ogrerb/ogre/OgreViewport.i +5 -0
  251. data/vendor/ogrerb/ogre/OgreWindowEventUtilities.i +7 -0
  252. data/vendor/ogrerb/ogre/OgreWireBoundingBox.i +5 -0
  253. data/vendor/ogrerb/ogre/OgreZip.i +5 -0
  254. data/vendor/ogrerb/ogre/ogre_rb.i +343 -0
  255. data/vendor/ogrerb/ogre/std_multimap.i +581 -0
  256. data/vendor/ogrerb/ois/OISProxies.i +9 -0
  257. data/vendor/ogrerb/ois/OISRenames.i +11 -0
  258. data/vendor/ogrerb/ois/ois.i +135 -0
  259. data/vendor/ogrerb/ois/std_multimap.i +581 -0
  260. data/vendor/ogrerb/platform.rb +23 -0
  261. data/vendor/ogrerb/samples/application.rb +146 -0
  262. data/vendor/ogrerb/samples/application_frame_listener.rb +302 -0
  263. data/vendor/ogrerb/samples/application_loading_bar.rb +115 -0
  264. data/vendor/ogrerb/samples/bsp.rb +74 -0
  265. data/vendor/ogrerb/samples/cg.dll +0 -0
  266. data/vendor/ogrerb/samples/js3250.dll +0 -0
  267. data/vendor/ogrerb/samples/lighting.rb +136 -0
  268. data/vendor/ogrerb/samples/media/materials/scripts/CloudySky.material +17 -0
  269. data/vendor/ogrerb/samples/media/materials/scripts/Flare.material +17 -0
  270. data/vendor/ogrerb/samples/media/materials/scripts/Knot.material +14 -0
  271. data/vendor/ogrerb/samples/media/materials/scripts/MorningSkyBox.material +17 -0
  272. data/vendor/ogrerb/samples/media/materials/scripts/Ogre.material +119 -0
  273. data/vendor/ogrerb/samples/media/materials/scripts/Razor.material +14 -0
  274. data/vendor/ogrerb/samples/media/materials/scripts/Ribbon.material +19 -0
  275. data/vendor/ogrerb/samples/media/materials/scripts/RustySteel.material +14 -0
  276. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyBox.material +17 -0
  277. data/vendor/ogrerb/samples/media/materials/scripts/SpaceSkyPlane.material +17 -0
  278. data/vendor/ogrerb/samples/media/materials/scripts/TextureEffects.material +15 -0
  279. data/vendor/ogrerb/samples/media/materials/scripts/dragon.material +42 -0
  280. data/vendor/ogrerb/samples/media/materials/scripts/smoke.material +18 -0
  281. data/vendor/ogrerb/samples/media/materials/textures/GreenSkin.jpg +0 -0
  282. data/vendor/ogrerb/samples/media/materials/textures/MtlPlat2.jpg +0 -0
  283. data/vendor/ogrerb/samples/media/materials/textures/RustedMetal.jpg +0 -0
  284. data/vendor/ogrerb/samples/media/materials/textures/RustySteel.jpg +0 -0
  285. data/vendor/ogrerb/samples/media/materials/textures/Water02.jpg +0 -0
  286. data/vendor/ogrerb/samples/media/materials/textures/WeirdEye.png +0 -0
  287. data/vendor/ogrerb/samples/media/materials/textures/clouds.jpg +0 -0
  288. data/vendor/ogrerb/samples/media/materials/textures/cursor.png +0 -0
  289. data/vendor/ogrerb/samples/media/materials/textures/dirt01.jpg +0 -0
  290. data/vendor/ogrerb/samples/media/materials/textures/flare.png +0 -0
  291. data/vendor/ogrerb/samples/media/materials/textures/ogreborder.png +0 -0
  292. data/vendor/ogrerb/samples/media/materials/textures/ogreborderUp.png +0 -0
  293. data/vendor/ogrerb/samples/media/materials/textures/ribbonband.png +0 -0
  294. data/vendor/ogrerb/samples/media/materials/textures/smoke.png +0 -0
  295. data/vendor/ogrerb/samples/media/materials/textures/smokecolors.png +0 -0
  296. data/vendor/ogrerb/samples/media/materials/textures/spacesky.jpg +0 -0
  297. data/vendor/ogrerb/samples/media/materials/textures/spheremap.png +0 -0
  298. data/vendor/ogrerb/samples/media/materials/textures/texmap2.jpg +0 -0
  299. data/vendor/ogrerb/samples/media/models/knot.mesh +0 -0
  300. data/vendor/ogrerb/samples/media/models/ogrehead.mesh +0 -0
  301. data/vendor/ogrerb/samples/media/models/razor.mesh +0 -0
  302. data/vendor/ogrerb/samples/media/packs/OgreCore.zip +0 -0
  303. data/vendor/ogrerb/samples/media/packs/chiropteraDM.pk3 +0 -0
  304. data/vendor/ogrerb/samples/media/packs/chiropteraDM.txt +99 -0
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  896. data/vendor/ogrerb/website/images/header.png +0 -0
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  904. data/vendor/ogrerb/website/stylesheets/main.css +96 -0
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@@ -0,0 +1,226 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org/
6
+
7
+ Copyright (c) 2006 Torus Knot Software Ltd
8
+ Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>
9
+ Also see acknowledgements in Readme.html
10
+
11
+ This program is free software; you can redistribute it and/or modify it under
12
+ the terms of the GNU Lesser General Public License as published by the Free Software
13
+ Foundation; either version 2 of the License, or (at your option) any later
14
+ version.
15
+
16
+ This program is distributed in the hope that it will be useful, but WITHOUT
17
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
18
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
19
+
20
+ You should have received a copy of the GNU Lesser General Public License along with
21
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
22
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
23
+ http://www.gnu.org/copyleft/lesser.txt.
24
+
25
+ You may alternatively use this source under the terms of a specific version of
26
+ the OGRE Unrestricted License provided you have obtained such a license from
27
+ Torus Knot Software Ltd.
28
+ -----------------------------------------------------------------------------
29
+ */
30
+ #ifndef __ShadowCameraSetupLiSPSM_H__
31
+ #define __ShadowCameraSetupLiSPSM_H__
32
+
33
+ #include "OgrePrerequisites.h"
34
+ #include "OgreShadowCameraSetupFocused.h"
35
+
36
+
37
+ namespace Ogre
38
+ {
39
+
40
+ /** Implements the Light Space Perspective Shadow Mapping Algorithm.
41
+ @remarks
42
+ Implements the LiSPSM algorithm for an advanced shadow map generation. LiSPSM was
43
+ developed by Michael Wimmer, Daniel Scherzer and Werner Purgathofer of the TU Wien.
44
+ The algorithm was presented on the Eurographics Symposium on Rendering 2004.
45
+ @note
46
+ Shadow mapping was introduced by Williams in 1978. First a depth image is rendered
47
+ from the light's view and compared in a second pass with depth values of the normal
48
+ camera view. In case the depth camera's depth value is greater than the depth seen
49
+ by the light the fragment lies in the shadow.
50
+ The concept has a major draw back named perspective aliasing. The shadow map distri-
51
+ butes the samples uniformly meaning the position of the viewer is ignored. For the
52
+ viewer however the perspective projection affects near objects to be displayed
53
+ bigger than further away objects. The same thing happens with the shadow map texels:
54
+ Near shadows appear very coarse and far away shadows are perfectly sampled.
55
+ In 2002 Stamminger et al. presented an algorithm called Perspective Shadow Maps
56
+ (PSM). PSM battles the perspective aliasing by distributing 50% of the shadow map
57
+ texels for objects in the range of <near clipping plane> to <near clipping plane * 2>
58
+ which inverts the problem: The shadows near the viewer are perfectly sampled,
59
+ however far away shadow may contain aliasing artefacts. A near clipping plane may be
60
+ a problem. But this is not the only one. In the post-perspective space the light
61
+ sources are non-intuitively mapped: Directional lights may become point light and
62
+ point lights may become directional lights. Also light sinks (opposite of a light
63
+ source) may appear. Another problem are shadow casters located behind the viewer.
64
+ In post-projective space objects behind the viewer are mapped in front of him with
65
+ a flipped up-vector.
66
+ LiSPSM battles the light source problem of the post-projective space by rearranging
67
+ the light space before transformation in such a way that no special cases appear.
68
+ This is done by converting point/spot lights into directional lights. The light
69
+ space is arranged in such a way that the light direction equals the inverse UNIT_Y.
70
+ In this combination the directional light will neither change its type nor its
71
+ direction. Furthermore all visible objects and shadow casters affecting the user's
72
+ visible area lie in front of the shadow camera: After building the intersection body
73
+ that contains all these objects (body intersection building was introduced with PSM;
74
+ have a look at the description for the method "calculateB" for further info) a
75
+ frustum around the body's light space bounding box is created. A parameter (called
76
+ 'n') automatically adjusts the shadow map sample distribution by specifying the
77
+ frustum's view point - near plane which affects the perspective warp. In case the
78
+ distance is small the perspecive warp will be strong. As a consequence near objects
79
+ will gain quality.
80
+ However there are still problems. PSM as well as LiSPSM only devote to minimize
81
+ perspective aliasing. Projection aliasing is still a problem, also 'swimming
82
+ artefacts' still occur. The LiSPSM quality distribution is very good but not the
83
+ best available: Some sources say logarithmic shadow mapping is the non plus ultra,
84
+ however others reject this thought. There is a research project on logarithmic shadow
85
+ maps. The web page url is http://gamma.cs.unc.edu/logsm/. However there is no techical
86
+ report available yet (Oct 23rd, 2006).
87
+ @note
88
+ More information can be found on the webpage of the TU Wien:
89
+ http://www.cg.tuwien.ac.at/research/vr/lispsm/
90
+ @note
91
+ Original implementation by Matthias Fink <matthias.fink@web.de>, 2006.
92
+ */
93
+ class _OgreExport LiSPSMShadowCameraSetup : public FocusedShadowCameraSetup
94
+ {
95
+ protected:
96
+ /// Warp factor adjustment
97
+ Real mOptAdjustFactor;
98
+ /// Use simple nopt derivation?
99
+ bool mUseSimpleNOpt;
100
+
101
+ /** Calculates the LiSPSM projection matrix P.
102
+ @remarks
103
+ The LiSPSM projection matrix will be built around the axis aligned bounding box
104
+ of the intersection body B in light space. The distance between the near plane
105
+ and the projection center is chosen in such a way (distance is set by the para-
106
+ meter n) that the perspective error is the same on the near and far plane. In
107
+ case P equals the identity matrix the algorithm falls back to a uniform shadow
108
+ mapping matrix.
109
+ @param lightSpace: matrix of the light space transformation
110
+ @param bodyB: intersection body B
111
+ @param bodyLVS: intersection body LVS (relevant space in front of the camera)
112
+ @param sm: scene manager
113
+ @param cam: currently active camera
114
+ @param light: currently active light
115
+ */
116
+ Matrix4 calculateLiSPSM(const Matrix4& lightSpace, const PointListBody& bodyB,
117
+ const PointListBody& bodyLVS, const SceneManager& sm,
118
+ const Camera& cam, const Light& light) const;
119
+
120
+ /** Calculates the distance between camera position and near clipping plane.
121
+ @remarks
122
+ n_opt determines the distance between light space origin (shadow camera position)
123
+ and the near clipping plane to achieve an optimal perspective forshortening effect.
124
+ In this way the texel distibution over the shadow map is controlled.
125
+
126
+ Formula:
127
+ d
128
+ n_opt = ---------------
129
+ sqrt(z1/z0) - 1
130
+
131
+ Parameters:
132
+ d: distance between the near and the far clipping plane
133
+ z0: located on the near clipping plane of the intersection body b
134
+ z1: located on the far clipping plane with the same x/y values as z0
135
+ @note
136
+ A positive value is applied as the distance between viewer and near clipping plane.
137
+ In case null is returned uniform shadow mapping will be applied.
138
+ @param lightSpace: matrix of the light space transformation
139
+ @param bodyBABB_ls: bounding box of the tranformed (light space) bodyB
140
+ @param bodyLVS: point list of the bodyLVS which describes the scene space which is in
141
+ front of the light and the camera
142
+ @param cam: currently active camera
143
+ */
144
+ Real calculateNOpt(const Matrix4& lightSpace, const AxisAlignedBox& bodyBABB_ls,
145
+ const PointListBody& bodyLVS, const Camera& cam) const;
146
+
147
+ /** Calculates a simpler version than the one above.
148
+ */
149
+ Real calculateNOptSimple(const PointListBody& bodyLVS,
150
+ const Camera& cam) const;
151
+
152
+ /** Calculates the visible point on the near plane for the n_opt calculation
153
+ @remarks
154
+ z0 lies on the parallel plane to the near plane through e and on the near plane of
155
+ the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x.
156
+ @param lightSpace: matrix of the light space transformation
157
+ @param e: the LiSPSM parameter e is located near or on the near clipping plane of the
158
+ LiSPSM frustum C
159
+ @param bodyB_zMax_ls: maximum z-value of the light space bodyB bounding box
160
+ @param cam: currently active camera
161
+ */
162
+ Vector3 calculateZ0_ls(const Matrix4& lightSpace, const Vector3& e, Real bodyB_zMax_ls,
163
+ const Camera& cam) const;
164
+
165
+ /** Builds a frustum matrix.
166
+ @remarks
167
+ Builds a standard frustum matrix out of the distance infos of the six frustum
168
+ clipping planes.
169
+ */
170
+ Matrix4 buildFrustumProjection(Real left, Real right, Real bottom,
171
+ Real top, Real near, Real far) const;
172
+
173
+ public:
174
+ /** Default constructor.
175
+ @remarks
176
+ Nothing done here.
177
+ */
178
+ LiSPSMShadowCameraSetup(void);
179
+
180
+ /** Default destructor.
181
+ @remarks
182
+ Nothing done here.
183
+ */
184
+ virtual ~LiSPSMShadowCameraSetup(void);
185
+
186
+ /** Returns a LiSPSM shadow camera.
187
+ @remarks
188
+ Builds and returns a LiSPSM shadow camera.
189
+ More information can be found on the webpage of the TU Wien:
190
+ http://www.cg.tuwien.ac.at/research/vr/lispsm/
191
+ */
192
+ virtual void getShadowCamera(const SceneManager *sm, const Camera *cam,
193
+ const Viewport *vp, const Light *light, Camera *texCam) const;
194
+
195
+ /** Adjusts the parameter n to produce optimal shadows.
196
+ @remarks
197
+ The smaller the parameter n, the stronger the perspective warping effect.
198
+ The consequence of a stronger warping is that the near shadows will gain
199
+ quality while the far ones will lose it. Depending on your scene and light
200
+ types you may want to tweak this value - for example directional lights
201
+ tend to benefit from higher values of n than other types of light,
202
+ especially if you expect to see more distant shadows (say if the viewpoint is
203
+ higher above the ground plane). Remember that you can supply separate
204
+ ShadowCameraSetup instances configured differently per light if you wish.
205
+ @param n The adjustment factor - default is 0.1f.
206
+ */
207
+ virtual void setOptimalAdjustFactor(Real n) { mOptAdjustFactor = n; }
208
+ /** Get the parameter n used to produce optimal shadows.
209
+ @see setOptimalAdjustFactor
210
+ */
211
+ virtual Real getOptimalAdjustFactor() const { return mOptAdjustFactor; }
212
+ /** Sets whether or not to use a slightly simpler version of the
213
+ camera near point derivation (default is true)
214
+ */
215
+ virtual void setUseSimpleOptimalAdjust(bool s) { mUseSimpleNOpt = s; }
216
+ /** Gets whether or not to use a slightly simpler version of the
217
+ camera near point derivation (default is true)
218
+ */
219
+ virtual bool getUseSimpleOptimalAdjust() const { return mUseSimpleNOpt; }
220
+
221
+ };
222
+
223
+ }
224
+
225
+ #endif
226
+
@@ -0,0 +1,81 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org/
6
+
7
+ Copyright (c) 2006 Torus Knot Software Ltd
8
+ Also see acknowledgements in Readme.html
9
+
10
+ This program is free software; you can redistribute it and/or modify it under
11
+ the terms of the GNU Lesser General Public License as published by the Free Software
12
+ Foundation; either version 2 of the License, or (at your option) any later
13
+ version.
14
+
15
+ This program is distributed in the hope that it will be useful, but WITHOUT
16
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
+
19
+ You should have received a copy of the GNU Lesser General Public License along with
20
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22
+ http://www.gnu.org/copyleft/lesser.txt.
23
+
24
+ You may alternatively use this source under the terms of a specific version of
25
+ the OGRE Unrestricted License provided you have obtained such a license from
26
+ Torus Knot Software Ltd.
27
+ -----------------------------------------------------------------------------
28
+ */
29
+ #ifndef __ShadowCameraSetupPlaneOptimal_H__
30
+ #define __ShadowCameraSetupPlaneOptimal_H__
31
+
32
+ #include "OgrePrerequisites.h"
33
+ #include "OgreShadowCameraSetup.h"
34
+
35
+ namespace Ogre {
36
+
37
+
38
+ /** Implements the plane optimal shadow camera algorithm.
39
+ @remarks
40
+ Given a plane of interest, it is possible to set up the shadow camera
41
+ matrix such that the mapping between screen and shadow map is the identity
42
+ (when restricted to pixels that view the plane of interest). Therefore,
43
+ if the shadow map resolution matches the screen space resolution (of the
44
+ seen planar receiver), we can get pixel perfect shadowing on the plane.
45
+ Off the plane, the shadowing is not guaranteed to be perfect and will
46
+ likely exhibit the usual sampling artifacts associated with shadow mapping.
47
+ @note Important: this routine requires double-precision calculations. When you
48
+ are running under Direct3D, you must ensure that you set the floating
49
+ point mode to 'Consistent' rather than 'Fastest' to ensure this precision.
50
+ This does allegedly come with some performance cost but when measuring
51
+ it appears to be negligible in modern systems for normal usage.
52
+ @note Second important note: this projection also only works for lights with
53
+ a finite position. Therefore you cannot use it for directional lights
54
+ at this time.
55
+ */
56
+ class _OgreExport PlaneOptimalShadowCameraSetup : public ShadowCameraSetup
57
+ {
58
+ private:
59
+ MovablePlane* m_plane; ///< pointer to plane of interest
60
+ private:
61
+ PlaneOptimalShadowCameraSetup() {} ///< Default constructor is private
62
+
63
+ /// helper function computing projection matrix given constraints
64
+ Matrix4 computeConstrainedProjection( const Vector4& pinhole,
65
+ const std::vector<Vector4>& fpoint,
66
+ const std::vector<Vector2>& constraint) const;
67
+
68
+ public:
69
+ /// Constructor -- requires a plane of interest
70
+ PlaneOptimalShadowCameraSetup(MovablePlane *plane);
71
+ /// Destructor
72
+ virtual ~PlaneOptimalShadowCameraSetup();
73
+
74
+ /// Returns shadow camera configured to get 1-1 homography between screen and shadow map when restricted to plane
75
+ virtual void getShadowCamera (const SceneManager *sm, const Camera *cam,
76
+ const Viewport *vp, const Light *light, Camera *texCam) const;
77
+ };
78
+
79
+ }
80
+
81
+ #endif
@@ -0,0 +1,215 @@
1
+ /*
2
+ -----------------------------------------------------------------------------
3
+ This source file is part of OGRE
4
+ (Object-oriented Graphics Rendering Engine)
5
+ For the latest info, see http://www.ogre3d.org/
6
+
7
+ Copyright (c) 2000-2006 Torus Knot Software Ltd
8
+ Also see acknowledgements in Readme.html
9
+
10
+ This program is free software; you can redistribute it and/or modify it under
11
+ the terms of the GNU Lesser General Public License as published by the Free Software
12
+ Foundation; either version 2 of the License, or (at your option) any later
13
+ version.
14
+
15
+ This program is distributed in the hope that it will be useful, but WITHOUT
16
+ ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17
+ FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
+
19
+ You should have received a copy of the GNU Lesser General Public License along with
20
+ this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21
+ Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22
+ http://www.gnu.org/copyleft/lesser.txt.
23
+
24
+ You may alternatively use this source under the terms of a specific version of
25
+ the OGRE Unrestricted License provided you have obtained such a license from
26
+ Torus Knot Software Ltd.
27
+ -----------------------------------------------------------------------------
28
+ */
29
+ #ifndef __ShadowCaster_H__
30
+ #define __ShadowCaster_H__
31
+
32
+ #include "OgrePrerequisites.h"
33
+ #include "OgreRenderable.h"
34
+
35
+
36
+ namespace Ogre {
37
+
38
+
39
+ /** Class which represents the renderable aspects of a set of shadow volume faces.
40
+ @remarks
41
+ Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each
42
+ using their own geometry), it will take more than one ShadowRenderable to render the
43
+ shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of
44
+ vertex buffers (not necessarily one buffer, but the positions for the entire geometry
45
+ should come from one buffer if possible)
46
+ */
47
+ class _OgreExport ShadowRenderable : public Renderable
48
+ {
49
+ protected:
50
+ MaterialPtr mMaterial;
51
+ RenderOperation mRenderOp;
52
+ ShadowRenderable* mLightCap; // used only if isLightCapSeparate == true
53
+ public:
54
+ ShadowRenderable() : mMaterial(), mLightCap(0) {}
55
+ virtual ~ShadowRenderable() { delete mLightCap; }
56
+ /** Set the material to be used by the shadow, should be set by the caller
57
+ before adding to a render queue
58
+ */
59
+ void setMaterial(const MaterialPtr& mat) { mMaterial = mat; }
60
+ /// Overridden from Renderable
61
+ const MaterialPtr& getMaterial(void) const { return mMaterial; }
62
+ /// Overridden from Renderable
63
+ void getRenderOperation(RenderOperation& op) { op = mRenderOp; }
64
+ /// Get the internal render operation for set up
65
+ RenderOperation* getRenderOperationForUpdate(void) {return &mRenderOp;}
66
+ /// Overridden from Renderable
67
+ void getWorldTransforms(Matrix4* xform) const = 0;
68
+ /// Overridden from Renderable
69
+ const Quaternion& getWorldOrientation(void) const = 0;
70
+ /// Overridden from Renderable
71
+ const Vector3& getWorldPosition(void) const = 0;
72
+ /// Overridden from Renderable
73
+ Real getSquaredViewDepth(const Camera*) const{ return 0; /* not used */}
74
+ /// Overridden from Renderable
75
+ const LightList& getLights(void) const;
76
+ /** Does this renderable require a separate light cap?
77
+ @remarks
78
+ If possible, the light cap (when required) should be contained in the
79
+ usual geometry of the shadow renderable. However, if for some reason
80
+ the normal depth function (less than) could cause artefacts, then a
81
+ separate light cap with a depth function of 'always fail' can be used
82
+ instead. The primary example of this is when there are floating point
83
+ inaccuracies caused by calculating the shadow geometry separately from
84
+ the real geometry.
85
+ */
86
+ bool isLightCapSeparate(void) const { return mLightCap != 0; }
87
+
88
+ /// Get the light cap version of this renderable
89
+ ShadowRenderable* getLightCapRenderable(void) { return mLightCap; }
90
+ /// Should this ShadowRenderable be treated as visible?
91
+ virtual bool isVisible(void) const { return true; }
92
+
93
+ };
94
+
95
+ /** A set of flags that can be used to influence ShadowRenderable creation. */
96
+ enum ShadowRenderableFlags
97
+ {
98
+ /// For shadow volume techniques only, generate a light cap on the volume
99
+ SRF_INCLUDE_LIGHT_CAP = 0x00000001,
100
+ /// For shadow volume techniques only, generate a dark cap on the volume
101
+ SRF_INCLUDE_DARK_CAP = 0x00000002,
102
+ /// For shadow volume techniques only, indicates volume is extruded to infinity
103
+ SRF_EXTRUDE_TO_INFINITY = 0x00000004
104
+ };
105
+
106
+ /** This class defines the interface that must be implemented by shadow casters.
107
+ */
108
+ class _OgreExport ShadowCaster
109
+ {
110
+ public:
111
+ virtual ~ShadowCaster() { }
112
+ /** Returns whether or not this object currently casts a shadow. */
113
+ virtual bool getCastShadows(void) const = 0;
114
+
115
+ /** Returns details of the edges which might be used to determine a silhouette. */
116
+ virtual EdgeData* getEdgeList(void) = 0;
117
+ /** Returns whether the object has a valid edge list. */
118
+ virtual bool hasEdgeList(void) = 0;
119
+
120
+ /** Get the world bounding box of the caster. */
121
+ virtual const AxisAlignedBox& getWorldBoundingBox(bool derive = false) const = 0;
122
+ /** Gets the world space bounding box of the light cap */
123
+ virtual const AxisAlignedBox& getLightCapBounds(void) const = 0;
124
+ /** Gets the world space bounding box of the dark cap, as extruded using the light provided */
125
+ virtual const AxisAlignedBox& getDarkCapBounds(const Light& light, Real dirLightExtrusionDist) const = 0;
126
+
127
+ typedef std::vector<ShadowRenderable*> ShadowRenderableList;
128
+ typedef VectorIterator<ShadowRenderableList> ShadowRenderableListIterator;
129
+
130
+ /** Gets an iterator over the renderables required to render the shadow volume.
131
+ @remarks
132
+ Shadowable geometry should ideally be designed such that there is only one
133
+ ShadowRenderable required to render the the shadow; however this is not a necessary
134
+ limitation and it can be exceeded if required.
135
+ @param shadowTechnique The technique being used to generate the shadow
136
+ @param light The light to generate the shadow from
137
+ @param indexBuffer The index buffer to build the renderables into,
138
+ the current contents are assumed to be disposable.
139
+ @param extrudeVertices If true, this means this class should extrude
140
+ the vertices of the back of the volume in software. If false, it
141
+ will not be done (a vertex program is assumed).
142
+ @param extrusionDistance The distance to extrude the shadow volume
143
+ @param flags Technique-specific flags, see ShadowRenderableFlags
144
+ */
145
+ virtual ShadowRenderableListIterator getShadowVolumeRenderableIterator(
146
+ ShadowTechnique shadowTechnique, const Light* light,
147
+ HardwareIndexBufferSharedPtr* indexBuffer,
148
+ bool extrudeVertices, Real extrusionDistance, unsigned long flags = 0 ) = 0;
149
+
150
+ /** Utility method for extruding vertices based on a light.
151
+ @remarks
152
+ Unfortunately, because D3D cannot handle homogenous (4D) position
153
+ coordinates in the fixed-function pipeline (GL can, but we have to
154
+ be cross-API), when we extrude in software we cannot extrude to
155
+ infinity the way we do in the vertex program (by setting w to
156
+ 0.0f). Therefore we extrude by a fixed distance, which may cause
157
+ some problems with larger scenes. Luckily better hardware (ie
158
+ vertex programs) can fix this.
159
+ @param vertexBuffer The vertex buffer containing ONLY xyz position
160
+ values, which must be originalVertexCount * 2 * 3 floats long.
161
+ @param originalVertexCount The count of the original number of
162
+ vertices, ie the number in the mesh, not counting the doubling
163
+ which has already been done (by VertexData::prepareForShadowVolume)
164
+ to provide the extruded area of the buffer.
165
+ @param lightPos 4D light position in object space, when w=0.0f this
166
+ represents a directional light
167
+ @param extrudeDist The distance to extrude
168
+ */
169
+ static void extrudeVertices(const HardwareVertexBufferSharedPtr& vertexBuffer,
170
+ size_t originalVertexCount, const Vector4& lightPos, Real extrudeDist);
171
+ /** Get the distance to extrude for a point/spot light */
172
+ virtual Real getPointExtrusionDistance(const Light* l) const = 0;
173
+ protected:
174
+ /// Helper moethod for calculating extrusion distance
175
+ Real getExtrusionDistance(const Vector3& objectPos, const Light* light) const;
176
+ /** Tells the caster to perform the tasks necessary to update the
177
+ edge data's light listing. Can be overridden if the subclass needs
178
+ to do additional things.
179
+ @param edgeData The edge information to update
180
+ @param lightPos 4D vector representing the light, a directional light
181
+ has w=0.0
182
+ */
183
+ virtual void updateEdgeListLightFacing(EdgeData* edgeData,
184
+ const Vector4& lightPos);
185
+
186
+ /** Generates the indexes required to render a shadow volume into the
187
+ index buffer which is passed in, and updates shadow renderables
188
+ to use it.
189
+ @param edgeData The edge information to use
190
+ @param indexBuffer The buffer into which to write data into; current
191
+ contents are assumed to be discardable.
192
+ @param light The light, mainly for type info as silhouette calculations
193
+ should already have been done in updateEdgeListLightFacing
194
+ @param shadowRenderables A list of shadow renderables which has
195
+ already been constructed but will need populating with details of
196
+ the index ranges to be used.
197
+ @param flags Additional controller flags, see ShadowRenderableFlags
198
+ */
199
+ virtual void generateShadowVolume(EdgeData* edgeData,
200
+ const HardwareIndexBufferSharedPtr& indexBuffer, const Light* light,
201
+ ShadowRenderableList& shadowRenderables, unsigned long flags);
202
+ /** Utility method for extruding a bounding box.
203
+ @param box Original bounding box, will be updated in-place
204
+ @param lightPos 4D light position in object space, when w=0.0f this
205
+ represents a directional light
206
+ @param extrudeDist The distance to extrude
207
+ */
208
+ virtual void extrudeBounds(AxisAlignedBox& box, const Vector4& lightPos,
209
+ Real extrudeDist) const;
210
+
211
+
212
+ };
213
+ }
214
+
215
+ #endif