// EMERGENT GAME TECHNOLOGIES PROPRIETARY INFORMATION // // This software is supplied under the terms of a license agreement or // nondisclosure agreement with Emergent Game Technologies and may not // be copied or disclosed except in accordance with the terms of that // agreement. // // Copyright (c) 1996-2007 Emergent Game Technologies. // All Rights Reserved. // // Emergent Game Technologies, Chapel Hill, North Carolina 27517 // http://www.emergent.net // Precompiled Header #include "NiMainPCH.h" #include "NiShadowClickValidator.h" #include "NiShadowRenderClick.h" #include "NiShadowGenerator.h" NiImplementRTTI(NiShadowClickValidator, NiRenderClickValidator); //--------------------------------------------------------------------------- bool NiShadowClickValidator::ValidateClick(NiRenderClick* pkRenderClick, unsigned int uiFrameID) { // Cast render click to an NiShadowRenderClick. NiShadowRenderClick* pkShadowClick = NiDynamicCast(NiShadowRenderClick, pkRenderClick); if (!pkShadowClick) { // If the render click is not a shadow click, allow rendering. return true; } else if (pkShadowClick->GetForceRender()) { // If the shadow click is set to force render, allow rendering. pkShadowClick->MarkAsDirty(); return true; } // If no camera or culling process have been set, allow rendering. if (!m_spCamera || !m_spCullingProcess) { pkShadowClick->MarkAsDirty(); return true; } m_kVisibleSet.RemoveAll(); // Get shadow generator. NiShadowGenerator* pkGenerator = pkShadowClick->GetGenerator(); NIASSERT(pkGenerator); // Loop over shadow receivers (affected nodes list), culling each to // determine its visibility. If any are visible, allow rendering. NiDynamicEffect* pkDynEffect = pkGenerator->GetAssignedDynamicEffect(); NIASSERT(pkDynEffect); const NiNodeList& kReceivers = pkDynEffect->GetAffectedNodeList(); NiTListIterator kIter = kReceivers.GetHeadPos(); while (kIter) { NiNode* pkReceiver = kReceivers.GetNext(kIter); // Cull the shadow receiver against the camera using the culling // process. m_spCullingProcess->Process( m_spCamera, (NiAVObject*)pkReceiver, &m_kVisibleSet); // Determine whether or not the receiver is visible. If so, return // immediately allowing rendering. if (m_kVisibleSet.GetCount() > 0) { pkShadowClick->MarkAsDirty(); return true; } } // No shadow receivers are visible, so rendering should not be performed. return false; } //---------------------------------------------------------------------------