| 41 | RemmemberShadow::RemmemberShadow() : _object(nullptr), _lightDir(NoInit), _splitOnly(false) {} |
| 42 | |
| 43 | void RemmemberShadow::Init(Object* object, Vector3Par lightDir, int level, Matrix4Par pos, bool splitOnly) |
| 44 | { |
| 45 | // splitOnly is used for object that should be split |
| 46 | // but not shadow projected |
| 47 | // such shapes also preserve original y offset |
| 48 | _object = object; |
| 49 | _lightDir = lightDir; |
| 50 | _objectPos = pos; |
| 51 | _level = level; |
| 52 | _lastUsed = Glob.time; |
| 53 | _splitOnly = splitOnly; |
| 54 | if (splitOnly) |
| 55 | { |
| 56 | // copy source data |
| 57 | _shadow = new Shape(*object->GetShape()->Level(level), false); |
| 58 | } |
| 59 | else |
| 60 | { |
| 61 | // A frozen-pose dynamic caster (settled corpse) shares its shape with |
| 62 | // every other instance of the model — the shared shape holds whichever |
| 63 | // instance animated last, so this object's pose must be skinned in |
| 64 | // before projecting. Statics skip this (Animate is a no-op). |
| 65 | const bool animatePose = !object->Static(); |
| 66 | if (animatePose) |
| 67 | { |
| 68 | object->Animate(level); |
| 69 | } |
| 70 | // retainStructure = false -> force duplicating source data |
| 71 | _shadow = object->RecalcShadow(level, *object, false); |
| 72 | if (animatePose) |
| 73 | { |
| 74 | object->Deanimate(level); |
| 75 | } |
| 76 | } |
| 77 | if (_shadow) |
| 78 | { |
| 79 | _shadow->SurfaceSplit(GScene->GetLandscape(), object->Transform(), GLOB_ENGINE->ZShadowEpsilon(), |
| 80 | splitOnly ? object->Scale() : 0); |
| 81 | // it is already fitted - prevent future surface fitting |
| 82 | _shadow->CalculateMinMax(); |
| 83 | _shadow->AndSpecial(~OnSurface); |
| 84 | _shadow->OrSpecial(IsOnSurface); |
| 85 | // make sure buffer is regenerated |
| 86 | _shadow->ReleaseVBuffer(); |
| 87 | // optimize it for HW rendering |
| 88 | _shadow->FindSections(); |
| 89 | if (_shadow->NVertex() > 1024) |
| 90 | { |
| 91 | _shadow->ConvertToVBuffer(VBBigDiscardable); |
| 92 | } |
| 93 | else |
| 94 | { |
| 95 | _shadow->ConvertToVBuffer(VBSmallDiscardable); |
| 96 | } |
| 97 | |
| 98 | // table should be exact - for best memory usage |
| 99 | _shadow->Compact(); |
| 100 | } |
no test coverage detected