1 | /* |
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2 | ----------------------------------------------------------------------------- |
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3 | This source file is part of OGRE |
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4 | (Object-oriented Graphics Rendering Engine) |
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5 | For the latest info, see http://www.ogre3d.org/ |
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6 | |
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7 | Copyright (c) 2006 Torus Knot Software Ltd |
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8 | Also see acknowledgements in Readme.html |
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9 | |
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10 | This program is free software; you can redistribute it and/or modify it under |
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11 | the terms of the GNU Lesser General Public License as published by the Free Software |
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12 | Foundation; either version 2 of the License, or (at your option) any later |
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13 | version. |
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14 | |
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15 | This program is distributed in the hope that it will be useful, but WITHOUT |
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16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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18 | |
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19 | You should have received a copy of the GNU Lesser General Public License along with |
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20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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22 | http://www.gnu.org/copyleft/lesser.txt. |
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23 | |
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24 | You may alternatively use this source under the terms of a specific version of |
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25 | the OGRE Unrestricted License provided you have obtained such a license from |
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26 | Torus Knot Software Ltd. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __ShadowCameraSetup_H__ |
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30 | #define __ShadowCameraSetup_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreMovablePlane.h" |
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34 | #include "OgreSharedPtr.h" |
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35 | |
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36 | |
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37 | namespace Ogre { |
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38 | |
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39 | /** This class allows you to plug in new ways to define the camera setup when |
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40 | rendering and projecting shadow textures. |
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41 | @remarks |
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42 | The default projection used when rendering shadow textures is a uniform |
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43 | frustum. This is pretty straight forward but doesn't make the best use of |
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44 | the space in the shadow map since texels closer to the camera will be larger, |
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45 | resulting in 'jaggies'. There are several ways to distribute the texels |
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46 | in the shadow texture differently, and this class allows you to override |
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47 | that. |
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48 | @par |
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49 | Ogre is provided with several alternative shadow camera setups, including |
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50 | LiSPSM (LiSPSMShadowCameraSetup) and Plane Optimal (PlaneOptimalShadowCameraSetup). |
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51 | Others can of course be written to incorporate other algorithms. All you |
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52 | have to do is instantiate one of these classes and enable it using |
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53 | SceneManager::setShadowCameraSetup (global) or Light::setCustomShadowCameraSetup |
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54 | (per light). In both cases the instance is wrapped in a SharedPtr which means |
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55 | it will be deleted automatically when no more references to it exist. |
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56 | @note |
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57 | Shadow map matrices, being projective matrices, have 15 degrees of freedom. |
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58 | 3 of these degrees of freedom are fixed by the light's position. 4 are used to |
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59 | affinely affect z values. 6 affinely affect u,v sampling. 2 are projective |
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60 | degrees of freedom. This class is meant to allow custom methods for |
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61 | handling optimization. |
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62 | */ |
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63 | class _OgreExport ShadowCameraSetup |
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64 | { |
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65 | public: |
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66 | /// Function to implement -- must set the shadow camera properties |
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67 | virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, |
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68 | const Viewport *vp, const Light *light, Camera *texCam) const = 0; |
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69 | /// Need virtual destructor in case subclasses use it |
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70 | virtual ~ShadowCameraSetup() {} |
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71 | |
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72 | }; |
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73 | |
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74 | |
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75 | |
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76 | /** Implements default shadow camera setup |
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77 | @remarks |
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78 | This implements the default shadow camera setup algorithm. This is what might |
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79 | be referred to as "normal" shadow mapping. |
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80 | */ |
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81 | class _OgreExport DefaultShadowCameraSetup : public ShadowCameraSetup |
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82 | { |
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83 | public: |
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84 | /// Default constructor |
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85 | DefaultShadowCameraSetup(); |
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86 | /// Destructor |
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87 | virtual ~DefaultShadowCameraSetup(); |
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88 | |
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89 | /// Default shadow camera setup |
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90 | virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, |
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91 | const Viewport *vp, const Light *light, Camera *texCam) const; |
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92 | }; |
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93 | |
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94 | |
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95 | |
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96 | typedef SharedPtr<ShadowCameraSetup> ShadowCameraSetupPtr; |
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97 | |
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98 | } |
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99 | |
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100 | #endif |
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