[1] | 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 | |
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| 30 | #include "OgreStableHeaders.h" |
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| 31 | #include "OgreCommon.h" |
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| 32 | #include "OgreSceneManager.h" |
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| 33 | #include "OgreLight.h" |
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| 34 | #include "OgreShadowCameraSetup.h" |
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| 35 | #include "OgreCamera.h" |
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| 36 | #include "OgreViewport.h" |
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| 37 | |
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| 38 | |
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| 39 | namespace Ogre |
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| 40 | { |
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| 41 | /// Default constructor |
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| 42 | DefaultShadowCameraSetup::DefaultShadowCameraSetup() {} |
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| 43 | |
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| 44 | /// Destructor |
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| 45 | DefaultShadowCameraSetup::~DefaultShadowCameraSetup() {} |
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| 46 | |
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| 47 | /// Default shadow camera setup implementation |
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| 48 | void DefaultShadowCameraSetup::getShadowCamera (const SceneManager *sm, const Camera *cam, |
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| 49 | const Viewport *vp, const Light *light, Camera *texCam) const |
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| 50 | { |
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| 51 | Vector3 pos, dir; |
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| 52 | |
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| 53 | // reset custom view / projection matrix in case already set |
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| 54 | texCam->setCustomViewMatrix(false); |
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| 55 | texCam->setCustomProjectionMatrix(false); |
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| 56 | |
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| 57 | // get the shadow frustum's far distance |
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| 58 | Real shadowDist = sm->getShadowFarDistance(); |
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| 59 | if (!shadowDist) |
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| 60 | { |
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| 61 | // need a shadow distance, make one up |
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| 62 | shadowDist = cam->getNearClipDistance() * 300; |
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| 63 | } |
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| 64 | Real shadowOffset = shadowDist * (sm->getShadowDirLightTextureOffset()); |
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| 65 | |
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| 66 | // Directional lights |
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| 67 | if (light->getType() == Light::LT_DIRECTIONAL) |
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| 68 | { |
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| 69 | // set up the shadow texture |
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| 70 | // Set ortho projection |
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| 71 | texCam->setProjectionType(PT_ORTHOGRAPHIC); |
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| 72 | // set easy FOV and near dist so that texture covers far dist |
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| 73 | texCam->setFOVy(Degree(90)); |
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| 74 | texCam->setNearClipDistance(shadowDist); |
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| 75 | |
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| 76 | // Calculate look at position |
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| 77 | // We want to look at a spot shadowOffset away from near plane |
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| 78 | // 0.5 is a litle too close for angles |
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| 79 | Vector3 target = cam->getDerivedPosition() + |
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| 80 | (cam->getDerivedDirection() * shadowOffset); |
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| 81 | |
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| 82 | // Calculate direction, which same as directional light direction |
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| 83 | dir = - light->getDerivedDirection(); // backwards since point down -z |
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| 84 | dir.normalise(); |
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| 85 | |
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| 86 | // Calculate position |
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| 87 | // We want to be in the -ve direction of the light direction |
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| 88 | // far enough to project for the dir light extrusion distance |
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| 89 | pos = target + dir * sm->getShadowDirectionalLightExtrusionDistance(); |
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| 90 | |
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| 91 | // Round local x/y position based on a world-space texel; this helps to reduce |
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| 92 | // jittering caused by the projection moving with the camera |
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| 93 | // Viewport is 2 * near clip distance across (90 degree fov) |
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| 94 | Real worldTexelSize = (texCam->getNearClipDistance() * 20) / vp->getActualWidth(); |
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| 95 | pos.x -= fmod(pos.x, worldTexelSize); |
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| 96 | pos.y -= fmod(pos.y, worldTexelSize); |
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| 97 | pos.z -= fmod(pos.z, worldTexelSize); |
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| 98 | } |
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| 99 | // Spotlight |
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| 100 | else if (light->getType() == Light::LT_SPOTLIGHT) |
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| 101 | { |
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| 102 | // Set perspective projection |
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| 103 | texCam->setProjectionType(PT_PERSPECTIVE); |
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| 104 | // set FOV slightly larger than the spotlight range to ensure coverage |
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| 105 | texCam->setFOVy(light->getSpotlightOuterAngle()*1.2); |
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| 106 | // set near clip the same as main camera, since they are likely |
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| 107 | // to both reflect the nature of the scene |
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| 108 | texCam->setNearClipDistance(cam->getNearClipDistance()); |
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| 109 | |
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| 110 | // Calculate position, which same as spotlight position |
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| 111 | pos = light->getDerivedPosition(); |
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| 112 | |
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| 113 | // Calculate direction, which same as spotlight direction |
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| 114 | dir = - light->getDerivedDirection(); // backwards since point down -z |
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| 115 | dir.normalise(); |
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| 116 | } |
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| 117 | // Point light |
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| 118 | else |
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| 119 | { |
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| 120 | // Set perspective projection |
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| 121 | texCam->setProjectionType(PT_PERSPECTIVE); |
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| 122 | // Use 120 degree FOV for point light to ensure coverage more area |
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| 123 | texCam->setFOVy(Degree(120)); |
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| 124 | // set near clip the same as main camera, since they are likely |
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| 125 | // to both reflect the nature of the scene |
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| 126 | texCam->setNearClipDistance(cam->getNearClipDistance()); |
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| 127 | |
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| 128 | // Calculate look at position |
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| 129 | // We want to look at a spot shadowOffset away from near plane |
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| 130 | // 0.5 is a litle too close for angles |
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| 131 | Vector3 target = cam->getDerivedPosition() + |
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| 132 | (cam->getDerivedDirection() * shadowOffset); |
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| 133 | |
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| 134 | // Calculate position, which same as point light position |
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| 135 | pos = light->getDerivedPosition(); |
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| 136 | |
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| 137 | dir = (pos - target); // backwards since point down -z |
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| 138 | dir.normalise(); |
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| 139 | } |
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| 140 | |
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| 141 | // Finally set position |
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| 142 | texCam->setPosition(pos); |
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| 143 | |
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| 144 | // Calculate orientation based on direction calculated above |
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| 145 | /* |
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| 146 | // Next section (camera oriented shadow map) abandoned |
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| 147 | // Always point in the same direction, if we don't do this then |
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| 148 | // we get 'shadow swimming' as camera rotates |
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| 149 | // As it is, we get swimming on moving but this is less noticeable |
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| 150 | |
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| 151 | // calculate up vector, we want it aligned with cam direction |
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| 152 | Vector3 up = cam->getDerivedDirection(); |
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| 153 | // Check it's not coincident with dir |
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| 154 | if (up.dotProduct(dir) >= 1.0f) |
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| 155 | { |
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| 156 | // Use camera up |
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| 157 | up = cam->getUp(); |
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| 158 | } |
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| 159 | */ |
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| 160 | Vector3 up = Vector3::UNIT_Y; |
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| 161 | // Check it's not coincident with dir |
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| 162 | if (Math::Abs(up.dotProduct(dir)) >= 1.0f) |
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| 163 | { |
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| 164 | // Use camera up |
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| 165 | up = Vector3::UNIT_Z; |
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| 166 | } |
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| 167 | // cross twice to rederive, only direction is unaltered |
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| 168 | Vector3 left = dir.crossProduct(up); |
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| 169 | left.normalise(); |
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| 170 | up = dir.crossProduct(left); |
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| 171 | up.normalise(); |
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| 172 | // Derive quaternion from axes |
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| 173 | Quaternion q; |
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| 174 | q.FromAxes(left, up, dir); |
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| 175 | texCam->setOrientation(q); |
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| 176 | } |
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| 177 | |
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| 178 | |
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| 179 | } |
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