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source: downloads/ogre/OgreMain/include/OgreShadowCameraSetupPlaneOptimal.h @ 17

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1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2006 Torus Knot Software Ltd
8Also see acknowledgements in Readme.html
9
10This program is free software; you can redistribute it and/or modify it under
11the terms of the GNU Lesser General Public License as published by the Free Software
12Foundation; either version 2 of the License, or (at your option) any later
13version.
14
15This program is distributed in the hope that it will be useful, but WITHOUT
16ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
17FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
18
19You should have received a copy of the GNU Lesser General Public License along with
20this program; if not, write to the Free Software Foundation, Inc., 59 Temple
21Place - Suite 330, Boston, MA 02111-1307, USA, or go to
22http://www.gnu.org/copyleft/lesser.txt.
23
24You may alternatively use this source under the terms of a specific version of
25the OGRE Unrestricted License provided you have obtained such a license from
26Torus Knot Software Ltd.
27-----------------------------------------------------------------------------
28*/
29#ifndef __ShadowCameraSetupPlaneOptimal_H__
30#define __ShadowCameraSetupPlaneOptimal_H__
31
32#include "OgrePrerequisites.h"
33#include "OgreShadowCameraSetup.h"
34
35namespace 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
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