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