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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