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 | Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de> |
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9 | Also see acknowledgements in Readme.html |
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10 | |
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11 | This program is free software; you can redistribute it and/or modify it under |
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12 | the terms of the GNU Lesser General Public License as published by the Free Software |
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13 | Foundation; either version 2 of the License, or (at your option) any later |
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14 | version. |
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15 | |
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16 | This program is distributed in the hope that it will be useful, but WITHOUT |
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17 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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18 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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19 | |
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20 | You should have received a copy of the GNU Lesser General Public License along with |
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21 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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22 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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23 | http://www.gnu.org/copyleft/lesser.txt. |
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24 | |
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25 | You may alternatively use this source under the terms of a specific version of |
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26 | the OGRE Unrestricted License provided you have obtained such a license from |
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27 | Torus Knot Software Ltd. |
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28 | ----------------------------------------------------------------------------- |
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29 | */ |
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30 | |
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31 | #include "OgreStableHeaders.h" |
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32 | #include "OgreShadowCameraSetupFocused.h" |
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33 | #include "OgreRoot.h" |
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34 | #include "OgreSceneManager.h" |
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35 | #include "OgreCamera.h" |
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36 | #include "OgreLight.h" |
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37 | #include "OgrePlane.h" |
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38 | #include "OgreLogManager.h" |
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39 | |
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40 | |
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41 | namespace Ogre |
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42 | { |
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43 | /** transform from normal to light space */ |
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44 | const Matrix4 FocusedShadowCameraSetup::msNormalToLightSpace( |
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45 | 1, 0, 0, 0, // x |
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46 | 0, 0, -1, 0, // y |
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47 | 0, 1, 0, 0, // z |
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48 | 0, 0, 0, 1); // w |
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49 | /** transform from light to normal space */ |
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50 | const Matrix4 FocusedShadowCameraSetup::msLightSpaceToNormal( |
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51 | 1, 0, 0, 0, // x |
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52 | 0, 0, 1, 0, // y |
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53 | 0, -1, 0, 0, // z |
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54 | 0, 0, 0, 1); // w |
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55 | |
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56 | FocusedShadowCameraSetup::FocusedShadowCameraSetup(void) |
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57 | : mTempFrustum(new Frustum()) |
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58 | , mLightFrustumCamera(new Camera("TEMP LIGHT INTERSECT CAM", NULL)) |
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59 | , mLightFrustumCameraCalculated(false) |
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60 | , mUseAggressiveRegion(true) |
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61 | { |
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62 | mTempFrustum->setProjectionType(PT_PERSPECTIVE); |
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63 | } |
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64 | //----------------------------------------------------------------------- |
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65 | FocusedShadowCameraSetup::~FocusedShadowCameraSetup(void) |
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66 | { |
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67 | delete mTempFrustum; |
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68 | delete mLightFrustumCamera; |
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69 | } |
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70 | //----------------------------------------------------------------------- |
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71 | void FocusedShadowCameraSetup::calculateShadowMappingMatrix(const SceneManager& sm, |
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72 | const Camera& cam, const Light& light, Matrix4 *out_view, Matrix4 *out_proj, |
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73 | Camera *out_cam) const |
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74 | { |
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75 | const Vector3& camDir = cam.getDerivedDirection(); |
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76 | |
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77 | // get the shadow frustum's far distance |
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78 | Real shadowDist = sm.getShadowFarDistance(); |
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79 | if (!shadowDist) |
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80 | { |
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81 | // need a shadow distance, make one up |
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82 | shadowDist = cam.getNearClipDistance() * 3000; |
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83 | } |
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84 | Real shadowOffset = shadowDist * sm.getShadowDirLightTextureOffset(); |
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85 | |
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86 | |
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87 | if (light.getType() == Light::LT_DIRECTIONAL) |
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88 | { |
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89 | // generate view matrix if requested |
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90 | if (out_view != NULL) |
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91 | { |
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92 | *out_view = buildViewMatrix(cam.getDerivedPosition(), |
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93 | -light.getDerivedDirection(), |
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94 | camDir); |
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95 | } |
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96 | |
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97 | // generate projection matrix if requested |
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98 | if (out_proj != NULL) |
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99 | { |
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100 | *out_proj = Matrix4::IDENTITY; |
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101 | } |
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102 | |
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103 | // set up camera if requested |
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104 | if (out_cam != NULL) |
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105 | { |
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106 | out_cam->setProjectionType(PT_ORTHOGRAPHIC); |
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107 | out_cam->setDirection(light.getDerivedDirection()); |
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108 | out_cam->setPosition(cam.getDerivedPosition()); |
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109 | out_cam->setFOVy(Degree(90)); |
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110 | out_cam->setNearClipDistance(shadowOffset); |
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111 | } |
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112 | } |
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113 | else if (light.getType() == Light::LT_POINT) |
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114 | { |
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115 | // target analogue to the default shadow textures |
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116 | // Calculate look at position |
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117 | // We want to look at a spot shadowOffset away from near plane |
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118 | // 0.5 is a little too close for angles |
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119 | Vector3 target = cam.getDerivedPosition() + |
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120 | (cam.getDerivedDirection() * shadowOffset); |
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121 | Vector3 lightDir = target - light.getDerivedPosition(); |
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122 | lightDir.normalise(); |
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123 | |
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124 | // generate view matrix if requested |
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125 | if (out_view != NULL) |
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126 | { |
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127 | *out_view = buildViewMatrix(light.getDerivedPosition(), |
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128 | lightDir, |
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129 | camDir); |
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130 | } |
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131 | |
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132 | // generate projection matrix if requested |
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133 | if (out_proj != NULL) |
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134 | { |
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135 | // set FOV to 120 degrees |
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136 | mTempFrustum->setFOVy(Degree(120)); |
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137 | |
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138 | // set near clip distance like the camera |
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139 | mTempFrustum->setNearClipDistance(cam.getNearClipDistance()); |
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140 | |
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141 | *out_proj = mTempFrustum->getProjectionMatrix(); |
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142 | } |
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143 | |
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144 | // set up camera if requested |
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145 | if (out_cam != NULL) |
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146 | { |
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147 | out_cam->setProjectionType(PT_PERSPECTIVE); |
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148 | out_cam->setDirection(lightDir); |
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149 | out_cam->setPosition(light.getDerivedPosition()); |
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150 | out_cam->setFOVy(Degree(120)); |
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151 | out_cam->setNearClipDistance(cam.getNearClipDistance()); |
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152 | } |
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153 | } |
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154 | else if (light.getType() == Light::LT_SPOTLIGHT) |
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155 | { |
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156 | // generate view matrix if requested |
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157 | if (out_view != NULL) |
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158 | { |
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159 | *out_view = buildViewMatrix(light.getDerivedPosition(), |
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160 | light.getDerivedDirection(), |
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161 | camDir); |
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162 | } |
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163 | |
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164 | // generate projection matrix if requested |
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165 | if (out_proj != NULL) |
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166 | { |
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167 | // set FOV slightly larger than spotlight range |
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168 | mTempFrustum->setFOVy(light.getSpotlightOuterAngle() * 1.2); |
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169 | |
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170 | // set near clip distance like the camera |
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171 | mTempFrustum->setNearClipDistance(cam.getNearClipDistance()); |
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172 | |
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173 | *out_proj = mTempFrustum->getProjectionMatrix(); |
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174 | } |
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175 | |
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176 | // set up camera if requested |
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177 | if (out_cam != NULL) |
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178 | { |
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179 | out_cam->setProjectionType(PT_PERSPECTIVE); |
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180 | out_cam->setDirection(light.getDerivedDirection()); |
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181 | out_cam->setPosition(light.getDerivedPosition()); |
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182 | out_cam->setFOVy(light.getSpotlightOuterAngle() * 1.2); |
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183 | out_cam->setNearClipDistance(cam.getNearClipDistance()); |
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184 | } |
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185 | } |
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186 | } |
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187 | //----------------------------------------------------------------------- |
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188 | void FocusedShadowCameraSetup::calculateB(const SceneManager& sm, const Camera& cam, |
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189 | const Light& light, const AxisAlignedBox& sceneBB, PointListBody *out_bodyB) const |
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190 | { |
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191 | OgreAssert(out_bodyB != NULL, "bodyB vertex list is NULL"); |
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192 | |
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193 | /// perform convex intersection of the form B = ((V \cap S) + l) \cap S \cap L |
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194 | |
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195 | // get V |
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196 | mBodyB.define(cam); |
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197 | |
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198 | if (light.getType() != Light::LT_DIRECTIONAL) |
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199 | { |
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200 | // clip bodyB with sceneBB |
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201 | /* Note, Matthias' original code states this: |
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202 | "The procedure ((V \cap S) + l) \cap S \cap L (Wimmer et al.) leads in some |
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203 | cases to disappearing shadows. Valid parts of the scene are clipped, so shadows |
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204 | are partly incomplete. The cause may be the transformation into light space that |
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205 | is only done for the corner points which may not contain the whole scene afterwards |
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206 | any more. So we fall back to the method of Stamminger et al. (V + l) \cap S \cap L |
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207 | which does not show these anomalies." |
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208 | |
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209 | .. leading to the commenting out of the below clip. However, ift makes a major |
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210 | difference to the quality of the focus, and so far I haven't noticed |
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211 | the clipping issues described. Intuitively I would have thought that |
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212 | any clipping issue would be due to the findCastersForLight not being |
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213 | quite right, since if the sceneBB includes those there is no reason for |
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214 | this clip instruction to omit a genuine shadow caster. |
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215 | |
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216 | I have made this a user option since the quality effect is major and |
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217 | the clipping problem only seems to occur in some specific cases. |
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218 | */ |
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219 | if (mUseAggressiveRegion) |
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220 | mBodyB.clip(sceneBB); |
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221 | |
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222 | // form a convex hull of bodyB with the light position |
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223 | mBodyB.extend(light.getDerivedPosition()); |
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224 | |
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225 | // clip bodyB with sceneBB |
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226 | mBodyB.clip(sceneBB); |
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227 | |
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228 | // clip with the light frustum |
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229 | // set up light camera to clip with the resulting frustum planes |
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230 | if (!mLightFrustumCameraCalculated) |
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231 | { |
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232 | calculateShadowMappingMatrix(sm, cam, light, NULL, NULL, mLightFrustumCamera); |
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233 | mLightFrustumCameraCalculated = true; |
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234 | } |
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235 | mBodyB.clip(*mLightFrustumCamera); |
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236 | |
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237 | // extract bodyB vertices |
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238 | out_bodyB->build(mBodyB); |
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239 | |
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240 | } |
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241 | else |
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242 | { |
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243 | // clip bodyB with sceneBB |
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244 | mBodyB.clip(sceneBB); |
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245 | |
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246 | // Also clip based on shadow far distance if appropriate |
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247 | Real farDist = sm.getShadowFarDistance(); |
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248 | if (farDist) |
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249 | { |
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250 | Vector3 pointOnPlane = cam.getDerivedPosition() + |
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251 | (cam.getDerivedDirection() * farDist); |
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252 | Plane p(cam.getDerivedDirection(), pointOnPlane); |
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253 | mBodyB.clip(p); |
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254 | } |
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255 | |
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256 | // Extrude the intersection bodyB into the inverted light direction and store |
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257 | // the info in the point list. |
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258 | // The sceneBB holds the maximum extent of the extrusion. |
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259 | out_bodyB->buildAndIncludeDirection(mBodyB, |
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260 | sceneBB, |
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261 | -light.getDerivedDirection()); |
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262 | } |
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263 | } |
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264 | |
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265 | //----------------------------------------------------------------------- |
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266 | void FocusedShadowCameraSetup::calculateLVS(const SceneManager& sm, const Camera& cam, |
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267 | const Light& light, const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const |
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268 | { |
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269 | ConvexBody bodyLVS; |
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270 | |
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271 | // init body with view frustum |
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272 | bodyLVS.define(cam); |
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273 | |
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274 | // clip the body with the light frustum (point + spot) |
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275 | // for a directional light the space of the intersected |
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276 | // view frustum and sceneBB is always lighted and in front |
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277 | // of the viewer. |
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278 | if (light.getType() != Light::LT_DIRECTIONAL) |
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279 | { |
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280 | // clip with the light frustum |
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281 | // set up light camera to clip the resulting frustum |
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282 | if (!mLightFrustumCameraCalculated) |
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283 | { |
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284 | calculateShadowMappingMatrix(sm, cam, light, NULL, NULL, mLightFrustumCamera); |
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285 | mLightFrustumCameraCalculated = true; |
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286 | } |
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287 | bodyLVS.clip(*mLightFrustumCamera); |
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288 | } |
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289 | |
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290 | // clip the body with the scene bounding box |
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291 | bodyLVS.clip(sceneBB); |
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292 | |
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293 | // extract bodyLVS vertices |
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294 | out_LVS->build(bodyLVS); |
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295 | } |
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296 | //----------------------------------------------------------------------- |
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297 | Vector3 FocusedShadowCameraSetup::getLSProjViewDir(const Matrix4& lightSpace, |
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298 | const Camera& cam, const PointListBody& bodyLVS) const |
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299 | { |
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300 | // goal is to construct a view direction |
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301 | // because parallel lines are not parallel any more after perspective projection we have to transform |
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302 | // a ray to point us the viewing direction |
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303 | |
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304 | // fetch a point near the camera |
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305 | const Vector3 e_world = getNearCameraPoint_ws(cam.getViewMatrix(), bodyLVS); |
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306 | |
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307 | // plus the direction results in a second point |
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308 | const Vector3 b_world = e_world + cam.getDerivedDirection(); |
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309 | |
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310 | // transformation into light space |
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311 | const Vector3 e_ls = lightSpace * e_world; |
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312 | const Vector3 b_ls = lightSpace * b_world; |
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313 | |
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314 | // calculate the projection direction, which is the subtraction of |
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315 | // b_ls from e_ls. The y component is set to 0 to project the view |
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316 | // direction into the shadow map plane. |
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317 | Vector3 projectionDir(b_ls - e_ls); |
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318 | projectionDir.y = 0; |
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319 | projectionDir.normalise(); |
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320 | |
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321 | return projectionDir; |
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322 | } |
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323 | //----------------------------------------------------------------------- |
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324 | Vector3 FocusedShadowCameraSetup::getNearCameraPoint_ws(const Matrix4& viewMatrix, |
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325 | const PointListBody& bodyLVS) const |
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326 | { |
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327 | if (bodyLVS.getPointCount() == 0) |
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328 | return Vector3(0,0,0); |
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329 | |
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330 | Vector3 nearEye = viewMatrix * bodyLVS.getPoint(0), // for comparison |
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331 | nearWorld = bodyLVS.getPoint(0); // represents the final point |
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332 | |
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333 | // store the vertex with the highest z-value which is the nearest point |
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334 | for (size_t i = 1; i < bodyLVS.getPointCount(); ++i) |
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335 | { |
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336 | const Vector3& vWorld = bodyLVS.getPoint(i); |
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337 | |
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338 | // comparison is done from the viewer |
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339 | Vector3 vEye = viewMatrix * vWorld; |
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340 | |
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341 | if (vEye.z > nearEye.z) |
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342 | { |
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343 | nearEye = vEye; |
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344 | nearWorld = vWorld; |
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345 | } |
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346 | } |
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347 | |
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348 | return nearWorld; |
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349 | } |
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350 | //----------------------------------------------------------------------- |
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351 | Matrix4 FocusedShadowCameraSetup::transformToUnitCube(const Matrix4& m, |
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352 | const PointListBody& body) const |
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353 | { |
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354 | // map the transformed body AAB points to the unit cube (-1/-1/-1) / (+1/+1/+1) corners |
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355 | AxisAlignedBox aab_trans; |
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356 | |
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357 | for (size_t i = 0; i < body.getPointCount(); ++i) |
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358 | { |
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359 | aab_trans.merge(m * body.getPoint(i)); |
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360 | } |
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361 | |
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362 | Vector3 vMin, vMax; |
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363 | |
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364 | vMin = aab_trans.getMinimum(); |
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365 | vMax = aab_trans.getMaximum(); |
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366 | |
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367 | const Vector3 trans(-(vMax.x + vMin.x) / (vMax.x - vMin.x), |
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368 | -(vMax.y + vMin.y) / (vMax.y - vMin.y), |
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369 | -(vMax.z + vMin.z) / (vMax.z - vMin.z)); |
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370 | |
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371 | const Vector3 scale(2 / (vMax.x - vMin.x), |
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372 | 2 / (vMax.y - vMin.y), |
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373 | 2 / (vMax.z - vMin.z)); |
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374 | |
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375 | Matrix4 mOut(Matrix4::IDENTITY); |
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376 | mOut.setTrans(trans); |
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377 | mOut.setScale(scale); |
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378 | |
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379 | return mOut; |
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380 | } |
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381 | //----------------------------------------------------------------------- |
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382 | Matrix4 FocusedShadowCameraSetup::buildViewMatrix(const Vector3& pos, const Vector3& dir, |
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383 | const Vector3& up) const |
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384 | { |
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385 | Vector3 xN = dir.crossProduct(up); |
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386 | xN.normalise(); |
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387 | Vector3 upN = xN.crossProduct(dir); |
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388 | upN.normalise(); |
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389 | |
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390 | Matrix4 m(xN.x, xN.y, xN.z, -xN.dotProduct(pos), |
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391 | upN.x, upN.y, upN.z, -upN.dotProduct(pos), |
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392 | -dir.x, -dir.y, -dir.z, dir.dotProduct(pos), |
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393 | 0.0, 0.0, 0.0, 1.0 |
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394 | ); |
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395 | |
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396 | return m; |
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397 | } |
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398 | //----------------------------------------------------------------------- |
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399 | void FocusedShadowCameraSetup::getShadowCamera (const SceneManager *sm, const Camera *cam, |
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400 | const Viewport *vp, const Light *light, Camera *texCam) const |
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401 | { |
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402 | // check availability - viewport not needed |
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403 | OgreAssert(sm != NULL, "SceneManager is NULL"); |
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404 | OgreAssert(cam != NULL, "Camera (viewer) is NULL"); |
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405 | OgreAssert(light != NULL, "Light is NULL"); |
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406 | OgreAssert(texCam != NULL, "Camera (texture) is NULL"); |
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407 | mLightFrustumCameraCalculated = false; |
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408 | |
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409 | // calculate standard shadow mapping matrix |
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410 | Matrix4 LView, LProj; |
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411 | calculateShadowMappingMatrix(*sm, *cam, *light, &LView, &LProj, NULL); |
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412 | |
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413 | // build scene bounding box |
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414 | const VisibleObjectsBoundsInfo& visInfo = sm->getShadowCasterBoundsInfo(light); |
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415 | AxisAlignedBox sceneBB = visInfo.aabb; |
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416 | sceneBB.merge(sm->getVisibleObjectsBoundsInfo(cam).aabb); |
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417 | sceneBB.merge(cam->getDerivedPosition()); |
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418 | |
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419 | // in case the sceneBB is empty (e.g. nothing visible to the cam) simply |
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420 | // return the standard shadow mapping matrix |
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421 | if (sceneBB.isNull()) |
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422 | { |
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423 | texCam->setCustomViewMatrix(true, LView); |
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424 | texCam->setCustomProjectionMatrix(true, LProj); |
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425 | return; |
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426 | } |
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427 | |
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428 | // calculate the intersection body B |
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429 | mPointListBodyB.reset(); |
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430 | calculateB(*sm, *cam, *light, sceneBB, &mPointListBodyB); |
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431 | |
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432 | // in case the bodyB is empty (e.g. nothing visible to the light or the cam) |
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433 | // simply return the standard shadow mapping matrix |
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434 | if (mPointListBodyB.getPointCount() == 0) |
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435 | { |
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436 | texCam->setCustomViewMatrix(true, LView); |
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437 | texCam->setCustomProjectionMatrix(true, LProj); |
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438 | return; |
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439 | } |
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440 | |
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441 | // transform to light space: y -> -z, z -> y |
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442 | LProj = msNormalToLightSpace * LProj; |
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443 | |
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444 | // calculate LVS so it does not need to be calculated twice |
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445 | // calculate the body L \cap V \cap S to make sure all returned points are in |
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446 | // front of the camera |
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447 | mPointListBodyLVS.reset(); |
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448 | calculateLVS(*sm, *cam, *light, sceneBB, &mPointListBodyLVS); |
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449 | |
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450 | // fetch the viewing direction |
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451 | const Vector3 viewDir = getLSProjViewDir(LProj * LView, *cam, mPointListBodyLVS); |
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452 | |
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453 | // The light space will be rotated in such a way, that the projected light view |
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454 | // always points upwards, so the up-vector is the y-axis (we already prepared the |
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455 | // light space for this usage).The transformation matrix is set up with the |
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456 | // following parameters: |
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457 | // - position is the origin |
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458 | // - the view direction is the calculated viewDir |
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459 | // - the up vector is the y-axis |
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460 | LProj = buildViewMatrix(Vector3::ZERO, viewDir, Vector3::UNIT_Y) * LProj; |
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461 | |
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462 | // map bodyB to unit cube |
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463 | LProj = transformToUnitCube(LProj * LView, mPointListBodyB) * LProj; |
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464 | |
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465 | // transform from light space to normal space: y -> z, z -> -y |
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466 | LProj = msLightSpaceToNormal * LProj; |
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467 | |
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468 | // set the two custom matrices |
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469 | texCam->setCustomViewMatrix(true, LView); |
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470 | texCam->setCustomProjectionMatrix(true, LProj); |
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471 | } |
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472 | |
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473 | //--------------------------------------------------------------------- |
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474 | //--------------------------------------------------------------------- |
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475 | //----------------------------------------------------------------------- |
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476 | FocusedShadowCameraSetup::PointListBody::PointListBody() |
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477 | { |
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478 | // Preallocate some space |
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479 | mBodyPoints.reserve(12); |
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480 | } |
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481 | //----------------------------------------------------------------------- |
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482 | FocusedShadowCameraSetup::PointListBody::PointListBody(const ConvexBody& body) |
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483 | { |
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484 | build(body); |
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485 | } |
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486 | //----------------------------------------------------------------------- |
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487 | FocusedShadowCameraSetup::PointListBody::~PointListBody() |
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488 | { |
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489 | } |
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490 | //----------------------------------------------------------------------- |
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491 | void FocusedShadowCameraSetup::PointListBody::merge(const PointListBody& plb) |
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492 | { |
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493 | size_t size = plb.getPointCount(); |
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494 | for (size_t i = 0; i < size; ++i) |
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495 | { |
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496 | this->addPoint(plb.getPoint(i)); |
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497 | } |
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498 | } |
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499 | //----------------------------------------------------------------------- |
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500 | void FocusedShadowCameraSetup::PointListBody::build(const ConvexBody& body, bool filterDuplicates) |
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501 | { |
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502 | // erase list |
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503 | mBodyPoints.clear(); |
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504 | |
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505 | // Try to reserve a representative amount of memory |
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506 | mBodyPoints.reserve(body.getPolygonCount() * 6); |
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507 | |
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508 | // build new list |
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509 | for (size_t i = 0; i < body.getPolygonCount(); ++i) |
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510 | { |
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511 | for (size_t j = 0; j < body.getVertexCount(i); ++j) |
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512 | { |
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513 | const Vector3 &vInsert = body.getVertex(i, j); |
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514 | |
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515 | // duplicates allowed? |
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516 | if (filterDuplicates) |
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517 | { |
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518 | bool bPresent = false; |
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519 | |
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520 | for(Polygon::VertexList::iterator vit = mBodyPoints.begin(); |
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521 | vit != mBodyPoints.end(); ++vit) |
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522 | { |
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523 | const Vector3& v = *vit; |
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524 | |
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525 | if (vInsert.positionEquals(v)) |
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526 | { |
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527 | bPresent = true; |
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528 | break; |
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529 | } |
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530 | } |
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531 | |
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532 | if (bPresent == false) |
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533 | { |
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534 | mBodyPoints.push_back(body.getVertex(i, j)); |
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535 | } |
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536 | } |
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537 | |
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538 | // else insert directly |
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539 | else |
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540 | { |
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541 | mBodyPoints.push_back(body.getVertex(i, j)); |
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542 | } |
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543 | } |
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544 | } |
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545 | |
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546 | // update AAB |
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547 | // no points altered, so take body AAB |
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548 | mAAB = body.getAABB(); |
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549 | } |
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550 | //----------------------------------------------------------------------- |
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551 | void FocusedShadowCameraSetup::PointListBody::buildAndIncludeDirection( |
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552 | const ConvexBody& body, const AxisAlignedBox& aabMax, const Vector3& dir) |
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553 | { |
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554 | // reset point list |
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555 | this->reset(); |
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556 | |
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557 | // intersect the rays formed by the points in the list with the given direction and |
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558 | // insert them into the list |
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559 | |
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560 | // min/max aab points for comparison |
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561 | const Vector3& min = aabMax.getMinimum(); |
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562 | const Vector3& max = aabMax.getMaximum(); |
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563 | |
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564 | // assemble the clipping planes |
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565 | Plane pl[6]; |
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566 | |
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567 | // front |
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568 | pl[0].redefine(Vector3::UNIT_Z, max); |
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569 | // back |
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570 | pl[1].redefine(Vector3::NEGATIVE_UNIT_Z, min); |
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571 | // left |
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572 | pl[2].redefine(Vector3::NEGATIVE_UNIT_X, min); |
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573 | // right |
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574 | pl[3].redefine(Vector3::UNIT_X, max); |
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575 | // bottom |
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576 | pl[4].redefine(Vector3::NEGATIVE_UNIT_Y, min); |
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577 | // top |
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578 | pl[5].redefine(Vector3::UNIT_Y, max); |
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579 | |
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580 | |
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581 | const size_t polyCount = body.getPolygonCount(); |
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582 | for (size_t iPoly = 0; iPoly < polyCount; ++iPoly) |
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583 | { |
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584 | |
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585 | // store the old inserted point and plane info |
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586 | // if the currently processed point hits a different plane than the previous point an |
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587 | // intersection point is calculated that lies on the two planes' intersection edge |
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588 | |
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589 | // fetch current polygon |
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590 | const Polygon& p = body.getPolygon(iPoly); |
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591 | |
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592 | size_t pointCount = p.getVertexCount(); |
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593 | for (size_t iPoint = 0; iPoint < pointCount ; ++iPoint) |
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594 | { |
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595 | // base point |
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596 | const Vector3& pt = p.getVertex(iPoint); |
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597 | |
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598 | // add the base point |
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599 | this->addPoint(pt); |
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600 | |
---|
601 | // intersection ray |
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602 | Ray ray(pt, dir); |
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603 | |
---|
604 | // intersect with each plane |
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605 | for (size_t iPlane = 0; iPlane < 6; ++iPlane) |
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606 | { |
---|
607 | std::pair< bool, Real > intersect = ray.intersects(pl[ iPlane ]); |
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608 | |
---|
609 | const Vector3 ptIntersect = ray.getPoint(intersect.second); |
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610 | |
---|
611 | // intersection point must exist (first) and the point distance must be greater than null (second) |
---|
612 | // in case of distance null the intersection point equals the base point |
---|
613 | if (intersect.first && intersect.second > 0) |
---|
614 | { |
---|
615 | if (ptIntersect.x < max.x + 1e-3f && ptIntersect.x > min.x - 1e-3f && |
---|
616 | ptIntersect.y < max.y + 1e-3f && ptIntersect.y > min.y - 1e-3f && |
---|
617 | ptIntersect.z < max.z + 1e-3f && ptIntersect.z > min.z - 1e-3f) |
---|
618 | { |
---|
619 | // in case the point lies on the boundary, continue and see if there is another plane that intersects |
---|
620 | if (pt.positionEquals(ptIntersect)) |
---|
621 | { |
---|
622 | continue; |
---|
623 | } |
---|
624 | |
---|
625 | // add intersection point |
---|
626 | this->addPoint(ptIntersect); |
---|
627 | } |
---|
628 | |
---|
629 | } // if: intersection available |
---|
630 | |
---|
631 | } // for: plane intersection |
---|
632 | |
---|
633 | } // for: polygon point iteration |
---|
634 | |
---|
635 | } // for: polygon iteration |
---|
636 | } |
---|
637 | //----------------------------------------------------------------------- |
---|
638 | const AxisAlignedBox& FocusedShadowCameraSetup::PointListBody::getAAB(void) const |
---|
639 | { |
---|
640 | return mAAB; |
---|
641 | } |
---|
642 | //----------------------------------------------------------------------- |
---|
643 | void FocusedShadowCameraSetup::PointListBody::addPoint(const Vector3& point) |
---|
644 | { |
---|
645 | // dont check for doubles, simply add |
---|
646 | mBodyPoints.push_back(point); |
---|
647 | |
---|
648 | // update AAB |
---|
649 | mAAB.merge(point); |
---|
650 | } |
---|
651 | //----------------------------------------------------------------------- |
---|
652 | void FocusedShadowCameraSetup::PointListBody::addAAB(const AxisAlignedBox& aab) |
---|
653 | { |
---|
654 | const Vector3& min = aab.getMinimum(); |
---|
655 | const Vector3& max = aab.getMaximum(); |
---|
656 | |
---|
657 | Vector3 currentVertex = min; |
---|
658 | // min min min |
---|
659 | addPoint(currentVertex); |
---|
660 | |
---|
661 | // min min max |
---|
662 | currentVertex.z = max.z; |
---|
663 | addPoint(currentVertex); |
---|
664 | |
---|
665 | // min max max |
---|
666 | currentVertex.y = max.y; |
---|
667 | addPoint(currentVertex); |
---|
668 | |
---|
669 | // min max min |
---|
670 | currentVertex.z = min.z; |
---|
671 | addPoint(currentVertex); |
---|
672 | |
---|
673 | // max max min |
---|
674 | currentVertex.x = max.x; |
---|
675 | addPoint(currentVertex); |
---|
676 | |
---|
677 | // max max max |
---|
678 | currentVertex.z = max.z; |
---|
679 | addPoint(currentVertex); |
---|
680 | |
---|
681 | // max min max |
---|
682 | currentVertex.y = min.y; |
---|
683 | addPoint(currentVertex); |
---|
684 | |
---|
685 | // max min min |
---|
686 | currentVertex.z = min.z; |
---|
687 | addPoint(currentVertex); |
---|
688 | |
---|
689 | } |
---|
690 | //----------------------------------------------------------------------- |
---|
691 | const Vector3& FocusedShadowCameraSetup::PointListBody::getPoint(size_t cnt) const |
---|
692 | { |
---|
693 | OgreAssert(cnt >= 0 && cnt < getPointCount(), "Search position out of range"); |
---|
694 | |
---|
695 | return mBodyPoints[ cnt ]; |
---|
696 | } |
---|
697 | //----------------------------------------------------------------------- |
---|
698 | size_t FocusedShadowCameraSetup::PointListBody::getPointCount(void) const |
---|
699 | { |
---|
700 | return mBodyPoints.size(); |
---|
701 | } |
---|
702 | //----------------------------------------------------------------------- |
---|
703 | void FocusedShadowCameraSetup::PointListBody::reset(void) |
---|
704 | { |
---|
705 | mBodyPoints.clear(); |
---|
706 | mAAB.setNull(); |
---|
707 | } |
---|
708 | |
---|
709 | } |
---|
710 | |
---|
711 | |
---|