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) 2000-2013 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 | |
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10 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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11 | of this software and associated documentation files (the "Software"), to deal |
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12 | in the Software without restriction, including without limitation the rights |
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13 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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14 | copies of the Software, and to permit persons to whom the Software is |
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15 | furnished to do so, subject to the following conditions: |
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16 | |
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17 | The above copyright notice and this permission notice shall be included in |
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18 | all copies or substantial portions of the Software. |
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19 | |
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20 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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21 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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22 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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23 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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24 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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25 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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26 | THE SOFTWARE. |
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27 | ----------------------------------------------------------------------------- |
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28 | */ |
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29 | #ifndef __ShadowCameraSetupFocused_H__ |
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30 | #define __ShadowCameraSetupFocused_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreShadowCameraSetup.h" |
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34 | #include "OgrePolygon.h" |
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35 | #include "OgreConvexBody.h" |
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36 | #include "OgreHeaderPrefix.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 | class ConvexBody; |
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42 | |
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43 | /** \addtogroup Core |
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44 | * @{ |
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45 | */ |
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46 | /** \addtogroup Scene |
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47 | * @{ |
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48 | */ |
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49 | /** Implements the uniform shadow mapping algorithm in focused mode. |
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50 | @remarks |
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51 | Differs from the default shadow mapping projection in that it focuses the |
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52 | shadow map on the visible areas of the scene. This results in better |
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53 | shadow map texel usage, at the expense of some 'swimming' of the shadow |
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54 | texture on receivers as the basis is constantly being reevaluated. |
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55 | @note |
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56 | Original implementation by Matthias Fink <matthias.fink@web.de>, 2006. |
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57 | */ |
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58 | class _OgreExport FocusedShadowCameraSetup : public ShadowCameraSetup |
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59 | { |
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60 | protected: |
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61 | /** Transform to or from light space as defined by Wimmer et al. |
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62 | @remarks |
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63 | Point and spot lights need to be converted to directional lights to enable a 1:1 |
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64 | light mapping. Otherwise a directional light may become a point light or a point |
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65 | sink (opposite of a light source) or point/spot lights may become directional lights |
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66 | or light sinks. The light direction is always -y. |
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67 | */ |
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68 | static const Matrix4 msNormalToLightSpace; |
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69 | static const Matrix4 msLightSpaceToNormal; |
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70 | |
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71 | /** Temporary preallocated frustum to set up a projection matrix in |
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72 | calculateShadowMappingMatrix(). |
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73 | */ |
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74 | Frustum* mTempFrustum; |
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75 | |
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76 | /** Temporary preallocated camera to set up a light frustum for clipping in FocusedShadowCameraSetup::calculateB. |
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77 | */ |
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78 | Camera* mLightFrustumCamera; |
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79 | mutable bool mLightFrustumCameraCalculated; |
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80 | |
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81 | /// Use tighter focus region? |
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82 | bool mUseAggressiveRegion; |
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83 | |
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84 | /** Internal class holding a point list representation of a convex body. |
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85 | */ |
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86 | class _OgreExport PointListBody |
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87 | { |
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88 | Polygon::VertexList mBodyPoints; |
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89 | AxisAlignedBox mAAB; |
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90 | |
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91 | public: |
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92 | PointListBody(); |
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93 | PointListBody(const ConvexBody& body); |
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94 | ~PointListBody(); |
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95 | |
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96 | /** Merges a second PointListBody into this one. |
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97 | */ |
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98 | void merge(const PointListBody& plb); |
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99 | |
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100 | /** Builds a point list body from a 'real' body. |
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101 | @remarks |
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102 | Inserts all vertices from a body into the point list with or without adding duplicate vertices. |
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103 | */ |
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104 | void build(const ConvexBody& body, bool filterDuplicates = true); |
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105 | |
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106 | /** Builds a PointListBody from a Body and includes all the space in a given direction. |
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107 | @remarks |
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108 | Intersects the bounding box with a ray from each available point of the body with the given |
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109 | direction. Base and intersection points are stored in a PointListBody structure. |
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110 | @note |
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111 | Duplicate vertices are not filtered. |
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112 | @note |
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113 | Body is not checked for correctness. |
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114 | */ |
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115 | void buildAndIncludeDirection(const ConvexBody& body, |
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116 | Real extrudeDist, const Vector3& dir); |
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117 | |
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118 | /** Returns the bounding box representation. |
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119 | */ |
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120 | const AxisAlignedBox& getAAB(void) const; |
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121 | |
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122 | /** Adds a specific point to the body list. |
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123 | */ |
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124 | void addPoint(const Vector3& point); |
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125 | |
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126 | /** Adds all points of an AAB. |
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127 | */ |
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128 | void addAAB(const AxisAlignedBox& aab); |
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129 | |
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130 | /** Returns a point. |
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131 | */ |
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132 | const Vector3& getPoint(size_t cnt) const; |
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133 | |
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134 | /** Returns the point count. |
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135 | */ |
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136 | size_t getPointCount(void) const; |
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137 | |
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138 | /** Resets the body. |
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139 | */ |
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140 | void reset(void); |
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141 | |
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142 | }; |
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143 | |
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144 | // Persistent calculations to prevent reallocation |
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145 | mutable ConvexBody mBodyB; |
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146 | mutable PointListBody mPointListBodyB; |
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147 | mutable PointListBody mPointListBodyLVS; |
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148 | |
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149 | protected: |
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150 | /** Calculates the standard shadow mapping matrix. |
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151 | @remarks |
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152 | Provides the view and projection matrix for standard shadow mapping. |
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153 | @note |
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154 | You can choose which things you want to have: view matrix and/or projection |
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155 | matrix and/or shadow camera. Passing a NULL value as parameter ignores the |
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156 | generation of this specific value. |
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157 | @param sm |
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158 | Scene manager. |
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159 | @param cam |
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160 | Currently active camera. |
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161 | @param light |
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162 | Currently active light. |
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163 | @param out_view |
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164 | Calculated uniform view shadow mapping matrix (may be @c NULL). |
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165 | @param out_proj |
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166 | Calculated uniform projection shadow mapping matrix (may be @c NULL). |
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167 | @param out_cam |
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168 | Calculated uniform shadow camera (may be @c NULL). |
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169 | */ |
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170 | void calculateShadowMappingMatrix(const SceneManager& sm, const Camera& cam, |
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171 | const Light& light, Matrix4 *out_view, |
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172 | Matrix4 *out_proj, Camera *out_cam) const; |
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173 | |
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174 | /** Calculates the intersection bodyB. |
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175 | @remarks |
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176 | The intersection bodyB consists of the concatenation the cam frustum clipped |
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177 | by the scene bounding box followed by a convex hullification with the light's |
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178 | position and the clipping with the scene bounding box and the light frustum: |
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179 | ((V \cap S) + l) \cap S \cap L (\cap: convex intersection, +: convex hull |
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180 | operation). |
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181 | For directional lights the bodyB is assembled out of the camera frustum |
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182 | clipped by the scene bounding box followed by the extrusion of all available |
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183 | bodyB points towards the negative light direction. The rays are intersected |
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184 | by a maximum bounding box and added to the bodyB points to form the final |
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185 | intersection bodyB point list. |
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186 | @param sm |
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187 | Scene manager. |
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188 | @param cam |
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189 | Currently active camera. |
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190 | @param light |
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191 | Currently active light. |
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192 | @param sceneBB |
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193 | Scene bounding box for clipping operations. |
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194 | @param receiverBB |
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195 | Bounding information for just the receivers. |
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196 | @param out_bodyB |
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197 | Final intersection bodyB point list. |
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198 | */ |
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199 | void calculateB(const SceneManager& sm, const Camera& cam, const Light& light, |
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200 | const AxisAlignedBox& sceneBB, const AxisAlignedBox& receiverBB, PointListBody *out_bodyB) const; |
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201 | |
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202 | /** Calculates the bodyLVS. |
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203 | @remarks |
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204 | Calculates the bodyLVS which consists of the convex intersection operation |
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205 | affecting the light frustum, the view frustum, and the current scene bounding |
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206 | box is used to find suitable positions in the viewer's frustum to build the |
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207 | rotation matrix L_r. This matrix is applied after the projection matrix L_p to |
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208 | avoid an accidental flip of the frustum orientation for views tilted with |
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209 | respect to the shadow map. |
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210 | @param cam |
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211 | Current viewer camera. |
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212 | @param light |
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213 | Current light. |
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214 | @param sceneBB |
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215 | Holds all potential occluders / receivers as one single bounding box |
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216 | of the currently active scene node. |
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217 | @param out_LVS |
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218 | Intersection body LVS (world coordinates). |
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219 | */ |
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220 | void calculateLVS(const SceneManager& sm, const Camera& cam, const Light& light, |
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221 | const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const; |
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222 | |
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223 | /** Returns the projection view direction. |
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224 | @remarks |
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225 | After the matrix L_p is applied the orientation of the light space may tilt for |
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226 | non-identity projections. To prevent a false shadow cast the real view direction |
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227 | is evaluated and applied to the light matrix L. |
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228 | @param lightSpace |
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229 | Matrix of the light space transformation. |
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230 | @param cam |
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231 | Current viewer camera. |
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232 | @param bodyLVS |
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233 | Intersection body LVS (relevant space in front of the camera). |
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234 | */ |
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235 | Vector3 getLSProjViewDir(const Matrix4& lightSpace, const Camera& cam, |
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236 | const PointListBody& bodyLVS) const; |
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237 | |
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238 | /** Returns a valid near-point seen by the camera. |
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239 | @remarks |
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240 | Returns a point that is situated near the camera by analyzing the bodyLVS that |
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241 | contains all the relevant scene space in front of the light and the camera in |
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242 | a point list array. The view matrix is relevant because the nearest point in |
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243 | front of the camera should be determined. |
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244 | @param viewMatrix |
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245 | View matrix of the current camera. |
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246 | @param bodyLVS |
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247 | Intersection body LVS (relevant space in front of the camera). |
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248 | */ |
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249 | Vector3 getNearCameraPoint_ws(const Matrix4& viewMatrix, |
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250 | const PointListBody& bodyLVS) const; |
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251 | |
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252 | /** Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific |
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253 | shadow matrix enabled. |
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254 | @remarks |
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255 | Transforms a given point list body object with the matrix m and then maps its |
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256 | extends to a (-1,-1,-1) / (+1,+1,+1) unit cube. |
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257 | @param m |
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258 | Transformation matrix applied on the point list body. |
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259 | @param body |
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260 | Contains the points of the extends of all valid scene elements which |
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261 | are mapped to the unit cube. |
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262 | */ |
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263 | Matrix4 transformToUnitCube(const Matrix4& m, const PointListBody& body) const; |
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264 | |
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265 | /** Builds a view matrix. |
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266 | @remarks |
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267 | Builds a standard view matrix out of a given position, direction and up vector. |
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268 | */ |
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269 | Matrix4 buildViewMatrix(const Vector3& pos, const Vector3& dir, const Vector3& up) const; |
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270 | |
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271 | public: |
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272 | /** Default constructor. |
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273 | @remarks |
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274 | Temporary frustum and camera set up here. |
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275 | */ |
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276 | FocusedShadowCameraSetup(void); |
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277 | |
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278 | /** Default destructor. |
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279 | @remarks |
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280 | Temporary frustum and camera destroyed here. |
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281 | */ |
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282 | virtual ~FocusedShadowCameraSetup(void); |
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283 | |
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284 | /** Returns a uniform shadow camera with a focused view. |
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285 | */ |
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286 | virtual void getShadowCamera(const SceneManager *sm, const Camera *cam, |
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287 | const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const; |
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288 | |
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289 | /** Sets whether or not to use the more aggressive approach to deciding on |
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290 | the focus region or not. |
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291 | @note |
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292 | There are 2 approaches that can be used to define the focus region, |
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293 | the more aggressive way introduced by Wimmer et al, or the original |
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294 | way as described in Stamminger et al. Wimmer et al's way tends to |
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295 | come up with a tighter focus region but in rare cases (mostly highly |
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296 | glancing angles) can cause some shadow casters to be clipped |
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297 | incorrectly. By default the more aggressive approach is used since it |
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298 | leads to significantly better results in most cases, but if you experience |
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299 | clipping issues, you can use the less aggressive version. |
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300 | @param aggressive |
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301 | True to use the more aggressive approach, false otherwise. |
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302 | */ |
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303 | void setUseAggressiveFocusRegion(bool aggressive) { mUseAggressiveRegion = aggressive; } |
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304 | |
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305 | bool getUseAggressiveFocusRegion() const { return mUseAggressiveRegion; } |
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306 | |
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307 | }; |
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308 | |
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309 | /** @} */ |
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310 | /** @} */ |
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311 | |
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312 | } // namespace Ogre |
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313 | |
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314 | #include "OgreHeaderSuffix.h" |
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315 | |
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316 | #endif // __ShadowCameraSetupFocused_H__ |
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