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 __ShadowCameraSetupLiSPSM_H__ |
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30 | #define __ShadowCameraSetupLiSPSM_H__ |
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31 | |
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32 | #include "OgrePrerequisites.h" |
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33 | #include "OgreShadowCameraSetupFocused.h" |
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34 | #include "OgreHeaderPrefix.h" |
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35 | |
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36 | namespace Ogre |
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37 | { |
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38 | |
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39 | /** \addtogroup Core |
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40 | * @{ |
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41 | */ |
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42 | /** \addtogroup Scene |
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43 | * @{ |
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44 | */ |
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45 | /** Implements the Light Space Perspective Shadow Mapping Algorithm. |
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46 | @remarks |
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47 | Implements the LiSPSM algorithm for an advanced shadow map generation. LiSPSM was |
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48 | developed by Michael Wimmer, Daniel Scherzer and Werner Purgathofer of the TU Wien. |
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49 | The algorithm was presented on the Eurographics Symposium on Rendering 2004. |
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50 | @note |
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51 | Shadow mapping was introduced by Williams in 1978. First a depth image is rendered |
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52 | from the light's view and compared in a second pass with depth values of the normal |
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53 | camera view. In case the depth camera's depth value is greater than the depth seen |
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54 | by the light the fragment lies in the shadow. |
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55 | The concept has a major draw back named perspective aliasing. The shadow map distri- |
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56 | butes the samples uniformly meaning the position of the viewer is ignored. For the |
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57 | viewer however the perspective projection affects near objects to be displayed |
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58 | bigger than further away objects. The same thing happens with the shadow map texels: |
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59 | Near shadows appear very coarse and far away shadows are perfectly sampled. |
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60 | In 2002 Stamminger et al. presented an algorithm called Perspective Shadow Maps |
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61 | (PSM). PSM battles the perspective aliasing by distributing 50% of the shadow map |
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62 | texels for objects in the range of <near clipping plane> to <near clipping plane * 2> |
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63 | which inverts the problem: The shadows near the viewer are perfectly sampled, |
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64 | however far away shadow may contain aliasing artefacts. A near clipping plane may be |
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65 | a problem. But this is not the only one. In the post-perspective space the light |
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66 | sources are non-intuitively mapped: Directional lights may become point light and |
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67 | point lights may become directional lights. Also light sinks (opposite of a light |
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68 | source) may appear. Another problem are shadow casters located behind the viewer. |
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69 | In post-projective space objects behind the viewer are mapped in front of him with |
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70 | a flipped up-vector. |
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71 | LiSPSM battles the light source problem of the post-projective space by rearranging |
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72 | the light space before transformation in such a way that no special cases appear. |
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73 | This is done by converting point/spot lights into directional lights. The light |
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74 | space is arranged in such a way that the light direction equals the inverse UNIT_Y. |
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75 | In this combination the directional light will neither change its type nor its |
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76 | direction. Furthermore all visible objects and shadow casters affecting the user's |
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77 | visible area lie in front of the shadow camera: After building the intersection body |
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78 | that contains all these objects (body intersection building was introduced with PSM; |
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79 | have a look at the description for the method "calculateB" for further info) a |
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80 | frustum around the body's light space bounding box is created. A parameter (called |
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81 | 'n') automatically adjusts the shadow map sample distribution by specifying the |
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82 | frustum's view point - near plane which affects the perspective warp. In case the |
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83 | distance is small the perspecive warp will be strong. As a consequence near objects |
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84 | will gain quality. |
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85 | However there are still problems. PSM as well as LiSPSM only devote to minimize |
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86 | perspective aliasing. Projection aliasing is still a problem, also 'swimming |
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87 | artefacts' still occur. The LiSPSM quality distribution is very good but not the |
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88 | best available: Some sources say logarithmic shadow mapping is the non plus ultra, |
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89 | however others reject this thought. There is a research project on logarithmic shadow |
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90 | maps. The web page url is http://gamma.cs.unc.edu/logsm/. However there is no techical |
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91 | report available yet (Oct 23rd, 2006). |
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92 | @note |
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93 | More information can be found on the webpage of the TU Wien: |
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94 | http://www.cg.tuwien.ac.at/research/vr/lispsm/ |
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95 | @note |
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96 | Original implementation by Matthias Fink <matthias.fink@web.de>, 2006. |
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97 | */ |
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98 | class _OgreExport LiSPSMShadowCameraSetup : public FocusedShadowCameraSetup |
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99 | { |
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100 | protected: |
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101 | /// Warp factor adjustment |
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102 | Real mOptAdjustFactor; |
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103 | /// Use simple nopt derivation? |
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104 | bool mUseSimpleNOpt; |
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105 | /// Extra calculated warp factor |
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106 | mutable Real mOptAdjustFactorTweak; |
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107 | /// Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction |
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108 | Real mCosCamLightDirThreshold; |
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109 | |
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110 | /** Calculates the LiSPSM projection matrix P. |
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111 | @remarks |
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112 | The LiSPSM projection matrix will be built around the axis aligned bounding box |
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113 | of the intersection body B in light space. The distance between the near plane |
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114 | and the projection center is chosen in such a way (distance is set by the para- |
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115 | meter n) that the perspective error is the same on the near and far plane. In |
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116 | case P equals the identity matrix the algorithm falls back to a uniform shadow |
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117 | mapping matrix. |
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118 | @param lightSpace Matrix of the light space transformation |
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119 | @param bodyB Intersection body B |
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120 | @param bodyLVS Intersection body LVS (relevant space in front of the camera) |
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121 | @param sm Scene manager |
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122 | @param cam Currently active camera |
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123 | @param light Currently active light |
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124 | */ |
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125 | Matrix4 calculateLiSPSM(const Matrix4& lightSpace, const PointListBody& bodyB, |
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126 | const PointListBody& bodyLVS, const SceneManager& sm, |
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127 | const Camera& cam, const Light& light) const; |
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128 | |
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129 | /** Calculates the distance between camera position and near clipping plane. |
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130 | @remarks |
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131 | n_opt determines the distance between light space origin (shadow camera position) |
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132 | and the near clipping plane to achieve an optimal perspective foreshortening effect. |
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133 | In this way the texel distribution over the shadow map is controlled. |
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134 | |
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135 | Formula: |
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136 | d |
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137 | n_opt = --------------- |
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138 | sqrt(z1/z0) - 1 |
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139 | |
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140 | Parameters: |
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141 | d: distance between the near and the far clipping plane |
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142 | z0: located on the near clipping plane of the intersection body b |
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143 | z1: located on the far clipping plane with the same x/y values as z0 |
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144 | @note |
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145 | A positive value is applied as the distance between viewer and near clipping plane. |
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146 | In case null is returned uniform shadow mapping will be applied. |
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147 | @param lightSpace Matrix of the light space transformation |
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148 | @param bodyBABB_ls Bounding box of the transformed (light space) bodyB |
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149 | @param bodyLVS Point list of the bodyLVS which describes the scene space which is in |
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150 | front of the light and the camera |
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151 | @param cam Currently active camera |
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152 | */ |
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153 | Real calculateNOpt(const Matrix4& lightSpace, const AxisAlignedBox& bodyBABB_ls, |
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154 | const PointListBody& bodyLVS, const Camera& cam) const; |
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155 | |
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156 | /** Calculates a simpler version than the one above. |
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157 | */ |
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158 | Real calculateNOptSimple(const PointListBody& bodyLVS, |
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159 | const Camera& cam) const; |
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160 | |
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161 | /** Calculates the visible point on the near plane for the n_opt calculation |
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162 | @remarks |
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163 | z0 lies on the parallel plane to the near plane through e and on the near plane of |
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164 | the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x. |
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165 | @param lightSpace Matrix of the light space transformation |
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166 | @param e The LiSPSM parameter e is located near or on the near clipping plane of the |
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167 | LiSPSM frustum C |
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168 | @param bodyB_zMax_ls Maximum z-value of the light space bodyB bounding box |
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169 | @param cam Currently active camera |
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170 | */ |
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171 | Vector3 calculateZ0_ls(const Matrix4& lightSpace, const Vector3& e, Real bodyB_zMax_ls, |
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172 | const Camera& cam) const; |
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173 | |
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174 | /** Builds a frustum matrix. |
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175 | @remarks |
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176 | Builds a standard frustum matrix out of the distance info of the six frustum |
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177 | clipping planes. |
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178 | */ |
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179 | Matrix4 buildFrustumProjection(Real left, Real right, Real bottom, |
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180 | Real top, Real near, Real far) const; |
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181 | |
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182 | public: |
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183 | /** Default constructor. |
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184 | @remarks |
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185 | Nothing done here. |
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186 | */ |
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187 | LiSPSMShadowCameraSetup(void); |
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188 | |
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189 | /** Default destructor. |
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190 | @remarks |
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191 | Nothing done here. |
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192 | */ |
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193 | virtual ~LiSPSMShadowCameraSetup(void); |
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194 | |
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195 | /** Returns a LiSPSM shadow camera. |
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196 | @remarks |
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197 | Builds and returns a LiSPSM shadow camera. |
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198 | More information can be found on the webpage of the TU Wien: |
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199 | http://www.cg.tuwien.ac.at/research/vr/lispsm/ |
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200 | */ |
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201 | virtual void getShadowCamera(const SceneManager *sm, const Camera *cam, |
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202 | const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const; |
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203 | |
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204 | /** Adjusts the parameter n to produce optimal shadows. |
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205 | @remarks |
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206 | The smaller the parameter n, the stronger the perspective warping effect. |
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207 | The consequence of a stronger warping is that the near shadows will gain |
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208 | quality while the far ones will lose it. Depending on your scene and light |
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209 | types you may want to tweak this value - for example directional lights |
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210 | tend to benefit from higher values of n than other types of light, |
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211 | especially if you expect to see more distant shadows (say if the viewpoint is |
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212 | higher above the ground plane). Remember that you can supply separate |
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213 | ShadowCameraSetup instances configured differently per light if you wish. |
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214 | @param n The adjustment factor - default is 0.1f. |
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215 | */ |
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216 | virtual void setOptimalAdjustFactor(Real n) { mOptAdjustFactor = n; } |
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217 | /** Get the parameter n used to produce optimal shadows. |
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218 | @see setOptimalAdjustFactor |
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219 | */ |
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220 | virtual Real getOptimalAdjustFactor() const { return mOptAdjustFactor; } |
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221 | /** Sets whether or not to use a slightly simpler version of the |
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222 | camera near point derivation (default is true) |
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223 | */ |
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224 | virtual void setUseSimpleOptimalAdjust(bool s) { mUseSimpleNOpt = s; } |
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225 | /** Gets whether or not to use a slightly simpler version of the |
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226 | camera near point derivation (default is true) |
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227 | */ |
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228 | virtual bool getUseSimpleOptimalAdjust() const { return mUseSimpleNOpt; } |
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229 | |
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230 | /** Sets the threshold between the camera and the light direction below |
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231 | which the LiSPSM projection is 'flattened', since coincident light |
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232 | and camera projections cause problems with the perspective skew. |
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233 | @remarks |
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234 | For example, setting this to 20 degrees will mean that as the difference |
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235 | between the light and camera direction reduces from 20 degrees to 0 |
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236 | degrees, the perspective skew will be proportionately removed. |
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237 | */ |
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238 | virtual void setCameraLightDirectionThreshold(Degree angle); |
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239 | |
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240 | /** Sets the threshold between the camera and the light direction below |
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241 | which the LiSPSM projection is 'flattened', since coincident light |
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242 | and camera projections cause problems with the perspective skew. |
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243 | */ |
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244 | virtual Degree getCameraLightDirectionThreshold() const; |
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245 | |
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246 | |
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247 | }; |
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248 | /** @} */ |
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249 | /** @} */ |
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250 | |
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251 | } |
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252 | |
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253 | #include "OgreHeaderSuffix.h" |
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254 | |
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255 | #endif |
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256 | |
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