[148] | 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 __ShadowCameraSetupPSSM_H__ |
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| 30 | #define __ShadowCameraSetupPSSM_H__ |
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| 31 | |
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| 32 | #include "OgrePrerequisites.h" |
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| 33 | #include "OgreShadowCameraSetupLiSPSM.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 | /** Parallel Split Shadow Map (PSSM) shadow camera setup. |
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| 46 | @remarks |
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| 47 | A PSSM shadow system uses multiple shadow maps per light and maps each |
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| 48 | texture into a region of space, progressing away from the camera. As such |
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| 49 | it is most appropriate for directional light setups. This particular version |
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| 50 | also uses LiSPSM projection for each split to maximise the quality. |
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| 51 | @note |
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| 52 | Because PSSM uses multiple shadow maps per light, you will need to increase |
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| 53 | the number of shadow textures available (via SceneManager) to match the |
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| 54 | number of shadow maps required (default is 3 per light). |
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| 55 | */ |
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| 56 | class _OgreExport PSSMShadowCameraSetup : public Ogre::LiSPSMShadowCameraSetup |
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| 57 | { |
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| 58 | public: |
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| 59 | typedef vector<Real>::type SplitPointList; |
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| 60 | typedef vector<Real>::type OptimalAdjustFactorList; |
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| 61 | |
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| 62 | protected: |
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| 63 | uint mSplitCount; |
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| 64 | SplitPointList mSplitPoints; |
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| 65 | OptimalAdjustFactorList mOptimalAdjustFactors; |
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| 66 | Real mSplitPadding; |
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| 67 | |
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| 68 | mutable size_t mCurrentIteration; |
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| 69 | |
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| 70 | public: |
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| 71 | /// Constructor, defaults to 3 splits |
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| 72 | PSSMShadowCameraSetup(); |
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| 73 | ~PSSMShadowCameraSetup(); |
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| 74 | |
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| 75 | /** Calculate a new splitting scheme. |
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| 76 | @param splitCount The number of splits to use |
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| 77 | @param nearDist The near plane to use for the first split |
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| 78 | @param farDist The far plane to use for the last split |
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| 79 | @param lambda Factor to use to reduce the split size |
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| 80 | */ |
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| 81 | void calculateSplitPoints(uint splitCount, Real nearDist, Real farDist, Real lambda = 0.95); |
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| 82 | |
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| 83 | /** Manually configure a new splitting scheme. |
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| 84 | @param newSplitPoints A list which is splitCount + 1 entries long, containing the |
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| 85 | split points. The first value is the near point, the last value is the |
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| 86 | far point, and each value in between is both a far point of the previous |
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| 87 | split, and a near point for the next one. |
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| 88 | */ |
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| 89 | void setSplitPoints(const SplitPointList& newSplitPoints); |
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| 90 | |
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| 91 | /** Set the LiSPSM optimal adjust factor for a given split (call after |
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| 92 | configuring splits). |
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| 93 | */ |
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| 94 | void setOptimalAdjustFactor(size_t splitIndex, Real factor); |
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| 95 | |
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| 96 | /** Set the padding factor to apply to the near & far distances when matching up |
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| 97 | splits to one another, to avoid 'cracks'. |
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| 98 | */ |
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| 99 | void setSplitPadding(Real pad) { mSplitPadding = pad; } |
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| 100 | |
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| 101 | /** Get the padding factor to apply to the near & far distances when matching up |
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| 102 | splits to one another, to avoid 'cracks'. |
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| 103 | */ |
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| 104 | Real getSplitPadding() const { return mSplitPadding; } |
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| 105 | /// Get the number of splits. |
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| 106 | uint getSplitCount() const { return mSplitCount; } |
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| 107 | |
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| 108 | /// Returns a LiSPSM shadow camera with PSSM splits base on iteration. |
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| 109 | virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam, |
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| 110 | const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const; |
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| 111 | |
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| 112 | /// Returns the calculated split points. |
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| 113 | inline const SplitPointList& getSplitPoints() const |
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| 114 | { return mSplitPoints; } |
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| 115 | |
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| 116 | /// Returns the optimal adjust factor for a given split. |
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| 117 | inline Real getOptimalAdjustFactor(size_t splitIndex) const |
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| 118 | { return mOptimalAdjustFactors[splitIndex]; } |
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| 119 | |
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| 120 | /// Overridden, recommended internal use only since depends on current iteration |
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| 121 | Real getOptimalAdjustFactor() const; |
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| 122 | |
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| 123 | }; |
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| 124 | /** @} */ |
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| 125 | /** @} */ |
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| 126 | } |
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| 127 | |
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| 128 | #include "OgreHeaderSuffix.h" |
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| 129 | |
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| 130 | #endif |
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