[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 | |
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| 9 | Permission is hereby granted, free of charge, to any person obtaining a copy |
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| 10 | of this software and associated documentation files (the "Software"), to deal |
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| 11 | in the Software without restriction, including without limitation the rights |
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| 12 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
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| 13 | copies of the Software, and to permit persons to whom the Software is |
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| 14 | furnished to do so, subject to the following conditions: |
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| 15 | |
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| 16 | The above copyright notice and this permission notice shall be included in |
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| 17 | all copies or substantial portions of the Software. |
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| 18 | |
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| 19 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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| 20 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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| 21 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
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| 22 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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| 23 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
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| 24 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
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| 25 | THE SOFTWARE. |
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| 26 | ----------------------------------------------------------------------------- |
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| 27 | */ |
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| 28 | #ifndef __ShadowCameraSetupPlaneOptimal_H__ |
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| 29 | #define __ShadowCameraSetupPlaneOptimal_H__ |
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| 30 | |
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| 31 | #include "OgrePrerequisites.h" |
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| 32 | #include "OgreShadowCameraSetup.h" |
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| 33 | #include "OgreHeaderPrefix.h" |
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| 34 | |
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| 35 | namespace Ogre { |
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| 36 | |
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| 37 | |
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| 38 | /** \addtogroup Core |
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| 39 | * @{ |
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| 40 | */ |
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| 41 | /** \addtogroup Scene |
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| 42 | * @{ |
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| 43 | */ |
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| 44 | /** Implements the plane optimal shadow camera algorithm. |
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| 45 | @remarks |
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| 46 | Given a plane of interest, it is possible to set up the shadow camera |
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| 47 | matrix such that the mapping between screen and shadow map is the identity |
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| 48 | (when restricted to pixels that view the plane of interest). Therefore, |
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| 49 | if the shadow map resolution matches the screen space resolution (of the |
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| 50 | seen planar receiver), we can get pixel perfect shadowing on the plane. |
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| 51 | Off the plane, the shadowing is not guaranteed to be perfect and will |
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| 52 | likely exhibit the usual sampling artifacts associated with shadow mapping. |
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| 53 | @note Important: this routine requires double-precision calculations. When you |
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| 54 | are running under Direct3D, you must ensure that you set the floating |
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| 55 | point mode to 'Consistent' rather than 'Fastest' to ensure this precision. |
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| 56 | This does allegedly come with some performance cost but when measuring |
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| 57 | it appears to be negligible in modern systems for normal usage. |
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| 58 | @note Second important note: this projection also only works for lights with |
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| 59 | a finite position. Therefore you cannot use it for directional lights |
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| 60 | at this time. |
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| 61 | */ |
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| 62 | class _OgreExport PlaneOptimalShadowCameraSetup : public ShadowCameraSetup |
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| 63 | { |
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| 64 | private: |
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| 65 | MovablePlane* mPlane; ///< pointer to plane of interest |
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| 66 | private: |
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| 67 | PlaneOptimalShadowCameraSetup() {} ///< Default constructor is private |
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| 68 | |
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| 69 | /// helper function computing projection matrix given constraints |
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| 70 | Matrix4 computeConstrainedProjection( const Vector4& pinhole, |
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| 71 | const vector<Vector4>::type& fpoint, |
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| 72 | const vector<Vector2>::type& constraint) const; |
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| 73 | |
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| 74 | public: |
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| 75 | /// Constructor -- requires a plane of interest |
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| 76 | PlaneOptimalShadowCameraSetup(MovablePlane *plane); |
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| 77 | /// Destructor |
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| 78 | virtual ~PlaneOptimalShadowCameraSetup(); |
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| 79 | |
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| 80 | /// Returns shadow camera configured to get 1-1 homography between screen and shadow map when restricted to plane |
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| 81 | virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, |
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| 82 | const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const; |
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| 83 | }; |
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| 84 | /** @} */ |
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| 85 | /** @} */ |
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| 86 | |
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| 87 | } |
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| 88 | |
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| 89 | #include "OgreHeaderSuffix.h" |
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| 90 | |
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| 91 | #endif |
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