/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #ifndef __ShadowCameraSetup_H__ #define __ShadowCameraSetup_H__ #include "OgrePrerequisites.h" #include "OgreMovablePlane.h" #include "OgreSharedPtr.h" namespace Ogre { /** This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. @remarks The default projection used when rendering shadow textures is a uniform frustum. This is pretty straight forward but doesn't make the best use of the space in the shadow map since texels closer to the camera will be larger, resulting in 'jaggies'. There are several ways to distribute the texels in the shadow texture differently, and this class allows you to override that. @par Ogre is provided with several alternative shadow camera setups, including LiSPSM (LiSPSMShadowCameraSetup) and Plane Optimal (PlaneOptimalShadowCameraSetup). Others can of course be written to incorporate other algorithms. All you have to do is instantiate one of these classes and enable it using SceneManager::setShadowCameraSetup (global) or Light::setCustomShadowCameraSetup (per light). In both cases the instance is wrapped in a SharedPtr which means it will be deleted automatically when no more references to it exist. @note Shadow map matrices, being projective matrices, have 15 degrees of freedom. 3 of these degrees of freedom are fixed by the light's position. 4 are used to affinely affect z values. 6 affinely affect u,v sampling. 2 are projective degrees of freedom. This class is meant to allow custom methods for handling optimization. */ class _OgreExport ShadowCameraSetup { public: /// Function to implement -- must set the shadow camera properties virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam) const = 0; /// Need virtual destructor in case subclasses use it virtual ~ShadowCameraSetup() {} }; /** Implements default shadow camera setup @remarks This implements the default shadow camera setup algorithm. This is what might be referred to as "normal" shadow mapping. */ class _OgreExport DefaultShadowCameraSetup : public ShadowCameraSetup { public: /// Default constructor DefaultShadowCameraSetup(); /// Destructor virtual ~DefaultShadowCameraSetup(); /// Default shadow camera setup virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam) const; }; typedef SharedPtr ShadowCameraSetupPtr; } #endif