| 1 | /* | 
|---|
| 2 | ----------------------------------------------------------------------------- | 
|---|
| 3 | This source file is part of OGRE | 
|---|
| 4 | (Object-oriented Graphics Rendering Engine) | 
|---|
| 5 | For the latest info, see http://www.ogre3d.org/ | 
|---|
| 6 |  | 
|---|
| 7 | Copyright (c) 2006  Torus Knot Software Ltd | 
|---|
| 8 | Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de> | 
|---|
| 9 | Also see acknowledgements in Readme.html | 
|---|
| 10 |  | 
|---|
| 11 | This program is free software; you can redistribute it and/or modify it under | 
|---|
| 12 | the terms of the GNU Lesser General Public License as published by the Free Software | 
|---|
| 13 | Foundation; either version 2 of the License, or (at your option) any later | 
|---|
| 14 | version. | 
|---|
| 15 |  | 
|---|
| 16 | This program is distributed in the hope that it will be useful, but WITHOUT | 
|---|
| 17 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS | 
|---|
| 18 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. | 
|---|
| 19 |  | 
|---|
| 20 | You should have received a copy of the GNU Lesser General Public License along with | 
|---|
| 21 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple | 
|---|
| 22 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to | 
|---|
| 23 | http://www.gnu.org/copyleft/lesser.txt. | 
|---|
| 24 |  | 
|---|
| 25 | You may alternatively use this source under the terms of a specific version of | 
|---|
| 26 | the OGRE Unrestricted License provided you have obtained such a license from | 
|---|
| 27 | Torus Knot Software Ltd. | 
|---|
| 28 | ----------------------------------------------------------------------------- | 
|---|
| 29 | */ | 
|---|
| 30 |  | 
|---|
| 31 | #include "OgreStableHeaders.h" | 
|---|
| 32 | #include "OgreShadowCameraSetupLiSPSM.h" | 
|---|
| 33 | #include "OgreRoot.h" | 
|---|
| 34 | #include "OgreSceneManager.h" | 
|---|
| 35 | #include "OgreCamera.h" | 
|---|
| 36 | #include "OgreLight.h" | 
|---|
| 37 | #include "OgrePlane.h" | 
|---|
| 38 | #include "OgreConvexBody.h" | 
|---|
| 39 |  | 
|---|
| 40 | namespace Ogre | 
|---|
| 41 | { | 
|---|
| 42 |  | 
|---|
| 43 |  | 
|---|
| 44 | LiSPSMShadowCameraSetup::LiSPSMShadowCameraSetup(void) | 
|---|
| 45 | : mOptAdjustFactor(0.1f), mUseSimpleNOpt(true) | 
|---|
| 46 | { | 
|---|
| 47 | } | 
|---|
| 48 | //----------------------------------------------------------------------- | 
|---|
| 49 | LiSPSMShadowCameraSetup::~LiSPSMShadowCameraSetup(void) | 
|---|
| 50 | { | 
|---|
| 51 | } | 
|---|
| 52 | //----------------------------------------------------------------------- | 
|---|
| 53 | Matrix4 LiSPSMShadowCameraSetup::calculateLiSPSM(const Matrix4& lightSpace, | 
|---|
| 54 | const PointListBody& bodyB, const PointListBody& bodyLVS, | 
|---|
| 55 | const SceneManager& sm, const Camera& cam, const Light& light) const | 
|---|
| 56 | { | 
|---|
| 57 | // set up bodyB AAB in light space | 
|---|
| 58 | AxisAlignedBox bodyBAAB_ls; | 
|---|
| 59 | for (size_t i = 0; i < bodyB.getPointCount(); ++i) | 
|---|
| 60 | { | 
|---|
| 61 | bodyBAAB_ls.merge(lightSpace * bodyB.getPoint(i)); | 
|---|
| 62 | } | 
|---|
| 63 |  | 
|---|
| 64 | // near camera point in light space | 
|---|
| 65 | const Vector3 e_ls = lightSpace * getNearCameraPoint_ws(cam.getViewMatrix(), bodyLVS); | 
|---|
| 66 |  | 
|---|
| 67 | // C_start has x and y of e and z from the bodyABB_ls (we look down the negative z axis, so take the maximum z value) | 
|---|
| 68 | const Vector3 C_start_ls(e_ls.x, e_ls.y, bodyBAAB_ls.getMaximum().z); | 
|---|
| 69 |  | 
|---|
| 70 | // calculate the optimal distance between origin and near plane | 
|---|
| 71 | Real n_opt; | 
|---|
| 72 |  | 
|---|
| 73 | if (mUseSimpleNOpt) | 
|---|
| 74 | n_opt = calculateNOptSimple(bodyLVS, cam); | 
|---|
| 75 | else | 
|---|
| 76 | n_opt = calculateNOpt(lightSpace, bodyBAAB_ls, bodyLVS, cam); | 
|---|
| 77 |  | 
|---|
| 78 | // in case n_opt is null, uniform shadow mapping will be done | 
|---|
| 79 | if (n_opt <= 0.0) | 
|---|
| 80 | { | 
|---|
| 81 | return Matrix4::IDENTITY; | 
|---|
| 82 | } | 
|---|
| 83 |  | 
|---|
| 84 | // calculate the projection center C which is n units behind the near plane of P | 
|---|
| 85 | // we look into the negative z direction so add n | 
|---|
| 86 | const Vector3 C(C_start_ls + n_opt * Vector3::UNIT_Z); | 
|---|
| 87 |  | 
|---|
| 88 | // set up a transformation matrix to transform the light space to its new origin | 
|---|
| 89 | Matrix4 lightSpaceTranslation(Matrix4::IDENTITY); | 
|---|
| 90 | lightSpaceTranslation.setTrans(-C); | 
|---|
| 91 |  | 
|---|
| 92 | // range from bMin to bMax; d = |B_z_far - B_z_near| | 
|---|
| 93 | Real d = Math::Abs(bodyBAAB_ls.getMaximum().z - bodyBAAB_ls.getMinimum().z); | 
|---|
| 94 |  | 
|---|
| 95 | // set up the LiSPSM perspective transformation | 
|---|
| 96 | // build up frustum to map P onto the unit cube with (-1/-1/-1) and (+1/+1/+1) | 
|---|
| 97 | Matrix4 P = buildFrustumProjection(-1, 1, -1, 1, n_opt, n_opt + d); | 
|---|
| 98 |  | 
|---|
| 99 | return P * lightSpaceTranslation; | 
|---|
| 100 | } | 
|---|
| 101 | //----------------------------------------------------------------------- | 
|---|
| 102 | Real LiSPSMShadowCameraSetup::calculateNOpt(const Matrix4& lightSpace, | 
|---|
| 103 | const AxisAlignedBox& bodyBABB_ls, const PointListBody& bodyLVS, | 
|---|
| 104 | const Camera& cam) const | 
|---|
| 105 | { | 
|---|
| 106 | // get inverse light space matrix | 
|---|
| 107 | Matrix4 invLightSpace = lightSpace.inverse(); | 
|---|
| 108 |  | 
|---|
| 109 | // get view matrix | 
|---|
| 110 | const Matrix4& viewMatrix = cam.getViewMatrix(); | 
|---|
| 111 |  | 
|---|
| 112 | // calculate z0_ls | 
|---|
| 113 | const Vector3 e_ws  = getNearCameraPoint_ws(viewMatrix, bodyLVS); | 
|---|
| 114 | const Vector3 z0_ls = calculateZ0_ls(lightSpace, e_ws, bodyBABB_ls.getMaximum().z, cam); | 
|---|
| 115 |  | 
|---|
| 116 | // z1_ls has the same x and y values as z0_ls and the minimum z values of bodyABB_ls | 
|---|
| 117 | const Vector3 z1_ls = Vector3(z0_ls.x, z0_ls.y, bodyBABB_ls.getMinimum().z); | 
|---|
| 118 |  | 
|---|
| 119 | // world | 
|---|
| 120 | const Vector3 z0_ws = invLightSpace * z0_ls; | 
|---|
| 121 | const Vector3 z1_ws = invLightSpace * z1_ls; | 
|---|
| 122 |  | 
|---|
| 123 | // eye | 
|---|
| 124 | const Vector3 z0_es = viewMatrix * z0_ws; | 
|---|
| 125 | const Vector3 z1_es = viewMatrix * z1_ws; | 
|---|
| 126 |  | 
|---|
| 127 | const Real z0 = z0_es.z; | 
|---|
| 128 | const Real z1 = z1_es.z; | 
|---|
| 129 |  | 
|---|
| 130 | // check if we have to do uniform shadow mapping | 
|---|
| 131 | if ((z0 < 0 && z1 > 0) || | 
|---|
| 132 | (z1 < 0 && z0 > 0)) | 
|---|
| 133 | { | 
|---|
| 134 | // apply uniform shadow mapping | 
|---|
| 135 | return 0.0; | 
|---|
| 136 | } | 
|---|
| 137 | return cam.getNearClipDistance() + Math::Sqrt(z0 * z1) * mOptAdjustFactor; | 
|---|
| 138 | } | 
|---|
| 139 | //----------------------------------------------------------------------- | 
|---|
| 140 | Real LiSPSMShadowCameraSetup::calculateNOptSimple(const PointListBody& bodyLVS, | 
|---|
| 141 | const Camera& cam) const | 
|---|
| 142 | { | 
|---|
| 143 | // get view matrix | 
|---|
| 144 | const Matrix4& viewMatrix = cam.getViewMatrix(); | 
|---|
| 145 |  | 
|---|
| 146 | // calculate e_es | 
|---|
| 147 | const Vector3 e_ws  = getNearCameraPoint_ws(viewMatrix, bodyLVS); | 
|---|
| 148 | const Vector3 e_es = viewMatrix * e_ws; | 
|---|
| 149 |  | 
|---|
| 150 | // according to the new formula (mainly for directional lights) | 
|---|
| 151 | // n_opt = zn + sqrt(z0 * z1); | 
|---|
| 152 | // zn is set to Abs(near eye point) | 
|---|
| 153 | // z0 is set to the near camera clip distance | 
|---|
| 154 | // z1 is set to the far camera clip distance | 
|---|
| 155 | return (Math::Abs(e_es.z) + Math::Sqrt(cam.getNearClipDistance() * cam.getFarClipDistance())) * mOptAdjustFactor; | 
|---|
| 156 | } | 
|---|
| 157 | //----------------------------------------------------------------------- | 
|---|
| 158 | Vector3 LiSPSMShadowCameraSetup::calculateZ0_ls(const Matrix4& lightSpace, | 
|---|
| 159 | const Vector3& e, Real bodyB_zMax_ls, const Camera& cam) const | 
|---|
| 160 | { | 
|---|
| 161 | // z0_ls lies on the intersection point between the planes 'bodyB_ls near plane | 
|---|
| 162 | // (z = bodyB_zNear_ls)' and plane with normal UNIT_X where e_ls lies upon (x = e_ls_x) | 
|---|
| 163 | // and the camera's near clipping plane (ls). We are looking towards the negative | 
|---|
| 164 | // z-direction, so bodyB_zNear_ls equals bodyB_zMax_ls. | 
|---|
| 165 |  | 
|---|
| 166 | const Vector3& camDir = cam.getDerivedDirection(); | 
|---|
| 167 | const Vector3 e_ls = lightSpace * e; | 
|---|
| 168 |  | 
|---|
| 169 | // set up a plane with the camera direction as normal and e as a point on the plane | 
|---|
| 170 | Plane plane(camDir, e); | 
|---|
| 171 |  | 
|---|
| 172 | plane = lightSpace * plane; | 
|---|
| 173 |  | 
|---|
| 174 | // try to intersect plane with a ray from origin V3(e_ls_x, 0.0, bodyB_zNear_ls)T | 
|---|
| 175 | // and direction +/- UNIT_Y | 
|---|
| 176 | Ray ray(Vector3(e_ls.x, 0.0, bodyB_zMax_ls), Vector3::UNIT_Y); | 
|---|
| 177 | std::pair< bool, Real > intersect = ray.intersects(plane); | 
|---|
| 178 |  | 
|---|
| 179 | // we got an intersection point | 
|---|
| 180 | if (intersect.first == true) | 
|---|
| 181 | { | 
|---|
| 182 | return ray.getPoint(intersect.second); | 
|---|
| 183 | } | 
|---|
| 184 | else | 
|---|
| 185 | { | 
|---|
| 186 | // try the other direction | 
|---|
| 187 | ray = Ray(Vector3(e_ls.x, 0.0, bodyB_zMax_ls), Vector3::NEGATIVE_UNIT_Y); | 
|---|
| 188 | std::pair< bool, Real > intersect = ray.intersects(plane); | 
|---|
| 189 |  | 
|---|
| 190 | // we got an intersection point | 
|---|
| 191 | if (intersect.first == true) | 
|---|
| 192 | { | 
|---|
| 193 | return ray.getPoint(intersect.second); | 
|---|
| 194 | } | 
|---|
| 195 | else | 
|---|
| 196 | { | 
|---|
| 197 | // failure! | 
|---|
| 198 | return Vector3(0.0, 0.0, 0.0); | 
|---|
| 199 | } | 
|---|
| 200 | } | 
|---|
| 201 | } | 
|---|
| 202 | //----------------------------------------------------------------------- | 
|---|
| 203 | Matrix4 LiSPSMShadowCameraSetup::buildFrustumProjection(Real left, Real right, | 
|---|
| 204 | Real bottom, Real top, Real near, Real far) const | 
|---|
| 205 | { | 
|---|
| 206 | Real m00 = 2 * near / (right - left), | 
|---|
| 207 | m02 = (right + left) / (right - left), | 
|---|
| 208 | m11 = 2 * near / (top - bottom), | 
|---|
| 209 | m12 = (top + bottom) / (top - bottom), | 
|---|
| 210 | m22 = -(far + near) / (far - near), | 
|---|
| 211 | m23 = -2 * far * near / (far - near), | 
|---|
| 212 | m32 = -1; | 
|---|
| 213 |  | 
|---|
| 214 | Matrix4 m(m00, 0.0, m02, 0.0, | 
|---|
| 215 | 0.0, m11, m12, 0.0, | 
|---|
| 216 | 0.0, 0.0, m22, m23, | 
|---|
| 217 | 0.0, 0.0, m32, 0.0); | 
|---|
| 218 |  | 
|---|
| 219 | return m; | 
|---|
| 220 | } | 
|---|
| 221 | //----------------------------------------------------------------------- | 
|---|
| 222 | void LiSPSMShadowCameraSetup::getShadowCamera (const SceneManager *sm, const Camera *cam, | 
|---|
| 223 | const Viewport *vp, const Light *light, Camera *texCam) const | 
|---|
| 224 | { | 
|---|
| 225 | // check availability - viewport not needed | 
|---|
| 226 | OgreAssert(sm != NULL, "SceneManager is NULL"); | 
|---|
| 227 | OgreAssert(cam != NULL, "Camera (viewer) is NULL"); | 
|---|
| 228 | OgreAssert(light != NULL, "Light is NULL"); | 
|---|
| 229 | OgreAssert(texCam != NULL, "Camera (texture) is NULL"); | 
|---|
| 230 | mLightFrustumCameraCalculated = false; | 
|---|
| 231 |  | 
|---|
| 232 |  | 
|---|
| 233 | // calculate standard shadow mapping matrix | 
|---|
| 234 | Matrix4 LView, LProj; | 
|---|
| 235 | calculateShadowMappingMatrix(*sm, *cam, *light, &LView, &LProj, NULL); | 
|---|
| 236 |  | 
|---|
| 237 | // build scene bounding box | 
|---|
| 238 | const VisibleObjectsBoundsInfo& visInfo = sm->getShadowCasterBoundsInfo(light); | 
|---|
| 239 | AxisAlignedBox sceneBB = visInfo.aabb; | 
|---|
| 240 | sceneBB.merge(sm->getVisibleObjectsBoundsInfo(cam).aabb); | 
|---|
| 241 | sceneBB.merge(cam->getDerivedPosition()); | 
|---|
| 242 |  | 
|---|
| 243 | // in case the sceneBB is empty (e.g. nothing visible to the cam) simply | 
|---|
| 244 | // return the standard shadow mapping matrix | 
|---|
| 245 | if (sceneBB.isNull()) | 
|---|
| 246 | { | 
|---|
| 247 | texCam->setCustomViewMatrix(true, LView); | 
|---|
| 248 | texCam->setCustomProjectionMatrix(true, LProj); | 
|---|
| 249 | return; | 
|---|
| 250 | } | 
|---|
| 251 |  | 
|---|
| 252 | // calculate the intersection body B | 
|---|
| 253 | mPointListBodyB.reset(); | 
|---|
| 254 | calculateB(*sm, *cam, *light, sceneBB, &mPointListBodyB); | 
|---|
| 255 |  | 
|---|
| 256 | // in case the bodyB is empty (e.g. nothing visible to the light or the cam) | 
|---|
| 257 | // simply return the standard shadow mapping matrix | 
|---|
| 258 | if (mPointListBodyB.getPointCount() == 0) | 
|---|
| 259 | { | 
|---|
| 260 | texCam->setCustomViewMatrix(true, LView); | 
|---|
| 261 | texCam->setCustomProjectionMatrix(true, LProj); | 
|---|
| 262 | return; | 
|---|
| 263 | } | 
|---|
| 264 |  | 
|---|
| 265 | // transform to light space: y -> -z, z -> y | 
|---|
| 266 | LProj = msNormalToLightSpace * LProj; | 
|---|
| 267 |  | 
|---|
| 268 | // calculate LVS so it does not need to be calculated twice | 
|---|
| 269 | // calculate the body L \cap V \cap S to make sure all returned points are in | 
|---|
| 270 | // front of the camera | 
|---|
| 271 | calculateLVS(*sm, *cam, *light, sceneBB, &mPointListBodyLVS); | 
|---|
| 272 |  | 
|---|
| 273 | // fetch the viewing direction | 
|---|
| 274 | const Vector3 viewDir = getLSProjViewDir(LProj * LView, *cam, mPointListBodyLVS); | 
|---|
| 275 |  | 
|---|
| 276 | // The light space will be rotated in such a way, that the projected light view | 
|---|
| 277 | // always points upwards, so the up-vector is the y-axis (we already prepared the | 
|---|
| 278 | // light space for this usage).The transformation matrix is set up with the | 
|---|
| 279 | // following parameters: | 
|---|
| 280 | // - position is the origin | 
|---|
| 281 | // - the view direction is the calculated viewDir | 
|---|
| 282 | // - the up vector is the y-axis | 
|---|
| 283 | LProj = buildViewMatrix(Vector3::ZERO, viewDir, Vector3::UNIT_Y) * LProj; | 
|---|
| 284 |  | 
|---|
| 285 | // calculate LiSPSM projection | 
|---|
| 286 | LProj = calculateLiSPSM(LProj * LView, mPointListBodyB, mPointListBodyLVS, *sm, *cam, *light) * LProj; | 
|---|
| 287 |  | 
|---|
| 288 | // map bodyB to unit cube | 
|---|
| 289 | LProj = transformToUnitCube(LProj * LView, mPointListBodyB) * LProj; | 
|---|
| 290 |  | 
|---|
| 291 | // transform from light space to normal space: y -> z, z -> -y | 
|---|
| 292 | LProj = msLightSpaceToNormal * LProj; | 
|---|
| 293 |  | 
|---|
| 294 | // LView = Lv^-1 | 
|---|
| 295 | // LProj = Switch_{-ls} * FocusBody * P * L_r * Switch_{ls} * L_p | 
|---|
| 296 | texCam->setCustomViewMatrix(true, LView); | 
|---|
| 297 | texCam->setCustomProjectionMatrix(true, LProj); | 
|---|
| 298 | } | 
|---|
| 299 |  | 
|---|
| 300 | } | 
|---|
| 301 |  | 
|---|