| 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 | Also see acknowledgements in Readme.html | 
|---|
| 9 |  | 
|---|
| 10 | This program is free software; you can redistribute it and/or modify it under | 
|---|
| 11 | the terms of the GNU Lesser General Public License as published by the Free Software | 
|---|
| 12 | Foundation; either version 2 of the License, or (at your option) any later | 
|---|
| 13 | version. | 
|---|
| 14 |  | 
|---|
| 15 | This program is distributed in the hope that it will be useful, but WITHOUT | 
|---|
| 16 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS | 
|---|
| 17 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. | 
|---|
| 18 |  | 
|---|
| 19 | You should have received a copy of the GNU Lesser General Public License along with | 
|---|
| 20 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple | 
|---|
| 21 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to | 
|---|
| 22 | http://www.gnu.org/copyleft/lesser.txt. | 
|---|
| 23 |  | 
|---|
| 24 | You may alternatively use this source under the terms of a specific version of | 
|---|
| 25 | the OGRE Unrestricted License provided you have obtained such a license from | 
|---|
| 26 | Torus Knot Software Ltd. | 
|---|
| 27 | ----------------------------------------------------------------------------- | 
|---|
| 28 | */ | 
|---|
| 29 | #ifndef __ShadowCameraSetup_H__ | 
|---|
| 30 | #define __ShadowCameraSetup_H__ | 
|---|
| 31 |  | 
|---|
| 32 | #include "OgrePrerequisites.h" | 
|---|
| 33 | #include "OgreMovablePlane.h" | 
|---|
| 34 | #include "OgreSharedPtr.h" | 
|---|
| 35 |  | 
|---|
| 36 |  | 
|---|
| 37 | namespace Ogre { | 
|---|
| 38 |  | 
|---|
| 39 |     /** This class allows you to plug in new ways to define the camera setup when | 
|---|
| 40 |                 rendering and projecting shadow textures. | 
|---|
| 41 |         @remarks | 
|---|
| 42 |                 The default projection used when rendering shadow textures is a uniform | 
|---|
| 43 |                 frustum. This is pretty straight forward but doesn't make the best use of  | 
|---|
| 44 |                 the space in the shadow map since texels closer to the camera will be larger,  | 
|---|
| 45 |                 resulting in 'jaggies'. There are several ways to distribute the texels | 
|---|
| 46 |                 in the shadow texture differently, and this class allows you to override | 
|---|
| 47 |                 that.  | 
|---|
| 48 |         @par | 
|---|
| 49 |                 Ogre is provided with several alternative shadow camera setups, including | 
|---|
| 50 |                 LiSPSM (LiSPSMShadowCameraSetup) and Plane Optimal (PlaneOptimalShadowCameraSetup). | 
|---|
| 51 |                 Others can of course be written to incorporate other algorithms. All you  | 
|---|
| 52 |                 have to do is instantiate one of these classes and enable it using  | 
|---|
| 53 |                 SceneManager::setShadowCameraSetup (global) or Light::setCustomShadowCameraSetup | 
|---|
| 54 |                 (per light). In both cases the instance is wrapped in a SharedPtr which means | 
|---|
| 55 |                 it will  be deleted automatically when no more references to it exist. | 
|---|
| 56 |         @note | 
|---|
| 57 |         Shadow map matrices, being projective matrices, have 15 degrees of freedom. | 
|---|
| 58 |                 3 of these degrees of freedom are fixed by the light's position.  4 are used to | 
|---|
| 59 |                 affinely affect z values.  6 affinely affect u,v sampling.  2 are projective | 
|---|
| 60 |                 degrees of freedom.  This class is meant to allow custom methods for  | 
|---|
| 61 |                 handling optimization. | 
|---|
| 62 |     */ | 
|---|
| 63 |         class _OgreExport ShadowCameraSetup | 
|---|
| 64 |         { | 
|---|
| 65 |         public: | 
|---|
| 66 |                 /// Function to implement -- must set the shadow camera properties | 
|---|
| 67 |                 virtual void getShadowCamera (const SceneManager *sm, const Camera *cam,  | 
|---|
| 68 |                                                                           const Viewport *vp, const Light *light, Camera *texCam) const = 0; | 
|---|
| 69 |                 /// Need virtual destructor in case subclasses use it | 
|---|
| 70 |                 virtual ~ShadowCameraSetup() {} | 
|---|
| 71 |  | 
|---|
| 72 |         }; | 
|---|
| 73 |  | 
|---|
| 74 |  | 
|---|
| 75 |  | 
|---|
| 76 |         /** Implements default shadow camera setup | 
|---|
| 77 |         @remarks | 
|---|
| 78 |             This implements the default shadow camera setup algorithm.  This is what might | 
|---|
| 79 |                         be referred to as "normal" shadow mapping.   | 
|---|
| 80 |     */ | 
|---|
| 81 |         class _OgreExport DefaultShadowCameraSetup : public ShadowCameraSetup | 
|---|
| 82 |         { | 
|---|
| 83 |         public: | 
|---|
| 84 |                 /// Default constructor | 
|---|
| 85 |                 DefaultShadowCameraSetup(); | 
|---|
| 86 |                 /// Destructor | 
|---|
| 87 |                 virtual ~DefaultShadowCameraSetup(); | 
|---|
| 88 |  | 
|---|
| 89 |                 /// Default shadow camera setup | 
|---|
| 90 |                 virtual void getShadowCamera (const SceneManager *sm, const Camera *cam,  | 
|---|
| 91 |                                                                           const Viewport *vp, const Light *light, Camera *texCam) const; | 
|---|
| 92 |         }; | 
|---|
| 93 |  | 
|---|
| 94 |  | 
|---|
| 95 |  | 
|---|
| 96 |         typedef SharedPtr<ShadowCameraSetup> ShadowCameraSetupPtr; | 
|---|
| 97 |  | 
|---|
| 98 | } | 
|---|
| 99 |  | 
|---|
| 100 | #endif | 
|---|