| 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) 2006 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 | Also see acknowledgements in Readme.html |
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| 10 | |
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| 11 | This program is free software; you can redistribute it and/or modify it under |
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| 12 | the terms of the GNU Lesser General Public License as published by the Free Software |
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| 13 | Foundation; either version 2 of the License, or (at your option) any later |
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| 14 | version. |
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| 15 | |
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| 16 | This program is distributed in the hope that it will be useful, but WITHOUT |
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| 17 | ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS |
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| 18 | FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. |
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| 19 | |
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| 20 | You should have received a copy of the GNU Lesser General Public License along with |
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| 21 | this program; if not, write to the Free Software Foundation, Inc., 59 Temple |
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| 22 | Place - Suite 330, Boston, MA 02111-1307, USA, or go to |
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| 23 | http://www.gnu.org/copyleft/lesser.txt. |
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| 24 | |
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| 25 | You may alternatively use this source under the terms of a specific version of |
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| 26 | the OGRE Unrestricted License provided you have obtained such a license from |
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| 27 | Torus Knot Software Ltd. |
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| 28 | ----------------------------------------------------------------------------- |
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| 29 | */ |
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| 30 | |
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| 31 | #include "OgreStableHeaders.h" |
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| 32 | #include "OgreShadowCameraSetupFocused.h" |
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| 33 | #include "OgreRoot.h" |
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| 34 | #include "OgreSceneManager.h" |
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| 35 | #include "OgreCamera.h" |
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| 36 | #include "OgreLight.h" |
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| 37 | #include "OgrePlane.h" |
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| 38 | #include "OgreLogManager.h" |
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| 39 | |
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| 40 | |
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| 41 | namespace Ogre |
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| 42 | { |
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| 43 | /** transform from normal to light space */ |
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| 44 | const Matrix4 FocusedShadowCameraSetup::msNormalToLightSpace( |
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| 45 | 1, 0, 0, 0, // x |
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| 46 | 0, 0, -1, 0, // y |
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| 47 | 0, 1, 0, 0, // z |
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| 48 | 0, 0, 0, 1); // w |
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| 49 | /** transform from light to normal space */ |
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| 50 | const Matrix4 FocusedShadowCameraSetup::msLightSpaceToNormal( |
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| 51 | 1, 0, 0, 0, // x |
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| 52 | 0, 0, 1, 0, // y |
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| 53 | 0, -1, 0, 0, // z |
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| 54 | 0, 0, 0, 1); // w |
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| 55 | |
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| 56 | FocusedShadowCameraSetup::FocusedShadowCameraSetup(void) |
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| 57 | : mTempFrustum(new Frustum()) |
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| 58 | , mLightFrustumCamera(new Camera("TEMP LIGHT INTERSECT CAM", NULL)) |
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| 59 | , mLightFrustumCameraCalculated(false) |
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| 60 | , mUseAggressiveRegion(true) |
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| 61 | { |
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| 62 | mTempFrustum->setProjectionType(PT_PERSPECTIVE); |
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| 63 | } |
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| 64 | //----------------------------------------------------------------------- |
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| 65 | FocusedShadowCameraSetup::~FocusedShadowCameraSetup(void) |
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| 66 | { |
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| 67 | delete mTempFrustum; |
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| 68 | delete mLightFrustumCamera; |
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| 69 | } |
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| 70 | //----------------------------------------------------------------------- |
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| 71 | void FocusedShadowCameraSetup::calculateShadowMappingMatrix(const SceneManager& sm, |
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| 72 | const Camera& cam, const Light& light, Matrix4 *out_view, Matrix4 *out_proj, |
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| 73 | Camera *out_cam) const |
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| 74 | { |
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| 75 | const Vector3& camDir = cam.getDerivedDirection(); |
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| 76 | |
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| 77 | // get the shadow frustum's far distance |
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| 78 | Real shadowDist = sm.getShadowFarDistance(); |
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| 79 | if (!shadowDist) |
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| 80 | { |
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| 81 | // need a shadow distance, make one up |
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| 82 | shadowDist = cam.getNearClipDistance() * 3000; |
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| 83 | } |
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| 84 | Real shadowOffset = shadowDist * sm.getShadowDirLightTextureOffset(); |
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| 85 | |
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| 86 | |
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| 87 | if (light.getType() == Light::LT_DIRECTIONAL) |
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| 88 | { |
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| 89 | // generate view matrix if requested |
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| 90 | if (out_view != NULL) |
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| 91 | { |
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| 92 | *out_view = buildViewMatrix(cam.getDerivedPosition(), |
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| 93 | -light.getDerivedDirection(), |
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| 94 | camDir); |
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| 95 | } |
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| 96 | |
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| 97 | // generate projection matrix if requested |
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| 98 | if (out_proj != NULL) |
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| 99 | { |
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| 100 | *out_proj = Matrix4::IDENTITY; |
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| 101 | } |
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| 102 | |
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| 103 | // set up camera if requested |
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| 104 | if (out_cam != NULL) |
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| 105 | { |
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| 106 | out_cam->setProjectionType(PT_ORTHOGRAPHIC); |
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| 107 | out_cam->setDirection(light.getDerivedDirection()); |
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| 108 | out_cam->setPosition(cam.getDerivedPosition()); |
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| 109 | out_cam->setFOVy(Degree(90)); |
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| 110 | out_cam->setNearClipDistance(shadowOffset); |
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| 111 | } |
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| 112 | } |
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| 113 | else if (light.getType() == Light::LT_POINT) |
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| 114 | { |
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| 115 | // target analogue to the default shadow textures |
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| 116 | // Calculate look at position |
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| 117 | // We want to look at a spot shadowOffset away from near plane |
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| 118 | // 0.5 is a little too close for angles |
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| 119 | Vector3 target = cam.getDerivedPosition() + |
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| 120 | (cam.getDerivedDirection() * shadowOffset); |
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| 121 | Vector3 lightDir = target - light.getDerivedPosition(); |
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| 122 | lightDir.normalise(); |
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| 123 | |
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| 124 | // generate view matrix if requested |
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| 125 | if (out_view != NULL) |
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| 126 | { |
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| 127 | *out_view = buildViewMatrix(light.getDerivedPosition(), |
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| 128 | lightDir, |
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| 129 | camDir); |
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| 130 | } |
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| 131 | |
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| 132 | // generate projection matrix if requested |
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| 133 | if (out_proj != NULL) |
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| 134 | { |
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| 135 | // set FOV to 120 degrees |
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| 136 | mTempFrustum->setFOVy(Degree(120)); |
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| 137 | |
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| 138 | // set near clip distance like the camera |
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| 139 | mTempFrustum->setNearClipDistance(cam.getNearClipDistance()); |
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| 140 | |
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| 141 | *out_proj = mTempFrustum->getProjectionMatrix(); |
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| 142 | } |
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| 143 | |
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| 144 | // set up camera if requested |
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| 145 | if (out_cam != NULL) |
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| 146 | { |
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| 147 | out_cam->setProjectionType(PT_PERSPECTIVE); |
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| 148 | out_cam->setDirection(lightDir); |
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| 149 | out_cam->setPosition(light.getDerivedPosition()); |
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| 150 | out_cam->setFOVy(Degree(120)); |
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| 151 | out_cam->setNearClipDistance(cam.getNearClipDistance()); |
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| 152 | } |
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| 153 | } |
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| 154 | else if (light.getType() == Light::LT_SPOTLIGHT) |
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| 155 | { |
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| 156 | // generate view matrix if requested |
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| 157 | if (out_view != NULL) |
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| 158 | { |
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| 159 | *out_view = buildViewMatrix(light.getDerivedPosition(), |
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| 160 | light.getDerivedDirection(), |
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| 161 | camDir); |
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| 162 | } |
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| 163 | |
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| 164 | // generate projection matrix if requested |
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| 165 | if (out_proj != NULL) |
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| 166 | { |
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| 167 | // set FOV slightly larger than spotlight range |
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| 168 | mTempFrustum->setFOVy(light.getSpotlightOuterAngle() * 1.2); |
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| 169 | |
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| 170 | // set near clip distance like the camera |
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| 171 | mTempFrustum->setNearClipDistance(cam.getNearClipDistance()); |
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| 172 | |
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| 173 | *out_proj = mTempFrustum->getProjectionMatrix(); |
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| 174 | } |
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| 175 | |
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| 176 | // set up camera if requested |
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| 177 | if (out_cam != NULL) |
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| 178 | { |
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| 179 | out_cam->setProjectionType(PT_PERSPECTIVE); |
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| 180 | out_cam->setDirection(light.getDerivedDirection()); |
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| 181 | out_cam->setPosition(light.getDerivedPosition()); |
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| 182 | out_cam->setFOVy(light.getSpotlightOuterAngle() * 1.2); |
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| 183 | out_cam->setNearClipDistance(cam.getNearClipDistance()); |
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| 184 | } |
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| 185 | } |
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| 186 | } |
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| 187 | //----------------------------------------------------------------------- |
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| 188 | void FocusedShadowCameraSetup::calculateB(const SceneManager& sm, const Camera& cam, |
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| 189 | const Light& light, const AxisAlignedBox& sceneBB, PointListBody *out_bodyB) const |
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| 190 | { |
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| 191 | OgreAssert(out_bodyB != NULL, "bodyB vertex list is NULL"); |
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| 192 | |
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| 193 | /// perform convex intersection of the form B = ((V \cap S) + l) \cap S \cap L |
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| 194 | |
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| 195 | // get V |
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| 196 | mBodyB.define(cam); |
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| 197 | |
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| 198 | if (light.getType() != Light::LT_DIRECTIONAL) |
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| 199 | { |
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| 200 | // clip bodyB with sceneBB |
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| 201 | /* Note, Matthias' original code states this: |
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| 202 | "The procedure ((V \cap S) + l) \cap S \cap L (Wimmer et al.) leads in some |
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| 203 | cases to disappearing shadows. Valid parts of the scene are clipped, so shadows |
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| 204 | are partly incomplete. The cause may be the transformation into light space that |
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| 205 | is only done for the corner points which may not contain the whole scene afterwards |
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| 206 | any more. So we fall back to the method of Stamminger et al. (V + l) \cap S \cap L |
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| 207 | which does not show these anomalies." |
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| 208 | |
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| 209 | .. leading to the commenting out of the below clip. However, ift makes a major |
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| 210 | difference to the quality of the focus, and so far I haven't noticed |
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| 211 | the clipping issues described. Intuitively I would have thought that |
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| 212 | any clipping issue would be due to the findCastersForLight not being |
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| 213 | quite right, since if the sceneBB includes those there is no reason for |
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| 214 | this clip instruction to omit a genuine shadow caster. |
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| 215 | |
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| 216 | I have made this a user option since the quality effect is major and |
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| 217 | the clipping problem only seems to occur in some specific cases. |
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| 218 | */ |
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| 219 | if (mUseAggressiveRegion) |
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| 220 | mBodyB.clip(sceneBB); |
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| 221 | |
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| 222 | // form a convex hull of bodyB with the light position |
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| 223 | mBodyB.extend(light.getDerivedPosition()); |
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| 224 | |
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| 225 | // clip bodyB with sceneBB |
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| 226 | mBodyB.clip(sceneBB); |
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| 227 | |
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| 228 | // clip with the light frustum |
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| 229 | // set up light camera to clip with the resulting frustum planes |
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| 230 | if (!mLightFrustumCameraCalculated) |
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| 231 | { |
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| 232 | calculateShadowMappingMatrix(sm, cam, light, NULL, NULL, mLightFrustumCamera); |
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| 233 | mLightFrustumCameraCalculated = true; |
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| 234 | } |
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| 235 | mBodyB.clip(*mLightFrustumCamera); |
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| 236 | |
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| 237 | // extract bodyB vertices |
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| 238 | out_bodyB->build(mBodyB); |
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| 239 | |
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| 240 | } |
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| 241 | else |
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| 242 | { |
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| 243 | // clip bodyB with sceneBB |
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| 244 | mBodyB.clip(sceneBB); |
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| 245 | |
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| 246 | // Also clip based on shadow far distance if appropriate |
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| 247 | Real farDist = sm.getShadowFarDistance(); |
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| 248 | if (farDist) |
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| 249 | { |
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| 250 | Vector3 pointOnPlane = cam.getDerivedPosition() + |
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| 251 | (cam.getDerivedDirection() * farDist); |
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| 252 | Plane p(cam.getDerivedDirection(), pointOnPlane); |
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| 253 | mBodyB.clip(p); |
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| 254 | } |
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| 255 | |
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| 256 | // Extrude the intersection bodyB into the inverted light direction and store |
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| 257 | // the info in the point list. |
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| 258 | // The sceneBB holds the maximum extent of the extrusion. |
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| 259 | out_bodyB->buildAndIncludeDirection(mBodyB, |
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| 260 | sceneBB, |
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| 261 | -light.getDerivedDirection()); |
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| 262 | } |
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| 263 | } |
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| 264 | |
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| 265 | //----------------------------------------------------------------------- |
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| 266 | void FocusedShadowCameraSetup::calculateLVS(const SceneManager& sm, const Camera& cam, |
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| 267 | const Light& light, const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const |
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| 268 | { |
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| 269 | ConvexBody bodyLVS; |
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| 270 | |
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| 271 | // init body with view frustum |
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| 272 | bodyLVS.define(cam); |
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| 273 | |
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| 274 | // clip the body with the light frustum (point + spot) |
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| 275 | // for a directional light the space of the intersected |
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| 276 | // view frustum and sceneBB is always lighted and in front |
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| 277 | // of the viewer. |
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| 278 | if (light.getType() != Light::LT_DIRECTIONAL) |
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| 279 | { |
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| 280 | // clip with the light frustum |
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| 281 | // set up light camera to clip the resulting frustum |
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| 282 | if (!mLightFrustumCameraCalculated) |
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| 283 | { |
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| 284 | calculateShadowMappingMatrix(sm, cam, light, NULL, NULL, mLightFrustumCamera); |
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| 285 | mLightFrustumCameraCalculated = true; |
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| 286 | } |
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| 287 | bodyLVS.clip(*mLightFrustumCamera); |
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| 288 | } |
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| 289 | |
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| 290 | // clip the body with the scene bounding box |
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| 291 | bodyLVS.clip(sceneBB); |
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| 292 | |
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| 293 | // extract bodyLVS vertices |
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| 294 | out_LVS->build(bodyLVS); |
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| 295 | } |
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| 296 | //----------------------------------------------------------------------- |
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| 297 | Vector3 FocusedShadowCameraSetup::getLSProjViewDir(const Matrix4& lightSpace, |
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| 298 | const Camera& cam, const PointListBody& bodyLVS) const |
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| 299 | { |
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| 300 | // goal is to construct a view direction |
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| 301 | // because parallel lines are not parallel any more after perspective projection we have to transform |
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| 302 | // a ray to point us the viewing direction |
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| 303 | |
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| 304 | // fetch a point near the camera |
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| 305 | const Vector3 e_world = getNearCameraPoint_ws(cam.getViewMatrix(), bodyLVS); |
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| 306 | |
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| 307 | // plus the direction results in a second point |
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| 308 | const Vector3 b_world = e_world + cam.getDerivedDirection(); |
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| 309 | |
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| 310 | // transformation into light space |
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| 311 | const Vector3 e_ls = lightSpace * e_world; |
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| 312 | const Vector3 b_ls = lightSpace * b_world; |
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| 313 | |
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| 314 | // calculate the projection direction, which is the subtraction of |
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| 315 | // b_ls from e_ls. The y component is set to 0 to project the view |
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| 316 | // direction into the shadow map plane. |
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| 317 | Vector3 projectionDir(b_ls - e_ls); |
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| 318 | projectionDir.y = 0; |
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| 319 | projectionDir.normalise(); |
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| 320 | |
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| 321 | return projectionDir; |
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| 322 | } |
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| 323 | //----------------------------------------------------------------------- |
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| 324 | Vector3 FocusedShadowCameraSetup::getNearCameraPoint_ws(const Matrix4& viewMatrix, |
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| 325 | const PointListBody& bodyLVS) const |
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| 326 | { |
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| 327 | if (bodyLVS.getPointCount() == 0) |
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| 328 | return Vector3(0,0,0); |
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| 329 | |
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| 330 | Vector3 nearEye = viewMatrix * bodyLVS.getPoint(0), // for comparison |
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| 331 | nearWorld = bodyLVS.getPoint(0); // represents the final point |
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| 332 | |
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| 333 | // store the vertex with the highest z-value which is the nearest point |
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| 334 | for (size_t i = 1; i < bodyLVS.getPointCount(); ++i) |
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| 335 | { |
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| 336 | const Vector3& vWorld = bodyLVS.getPoint(i); |
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| 337 | |
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| 338 | // comparison is done from the viewer |
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| 339 | Vector3 vEye = viewMatrix * vWorld; |
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| 340 | |
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| 341 | if (vEye.z > nearEye.z) |
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| 342 | { |
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| 343 | nearEye = vEye; |
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| 344 | nearWorld = vWorld; |
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| 345 | } |
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| 346 | } |
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| 347 | |
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| 348 | return nearWorld; |
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| 349 | } |
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| 350 | //----------------------------------------------------------------------- |
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| 351 | Matrix4 FocusedShadowCameraSetup::transformToUnitCube(const Matrix4& m, |
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| 352 | const PointListBody& body) const |
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| 353 | { |
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| 354 | // map the transformed body AAB points to the unit cube (-1/-1/-1) / (+1/+1/+1) corners |
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| 355 | AxisAlignedBox aab_trans; |
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| 356 | |
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| 357 | for (size_t i = 0; i < body.getPointCount(); ++i) |
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| 358 | { |
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| 359 | aab_trans.merge(m * body.getPoint(i)); |
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| 360 | } |
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| 361 | |
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| 362 | Vector3 vMin, vMax; |
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| 363 | |
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| 364 | vMin = aab_trans.getMinimum(); |
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| 365 | vMax = aab_trans.getMaximum(); |
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| 366 | |
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| 367 | const Vector3 trans(-(vMax.x + vMin.x) / (vMax.x - vMin.x), |
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| 368 | -(vMax.y + vMin.y) / (vMax.y - vMin.y), |
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| 369 | -(vMax.z + vMin.z) / (vMax.z - vMin.z)); |
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| 370 | |
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| 371 | const Vector3 scale(2 / (vMax.x - vMin.x), |
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| 372 | 2 / (vMax.y - vMin.y), |
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| 373 | 2 / (vMax.z - vMin.z)); |
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| 374 | |
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| 375 | Matrix4 mOut(Matrix4::IDENTITY); |
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| 376 | mOut.setTrans(trans); |
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| 377 | mOut.setScale(scale); |
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| 378 | |
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| 379 | return mOut; |
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| 380 | } |
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| 381 | //----------------------------------------------------------------------- |
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| 382 | Matrix4 FocusedShadowCameraSetup::buildViewMatrix(const Vector3& pos, const Vector3& dir, |
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| 383 | const Vector3& up) const |
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| 384 | { |
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| 385 | Vector3 xN = dir.crossProduct(up); |
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| 386 | xN.normalise(); |
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| 387 | Vector3 upN = xN.crossProduct(dir); |
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| 388 | upN.normalise(); |
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| 389 | |
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| 390 | Matrix4 m(xN.x, xN.y, xN.z, -xN.dotProduct(pos), |
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| 391 | upN.x, upN.y, upN.z, -upN.dotProduct(pos), |
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| 392 | -dir.x, -dir.y, -dir.z, dir.dotProduct(pos), |
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| 393 | 0.0, 0.0, 0.0, 1.0 |
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| 394 | ); |
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| 395 | |
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| 396 | return m; |
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| 397 | } |
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| 398 | //----------------------------------------------------------------------- |
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| 399 | void FocusedShadowCameraSetup::getShadowCamera (const SceneManager *sm, const Camera *cam, |
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| 400 | const Viewport *vp, const Light *light, Camera *texCam) const |
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| 401 | { |
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| 402 | // check availability - viewport not needed |
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| 403 | OgreAssert(sm != NULL, "SceneManager is NULL"); |
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| 404 | OgreAssert(cam != NULL, "Camera (viewer) is NULL"); |
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| 405 | OgreAssert(light != NULL, "Light is NULL"); |
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| 406 | OgreAssert(texCam != NULL, "Camera (texture) is NULL"); |
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| 407 | mLightFrustumCameraCalculated = false; |
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| 408 | |
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| 409 | // calculate standard shadow mapping matrix |
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| 410 | Matrix4 LView, LProj; |
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| 411 | calculateShadowMappingMatrix(*sm, *cam, *light, &LView, &LProj, NULL); |
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| 412 | |
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| 413 | // build scene bounding box |
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| 414 | const VisibleObjectsBoundsInfo& visInfo = sm->getShadowCasterBoundsInfo(light); |
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| 415 | AxisAlignedBox sceneBB = visInfo.aabb; |
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| 416 | sceneBB.merge(sm->getVisibleObjectsBoundsInfo(cam).aabb); |
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| 417 | sceneBB.merge(cam->getDerivedPosition()); |
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| 418 | |
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| 419 | // in case the sceneBB is empty (e.g. nothing visible to the cam) simply |
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| 420 | // return the standard shadow mapping matrix |
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| 421 | if (sceneBB.isNull()) |
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| 422 | { |
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| 423 | texCam->setCustomViewMatrix(true, LView); |
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| 424 | texCam->setCustomProjectionMatrix(true, LProj); |
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| 425 | return; |
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| 426 | } |
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| 427 | |
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| 428 | // calculate the intersection body B |
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| 429 | mPointListBodyB.reset(); |
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| 430 | calculateB(*sm, *cam, *light, sceneBB, &mPointListBodyB); |
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| 431 | |
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| 432 | // in case the bodyB is empty (e.g. nothing visible to the light or the cam) |
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| 433 | // simply return the standard shadow mapping matrix |
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| 434 | if (mPointListBodyB.getPointCount() == 0) |
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| 435 | { |
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| 436 | texCam->setCustomViewMatrix(true, LView); |
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| 437 | texCam->setCustomProjectionMatrix(true, LProj); |
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| 438 | return; |
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| 439 | } |
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| 440 | |
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| 441 | // transform to light space: y -> -z, z -> y |
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| 442 | LProj = msNormalToLightSpace * LProj; |
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| 443 | |
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| 444 | // calculate LVS so it does not need to be calculated twice |
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| 445 | // calculate the body L \cap V \cap S to make sure all returned points are in |
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| 446 | // front of the camera |
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| 447 | mPointListBodyLVS.reset(); |
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| 448 | calculateLVS(*sm, *cam, *light, sceneBB, &mPointListBodyLVS); |
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| 449 | |
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| 450 | // fetch the viewing direction |
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| 451 | const Vector3 viewDir = getLSProjViewDir(LProj * LView, *cam, mPointListBodyLVS); |
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| 452 | |
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| 453 | // The light space will be rotated in such a way, that the projected light view |
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| 454 | // always points upwards, so the up-vector is the y-axis (we already prepared the |
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| 455 | // light space for this usage).The transformation matrix is set up with the |
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| 456 | // following parameters: |
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| 457 | // - position is the origin |
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| 458 | // - the view direction is the calculated viewDir |
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| 459 | // - the up vector is the y-axis |
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| 460 | LProj = buildViewMatrix(Vector3::ZERO, viewDir, Vector3::UNIT_Y) * LProj; |
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| 461 | |
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| 462 | // map bodyB to unit cube |
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| 463 | LProj = transformToUnitCube(LProj * LView, mPointListBodyB) * LProj; |
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| 464 | |
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| 465 | // transform from light space to normal space: y -> z, z -> -y |
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| 466 | LProj = msLightSpaceToNormal * LProj; |
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| 467 | |
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| 468 | // set the two custom matrices |
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| 469 | texCam->setCustomViewMatrix(true, LView); |
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| 470 | texCam->setCustomProjectionMatrix(true, LProj); |
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| 471 | } |
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| 472 | |
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| 473 | //--------------------------------------------------------------------- |
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| 474 | //--------------------------------------------------------------------- |
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| 475 | //----------------------------------------------------------------------- |
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| 476 | FocusedShadowCameraSetup::PointListBody::PointListBody() |
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| 477 | { |
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| 478 | // Preallocate some space |
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| 479 | mBodyPoints.reserve(12); |
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| 480 | } |
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| 481 | //----------------------------------------------------------------------- |
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| 482 | FocusedShadowCameraSetup::PointListBody::PointListBody(const ConvexBody& body) |
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| 483 | { |
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| 484 | build(body); |
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| 485 | } |
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| 486 | //----------------------------------------------------------------------- |
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| 487 | FocusedShadowCameraSetup::PointListBody::~PointListBody() |
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| 488 | { |
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| 489 | } |
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| 490 | //----------------------------------------------------------------------- |
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| 491 | void FocusedShadowCameraSetup::PointListBody::merge(const PointListBody& plb) |
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| 492 | { |
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| 493 | size_t size = plb.getPointCount(); |
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| 494 | for (size_t i = 0; i < size; ++i) |
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| 495 | { |
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| 496 | this->addPoint(plb.getPoint(i)); |
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| 497 | } |
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| 498 | } |
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| 499 | //----------------------------------------------------------------------- |
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| 500 | void FocusedShadowCameraSetup::PointListBody::build(const ConvexBody& body, bool filterDuplicates) |
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| 501 | { |
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| 502 | // erase list |
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| 503 | mBodyPoints.clear(); |
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| 504 | |
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| 505 | // Try to reserve a representative amount of memory |
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| 506 | mBodyPoints.reserve(body.getPolygonCount() * 6); |
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| 507 | |
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| 508 | // build new list |
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| 509 | for (size_t i = 0; i < body.getPolygonCount(); ++i) |
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| 510 | { |
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| 511 | for (size_t j = 0; j < body.getVertexCount(i); ++j) |
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| 512 | { |
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| 513 | const Vector3 &vInsert = body.getVertex(i, j); |
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| 514 | |
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| 515 | // duplicates allowed? |
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| 516 | if (filterDuplicates) |
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| 517 | { |
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| 518 | bool bPresent = false; |
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| 519 | |
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| 520 | for(Polygon::VertexList::iterator vit = mBodyPoints.begin(); |
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| 521 | vit != mBodyPoints.end(); ++vit) |
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| 522 | { |
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| 523 | const Vector3& v = *vit; |
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| 524 | |
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| 525 | if (vInsert.positionEquals(v)) |
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| 526 | { |
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| 527 | bPresent = true; |
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| 528 | break; |
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| 529 | } |
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| 530 | } |
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| 531 | |
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| 532 | if (bPresent == false) |
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| 533 | { |
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| 534 | mBodyPoints.push_back(body.getVertex(i, j)); |
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| 535 | } |
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| 536 | } |
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| 537 | |
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| 538 | // else insert directly |
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| 539 | else |
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| 540 | { |
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| 541 | mBodyPoints.push_back(body.getVertex(i, j)); |
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| 542 | } |
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| 543 | } |
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| 544 | } |
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| 545 | |
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| 546 | // update AAB |
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| 547 | // no points altered, so take body AAB |
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| 548 | mAAB = body.getAABB(); |
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| 549 | } |
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| 550 | //----------------------------------------------------------------------- |
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| 551 | void FocusedShadowCameraSetup::PointListBody::buildAndIncludeDirection( |
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| 552 | const ConvexBody& body, const AxisAlignedBox& aabMax, const Vector3& dir) |
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| 553 | { |
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| 554 | // reset point list |
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| 555 | this->reset(); |
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| 556 | |
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| 557 | // intersect the rays formed by the points in the list with the given direction and |
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| 558 | // insert them into the list |
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| 559 | |
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| 560 | // min/max aab points for comparison |
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| 561 | const Vector3& min = aabMax.getMinimum(); |
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| 562 | const Vector3& max = aabMax.getMaximum(); |
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| 563 | |
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| 564 | // assemble the clipping planes |
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| 565 | Plane pl[6]; |
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| 566 | |
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| 567 | // front |
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| 568 | pl[0].redefine(Vector3::UNIT_Z, max); |
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| 569 | // back |
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| 570 | pl[1].redefine(Vector3::NEGATIVE_UNIT_Z, min); |
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| 571 | // left |
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| 572 | pl[2].redefine(Vector3::NEGATIVE_UNIT_X, min); |
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| 573 | // right |
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| 574 | pl[3].redefine(Vector3::UNIT_X, max); |
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| 575 | // bottom |
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| 576 | pl[4].redefine(Vector3::NEGATIVE_UNIT_Y, min); |
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| 577 | // top |
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| 578 | pl[5].redefine(Vector3::UNIT_Y, max); |
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| 579 | |
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| 580 | |
|---|
| 581 | const size_t polyCount = body.getPolygonCount(); |
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| 582 | for (size_t iPoly = 0; iPoly < polyCount; ++iPoly) |
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| 583 | { |
|---|
| 584 | |
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| 585 | // store the old inserted point and plane info |
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| 586 | // if the currently processed point hits a different plane than the previous point an |
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| 587 | // intersection point is calculated that lies on the two planes' intersection edge |
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| 588 | |
|---|
| 589 | // fetch current polygon |
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| 590 | const Polygon& p = body.getPolygon(iPoly); |
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| 591 | |
|---|
| 592 | size_t pointCount = p.getVertexCount(); |
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| 593 | for (size_t iPoint = 0; iPoint < pointCount ; ++iPoint) |
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| 594 | { |
|---|
| 595 | // base point |
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| 596 | const Vector3& pt = p.getVertex(iPoint); |
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| 597 | |
|---|
| 598 | // add the base point |
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| 599 | this->addPoint(pt); |
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| 600 | |
|---|
| 601 | // intersection ray |
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| 602 | Ray ray(pt, dir); |
|---|
| 603 | |
|---|
| 604 | // intersect with each plane |
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| 605 | for (size_t iPlane = 0; iPlane < 6; ++iPlane) |
|---|
| 606 | { |
|---|
| 607 | std::pair< bool, Real > intersect = ray.intersects(pl[ iPlane ]); |
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| 608 | |
|---|
| 609 | const Vector3 ptIntersect = ray.getPoint(intersect.second); |
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| 610 | |
|---|
| 611 | // intersection point must exist (first) and the point distance must be greater than null (second) |
|---|
| 612 | // in case of distance null the intersection point equals the base point |
|---|
| 613 | if (intersect.first && intersect.second > 0) |
|---|
| 614 | { |
|---|
| 615 | if (ptIntersect.x < max.x + 1e-3f && ptIntersect.x > min.x - 1e-3f && |
|---|
| 616 | ptIntersect.y < max.y + 1e-3f && ptIntersect.y > min.y - 1e-3f && |
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| 617 | ptIntersect.z < max.z + 1e-3f && ptIntersect.z > min.z - 1e-3f) |
|---|
| 618 | { |
|---|
| 619 | // in case the point lies on the boundary, continue and see if there is another plane that intersects |
|---|
| 620 | if (pt.positionEquals(ptIntersect)) |
|---|
| 621 | { |
|---|
| 622 | continue; |
|---|
| 623 | } |
|---|
| 624 | |
|---|
| 625 | // add intersection point |
|---|
| 626 | this->addPoint(ptIntersect); |
|---|
| 627 | } |
|---|
| 628 | |
|---|
| 629 | } // if: intersection available |
|---|
| 630 | |
|---|
| 631 | } // for: plane intersection |
|---|
| 632 | |
|---|
| 633 | } // for: polygon point iteration |
|---|
| 634 | |
|---|
| 635 | } // for: polygon iteration |
|---|
| 636 | } |
|---|
| 637 | //----------------------------------------------------------------------- |
|---|
| 638 | const AxisAlignedBox& FocusedShadowCameraSetup::PointListBody::getAAB(void) const |
|---|
| 639 | { |
|---|
| 640 | return mAAB; |
|---|
| 641 | } |
|---|
| 642 | //----------------------------------------------------------------------- |
|---|
| 643 | void FocusedShadowCameraSetup::PointListBody::addPoint(const Vector3& point) |
|---|
| 644 | { |
|---|
| 645 | // dont check for doubles, simply add |
|---|
| 646 | mBodyPoints.push_back(point); |
|---|
| 647 | |
|---|
| 648 | // update AAB |
|---|
| 649 | mAAB.merge(point); |
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| 650 | } |
|---|
| 651 | //----------------------------------------------------------------------- |
|---|
| 652 | void FocusedShadowCameraSetup::PointListBody::addAAB(const AxisAlignedBox& aab) |
|---|
| 653 | { |
|---|
| 654 | const Vector3& min = aab.getMinimum(); |
|---|
| 655 | const Vector3& max = aab.getMaximum(); |
|---|
| 656 | |
|---|
| 657 | Vector3 currentVertex = min; |
|---|
| 658 | // min min min |
|---|
| 659 | addPoint(currentVertex); |
|---|
| 660 | |
|---|
| 661 | // min min max |
|---|
| 662 | currentVertex.z = max.z; |
|---|
| 663 | addPoint(currentVertex); |
|---|
| 664 | |
|---|
| 665 | // min max max |
|---|
| 666 | currentVertex.y = max.y; |
|---|
| 667 | addPoint(currentVertex); |
|---|
| 668 | |
|---|
| 669 | // min max min |
|---|
| 670 | currentVertex.z = min.z; |
|---|
| 671 | addPoint(currentVertex); |
|---|
| 672 | |
|---|
| 673 | // max max min |
|---|
| 674 | currentVertex.x = max.x; |
|---|
| 675 | addPoint(currentVertex); |
|---|
| 676 | |
|---|
| 677 | // max max max |
|---|
| 678 | currentVertex.z = max.z; |
|---|
| 679 | addPoint(currentVertex); |
|---|
| 680 | |
|---|
| 681 | // max min max |
|---|
| 682 | currentVertex.y = min.y; |
|---|
| 683 | addPoint(currentVertex); |
|---|
| 684 | |
|---|
| 685 | // max min min |
|---|
| 686 | currentVertex.z = min.z; |
|---|
| 687 | addPoint(currentVertex); |
|---|
| 688 | |
|---|
| 689 | } |
|---|
| 690 | //----------------------------------------------------------------------- |
|---|
| 691 | const Vector3& FocusedShadowCameraSetup::PointListBody::getPoint(size_t cnt) const |
|---|
| 692 | { |
|---|
| 693 | OgreAssert(cnt >= 0 && cnt < getPointCount(), "Search position out of range"); |
|---|
| 694 | |
|---|
| 695 | return mBodyPoints[ cnt ]; |
|---|
| 696 | } |
|---|
| 697 | //----------------------------------------------------------------------- |
|---|
| 698 | size_t FocusedShadowCameraSetup::PointListBody::getPointCount(void) const |
|---|
| 699 | { |
|---|
| 700 | return mBodyPoints.size(); |
|---|
| 701 | } |
|---|
| 702 | //----------------------------------------------------------------------- |
|---|
| 703 | void FocusedShadowCameraSetup::PointListBody::reset(void) |
|---|
| 704 | { |
|---|
| 705 | mBodyPoints.clear(); |
|---|
| 706 | mAAB.setNull(); |
|---|
| 707 | } |
|---|
| 708 | |
|---|
| 709 | } |
|---|
| 710 | |
|---|
| 711 | |
|---|