/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2013 Torus Knot Software Ltd Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ----------------------------------------------------------------------------- */ #ifndef __ShadowCameraSetup_H__ #define __ShadowCameraSetup_H__ #include "OgrePrerequisites.h" #include "OgreMovablePlane.h" #include "OgreSharedPtr.h" #include "OgreHeaderPrefix.h" namespace Ogre { /** \addtogroup Core * @{ */ /** \addtogroup Scene * @{ */ /** 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 ShadowDataAlloc { 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, size_t iteration) 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, size_t iteration) const; }; typedef SharedPtr ShadowCameraSetupPtr; /** @} */ /** @} */ } #include "OgreHeaderSuffix.h" #endif