| [148] | 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) 2000-2013 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 |  | 
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 | 10 | Permission is hereby granted, free of charge, to any person obtaining a copy | 
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 | 11 | of this software and associated documentation files (the "Software"), to deal | 
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 | 12 | in the Software without restriction, including without limitation the rights | 
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 | 13 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | 
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 | 14 | copies of the Software, and to permit persons to whom the Software is | 
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 | 15 | furnished to do so, subject to the following conditions: | 
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 | 16 |  | 
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 | 17 | The above copyright notice and this permission notice shall be included in | 
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 | 18 | all copies or substantial portions of the Software. | 
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 | 19 |  | 
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 | 20 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | 
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 | 21 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | 
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 | 22 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | 
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 | 23 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | 
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 | 24 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | 
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 | 25 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | 
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 | 26 | THE SOFTWARE. | 
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 | 27 | ----------------------------------------------------------------------------- | 
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 | 28 | */ | 
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 | 29 | #ifndef __ShadowCameraSetupPSSM_H__ | 
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 | 30 | #define __ShadowCameraSetupPSSM_H__ | 
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 | 31 |  | 
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 | 32 | #include "OgrePrerequisites.h" | 
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 | 33 | #include "OgreShadowCameraSetupLiSPSM.h" | 
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 | 34 | #include "OgreHeaderPrefix.h" | 
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 | 35 |  | 
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 | 36 | namespace Ogre | 
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 | 37 | { | 
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 | 38 |  | 
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 | 39 |         /** \addtogroup Core | 
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 | 40 |         *  @{ | 
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 | 41 |         */ | 
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 | 42 |         /** \addtogroup Scene | 
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 | 43 |         *  @{ | 
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 | 44 |         */ | 
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 | 45 |         /** Parallel Split Shadow Map (PSSM) shadow camera setup.  | 
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 | 46 |         @remarks | 
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 | 47 |                 A PSSM shadow system uses multiple shadow maps per light and maps each | 
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 | 48 |                 texture into a region of space, progressing away from the camera. As such | 
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 | 49 |                 it is most appropriate for directional light setups. This particular version | 
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 | 50 |                 also uses LiSPSM projection for each split to maximise the quality.  | 
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 | 51 |         @note | 
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 | 52 |                 Because PSSM uses multiple shadow maps per light, you will need to increase | 
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 | 53 |                 the number of shadow textures available (via SceneManager) to match the  | 
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 | 54 |                 number of shadow maps required (default is 3 per light).  | 
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 | 55 |         */ | 
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 | 56 |         class _OgreExport PSSMShadowCameraSetup : public Ogre::LiSPSMShadowCameraSetup | 
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 | 57 |         { | 
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 | 58 |         public: | 
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 | 59 |                 typedef vector<Real>::type SplitPointList; | 
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 | 60 |                 typedef vector<Real>::type OptimalAdjustFactorList; | 
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 | 61 |  | 
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 | 62 |         protected: | 
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 | 63 |                 uint mSplitCount; | 
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 | 64 |                 SplitPointList mSplitPoints; | 
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 | 65 |                 OptimalAdjustFactorList mOptimalAdjustFactors; | 
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 | 66 |                 Real mSplitPadding; | 
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 | 67 |  | 
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 | 68 |                 mutable size_t mCurrentIteration; | 
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 | 69 |  | 
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 | 70 |         public: | 
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 | 71 |                 /// Constructor, defaults to 3 splits | 
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 | 72 |                 PSSMShadowCameraSetup(); | 
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 | 73 |                 ~PSSMShadowCameraSetup(); | 
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 | 74 |  | 
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 | 75 |                 /** Calculate a new splitting scheme. | 
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 | 76 |                 @param splitCount The number of splits to use | 
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 | 77 |                 @param nearDist The near plane to use for the first split | 
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 | 78 |                 @param farDist The far plane to use for the last split | 
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 | 79 |                 @param lambda Factor to use to reduce the split size  | 
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 | 80 |                 */ | 
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 | 81 |                 void calculateSplitPoints(uint splitCount, Real nearDist, Real farDist, Real lambda = 0.95); | 
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 | 82 |  | 
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 | 83 |                 /** Manually configure a new splitting scheme. | 
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 | 84 |                 @param newSplitPoints A list which is splitCount + 1 entries long, containing the | 
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 | 85 |                         split points. The first value is the near point, the last value is the | 
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 | 86 |                         far point, and each value in between is both a far point of the previous | 
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 | 87 |                         split, and a near point for the next one. | 
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 | 88 |                 */ | 
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 | 89 |                 void setSplitPoints(const SplitPointList& newSplitPoints); | 
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 | 90 |  | 
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 | 91 |                 /** Set the LiSPSM optimal adjust factor for a given split (call after | 
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 | 92 |                         configuring splits). | 
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 | 93 |                 */ | 
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 | 94 |                 void setOptimalAdjustFactor(size_t splitIndex, Real factor); | 
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 | 95 |  | 
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 | 96 |                 /** Set the padding factor to apply to the near & far distances when matching up | 
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 | 97 |                         splits to one another, to avoid 'cracks'. | 
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 | 98 |                 */ | 
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 | 99 |                 void setSplitPadding(Real pad) { mSplitPadding = pad; } | 
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 | 100 |  | 
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 | 101 |                 /** Get the padding factor to apply to the near & far distances when matching up | 
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 | 102 |                         splits to one another, to avoid 'cracks'. | 
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 | 103 |                 */ | 
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 | 104 |                 Real getSplitPadding() const { return mSplitPadding; } | 
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 | 105 |                 /// Get the number of splits.  | 
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 | 106 |                 uint getSplitCount() const { return mSplitCount; } | 
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 | 107 |  | 
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 | 108 |                 /// Returns a LiSPSM shadow camera with PSSM splits base on iteration. | 
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 | 109 |                 virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam, | 
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 | 110 |                         const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const; | 
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 | 111 |  | 
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 | 112 |                 /// Returns the calculated split points. | 
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 | 113 |                 inline const SplitPointList& getSplitPoints() const | 
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 | 114 |                 { return mSplitPoints; } | 
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 | 115 |  | 
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 | 116 |                 /// Returns the optimal adjust factor for a given split. | 
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 | 117 |                 inline Real getOptimalAdjustFactor(size_t splitIndex) const | 
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 | 118 |                 { return mOptimalAdjustFactors[splitIndex]; } | 
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 | 119 |  | 
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 | 120 |                 /// Overridden, recommended internal use only since depends on current iteration | 
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 | 121 |                 Real getOptimalAdjustFactor() const; | 
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 | 122 |  | 
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 | 123 |         }; | 
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 | 124 |         /** @} */ | 
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 | 125 |         /** @} */ | 
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 | 126 | } | 
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 | 127 |  | 
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 | 128 | #include "OgreHeaderSuffix.h" | 
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 | 129 |  | 
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 | 130 | #endif | 
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