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source: downloads/ogre_src_v1-9-0/OgreMain/include/OgreShadowCameraSetupPSSM.h @ 148

Last change on this file since 148 was 148, checked in by patricwi, 6 years ago

Added new dependencies for ogre1.9 and cegui0.8

File size: 4.8 KB
Line 
1/*
2-----------------------------------------------------------------------------
3This source file is part of OGRE
4(Object-oriented Graphics Rendering Engine)
5For the latest info, see http://www.ogre3d.org/
6
7Copyright (c) 2000-2013 Torus Knot Software Ltd
8Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>                                                         
9
10Permission is hereby granted, free of charge, to any person obtaining a copy
11of this software and associated documentation files (the "Software"), to deal
12in the Software without restriction, including without limitation the rights
13to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
14copies of the Software, and to permit persons to whom the Software is
15furnished to do so, subject to the following conditions:
16
17The above copyright notice and this permission notice shall be included in
18all copies or substantial portions of the Software.
19
20THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
23AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
24LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
25OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
26THE SOFTWARE.
27-----------------------------------------------------------------------------
28*/
29#ifndef __ShadowCameraSetupPSSM_H__
30#define __ShadowCameraSetupPSSM_H__
31
32#include "OgrePrerequisites.h"
33#include "OgreShadowCameraSetupLiSPSM.h"
34#include "OgreHeaderPrefix.h"
35
36namespace Ogre
37{
38
39        /** \addtogroup Core
40        *  @{
41        */
42        /** \addtogroup Scene
43        *  @{
44        */
45        /** Parallel Split Shadow Map (PSSM) shadow camera setup.
46        @remarks
47                A PSSM shadow system uses multiple shadow maps per light and maps each
48                texture into a region of space, progressing away from the camera. As such
49                it is most appropriate for directional light setups. This particular version
50                also uses LiSPSM projection for each split to maximise the quality.
51        @note
52                Because PSSM uses multiple shadow maps per light, you will need to increase
53                the number of shadow textures available (via SceneManager) to match the
54                number of shadow maps required (default is 3 per light).
55        */
56        class _OgreExport PSSMShadowCameraSetup : public Ogre::LiSPSMShadowCameraSetup
57        {
58        public:
59                typedef vector<Real>::type SplitPointList;
60                typedef vector<Real>::type OptimalAdjustFactorList;
61
62        protected:
63                uint mSplitCount;
64                SplitPointList mSplitPoints;
65                OptimalAdjustFactorList mOptimalAdjustFactors;
66                Real mSplitPadding;
67
68                mutable size_t mCurrentIteration;
69
70        public:
71                /// Constructor, defaults to 3 splits
72                PSSMShadowCameraSetup();
73                ~PSSMShadowCameraSetup();
74
75                /** Calculate a new splitting scheme.
76                @param splitCount The number of splits to use
77                @param nearDist The near plane to use for the first split
78                @param farDist The far plane to use for the last split
79                @param lambda Factor to use to reduce the split size
80                */
81                void calculateSplitPoints(uint splitCount, Real nearDist, Real farDist, Real lambda = 0.95);
82
83                /** Manually configure a new splitting scheme.
84                @param newSplitPoints A list which is splitCount + 1 entries long, containing the
85                        split points. The first value is the near point, the last value is the
86                        far point, and each value in between is both a far point of the previous
87                        split, and a near point for the next one.
88                */
89                void setSplitPoints(const SplitPointList& newSplitPoints);
90
91                /** Set the LiSPSM optimal adjust factor for a given split (call after
92                        configuring splits).
93                */
94                void setOptimalAdjustFactor(size_t splitIndex, Real factor);
95
96                /** Set the padding factor to apply to the near & far distances when matching up
97                        splits to one another, to avoid 'cracks'.
98                */
99                void setSplitPadding(Real pad) { mSplitPadding = pad; }
100
101                /** Get the padding factor to apply to the near & far distances when matching up
102                        splits to one another, to avoid 'cracks'.
103                */
104                Real getSplitPadding() const { return mSplitPadding; }
105                /// Get the number of splits.
106                uint getSplitCount() const { return mSplitCount; }
107
108                /// Returns a LiSPSM shadow camera with PSSM splits base on iteration.
109                virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam,
110                        const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const;
111
112                /// Returns the calculated split points.
113                inline const SplitPointList& getSplitPoints() const
114                { return mSplitPoints; }
115
116                /// Returns the optimal adjust factor for a given split.
117                inline Real getOptimalAdjustFactor(size_t splitIndex) const
118                { return mOptimalAdjustFactors[splitIndex]; }
119
120                /// Overridden, recommended internal use only since depends on current iteration
121                Real getOptimalAdjustFactor() const;
122
123        };
124        /** @} */
125        /** @} */
126}
127
128#include "OgreHeaderSuffix.h"
129
130#endif
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