00001 /* 00002 ----------------------------------------------------------------------------- 00003 This source file is part of OGRE 00004 (Object-oriented Graphics Rendering Engine) 00005 For the latest info, see http://www.ogre3d.org/ 00006 00007 Copyright (c) 2000-2012 Torus Knot Software Ltd 00008 Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de> 00009 00010 Permission is hereby granted, free of charge, to any person obtaining a copy 00011 of this software and associated documentation files (the "Software"), to deal 00012 in the Software without restriction, including without limitation the rights 00013 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 00014 copies of the Software, and to permit persons to whom the Software is 00015 furnished to do so, subject to the following conditions: 00016 00017 The above copyright notice and this permission notice shall be included in 00018 all copies or substantial portions of the Software. 00019 00020 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 00021 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00022 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 00023 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 00024 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 00025 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 00026 THE SOFTWARE. 00027 ----------------------------------------------------------------------------- 00028 */ 00029 #ifndef __ShadowCameraSetupFocused_H__ 00030 #define __ShadowCameraSetupFocused_H__ 00031 00032 #include "OgrePrerequisites.h" 00033 #include "OgreShadowCameraSetup.h" 00034 #include "OgrePolygon.h" 00035 #include "OgreConvexBody.h" 00036 00037 00038 namespace Ogre { 00039 00040 class ConvexBody; 00041 00057 class _OgreExport FocusedShadowCameraSetup : public ShadowCameraSetup 00058 { 00059 protected: 00067 static const Matrix4 msNormalToLightSpace; 00068 static const Matrix4 msLightSpaceToNormal; 00069 00073 Frustum* mTempFrustum; 00074 00077 Camera* mLightFrustumCamera; 00078 mutable bool mLightFrustumCameraCalculated; 00079 00081 bool mUseAggressiveRegion; 00082 00085 class _OgreExport PointListBody 00086 { 00087 Polygon::VertexList mBodyPoints; 00088 AxisAlignedBox mAAB; 00089 00090 public: 00091 PointListBody(); 00092 PointListBody(const ConvexBody& body); 00093 ~PointListBody(); 00094 00097 void merge(const PointListBody& plb); 00098 00103 void build(const ConvexBody& body, bool filterDuplicates = true); 00104 00114 void buildAndIncludeDirection(const ConvexBody& body, 00115 Real extrudeDist, const Vector3& dir); 00116 00119 const AxisAlignedBox& getAAB(void) const; 00120 00123 void addPoint(const Vector3& point); 00124 00127 void addAAB(const AxisAlignedBox& aab); 00128 00131 const Vector3& getPoint(size_t cnt) const; 00132 00135 size_t getPointCount(void) const; 00136 00139 void reset(void); 00140 00141 }; 00142 00143 // Persistent calculations to prevent reallocation 00144 mutable ConvexBody mBodyB; 00145 mutable PointListBody mPointListBodyB; 00146 mutable PointListBody mPointListBodyLVS; 00147 00148 protected: 00163 void calculateShadowMappingMatrix(const SceneManager& sm, const Camera& cam, 00164 const Light& light, Matrix4 *out_view, 00165 Matrix4 *out_proj, Camera *out_cam) const; 00166 00186 void calculateB(const SceneManager& sm, const Camera& cam, const Light& light, 00187 const AxisAlignedBox& sceneBB, const AxisAlignedBox& receiverBB, PointListBody *out_bodyB) const; 00188 00203 void calculateLVS(const SceneManager& sm, const Camera& cam, const Light& light, 00204 const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const; 00205 00215 Vector3 getLSProjViewDir(const Matrix4& lightSpace, const Camera& cam, 00216 const PointListBody& bodyLVS) const; 00217 00227 Vector3 getNearCameraPoint_ws(const Matrix4& viewMatrix, 00228 const PointListBody& bodyLVS) const; 00229 00239 Matrix4 transformToUnitCube(const Matrix4& m, const PointListBody& body) const; 00240 00245 Matrix4 buildViewMatrix(const Vector3& pos, const Vector3& dir, const Vector3& up) const; 00246 00247 public: 00252 FocusedShadowCameraSetup(void); 00253 00258 virtual ~FocusedShadowCameraSetup(void); 00259 00262 virtual void getShadowCamera(const SceneManager *sm, const Camera *cam, 00263 const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const; 00264 00278 void setUseAggressiveFocusRegion(bool aggressive) { mUseAggressiveRegion = aggressive; } 00279 00280 bool getUseAggressiveFocusRegion() const { return mUseAggressiveRegion; } 00281 00282 }; 00283 00287 } 00288 00289 #endif
Copyright © 2012 Torus Knot Software Ltd
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Last modified Fri May 25 23:36:27 2012