OgreShadowCameraSetupFocused.h

Go to the documentation of this file.
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
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.
Last modified Fri May 25 23:36:27 2012