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Object-Oriented Graphics Rendering Engine
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OgreShadowCameraSetupFocused.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
6 
7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>
9 
10 Permission is hereby granted, free of charge, to any person obtaining a copy
11 of this software and associated documentation files (the "Software"), to deal
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26 THE SOFTWARE.
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28 */
29 #ifndef __ShadowCameraSetupFocused_H__
30 #define __ShadowCameraSetupFocused_H__
31 
32 #include "OgrePrerequisites.h"
33 #include "OgreShadowCameraSetup.h"
34 #include "OgrePolygon.h"
35 #include "OgreConvexBody.h"
36 #include "OgreHeaderPrefix.h"
37 
38 
39 namespace Ogre {
40 
41  class ConvexBody;
42 
59  {
60  protected:
70 
75 
80 
83 
87  {
90 
91  public:
92  PointListBody();
93  PointListBody(const ConvexBody& body);
94  ~PointListBody();
95 
98  void merge(const PointListBody& plb);
99 
104  void build(const ConvexBody& body, bool filterDuplicates = true);
105 
115  void buildAndIncludeDirection(const ConvexBody& body,
116  Real extrudeDist, const Vector3& dir);
117 
120  const AxisAlignedBox& getAAB(void) const;
121 
124  void addPoint(const Vector3& point);
125 
128  void addAAB(const AxisAlignedBox& aab);
129 
132  const Vector3& getPoint(size_t cnt) const;
133 
136  size_t getPointCount(void) const;
137 
140  void reset(void);
141 
142  };
143 
144  // Persistent calculations to prevent reallocation
148 
149  protected:
170  void calculateShadowMappingMatrix(const SceneManager& sm, const Camera& cam,
171  const Light& light, Matrix4 *out_view,
172  Matrix4 *out_proj, Camera *out_cam) const;
173 
199  void calculateB(const SceneManager& sm, const Camera& cam, const Light& light,
200  const AxisAlignedBox& sceneBB, const AxisAlignedBox& receiverBB, PointListBody *out_bodyB) const;
201 
220  void calculateLVS(const SceneManager& sm, const Camera& cam, const Light& light,
221  const AxisAlignedBox& sceneBB, PointListBody *out_LVS) const;
222 
235  Vector3 getLSProjViewDir(const Matrix4& lightSpace, const Camera& cam,
236  const PointListBody& bodyLVS) const;
237 
249  Vector3 getNearCameraPoint_ws(const Matrix4& viewMatrix,
250  const PointListBody& bodyLVS) const;
251 
263  Matrix4 transformToUnitCube(const Matrix4& m, const PointListBody& body) const;
264 
269  Matrix4 buildViewMatrix(const Vector3& pos, const Vector3& dir, const Vector3& up) const;
270 
271  public:
277 
282  virtual ~FocusedShadowCameraSetup(void);
283 
286  virtual void getShadowCamera(const SceneManager *sm, const Camera *cam,
287  const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const;
288 
303  void setUseAggressiveFocusRegion(bool aggressive) { mUseAggressiveRegion = aggressive; }
304 
305  bool getUseAggressiveFocusRegion() const { return mUseAggressiveRegion; }
306 
307  };
308 
312 } // namespace Ogre
313 
314 #include "OgreHeaderSuffix.h"
315 
316 #endif // __ShadowCameraSetupFocused_H__
bool mUseAggressiveRegion
Use tighter focus region?
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:86
Class encapsulating a standard 4x4 homogeneous matrix.
Definition: OgreMatrix4.h:78
float Real
Software floating point type.
#define _OgreExport
Definition: OgrePlatform.h:260
A frustum represents a pyramid, capped at the near and far end which is used to represent either a vi...
Definition: OgreFrustum.h:85
Manages the organisation and rendering of a 'scene' i.e.
Holds a solid representation of a convex body.
A 3D box aligned with the x/y/z axes.
Camera * mLightFrustumCamera
Temporary preallocated camera to set up a light frustum for clipping in FocusedShadowCameraSetup::cal...
Representation of a dynamic light source in the scene.
Definition: OgreLight.h:73
vector< Vector3 >::type VertexList
Definition: OgrePolygon.h:56
This class allows you to plug in new ways to define the camera setup when rendering and projecting sh...
static const Matrix4 msNormalToLightSpace
Transform to or from light space as defined by Wimmer et al.
Standard 3-dimensional vector.
Definition: OgreVector3.h:51
Internal class holding a point list representation of a convex body.
An abstraction of a viewport, i.e.
Definition: OgreViewport.h:57
Frustum * mTempFrustum
Temporary preallocated frustum to set up a projection matrix in calculateShadowMappingMatrix().
void setUseAggressiveFocusRegion(bool aggressive)
Sets whether or not to use the more aggressive approach to deciding on the focus region or not...
Implements the uniform shadow mapping algorithm in focused mode.