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) 2000-2013 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
12 in the Software without restriction, including without limitation the rights
13 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
14 copies of the Software, and to permit persons to whom the Software is
15 furnished to do so, subject to the following conditions:
16 
17 The above copyright notice and this permission notice shall be included in
18 all copies or substantial portions of the Software.
19 
20 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
21 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
22 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
23 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
24 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
25 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
26 THE 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 
36 namespace 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 		*/
setSplitPadding(Real pad)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 		*/
getSplitPadding()104 		Real getSplitPadding() const { return mSplitPadding; }
105 		/// Get the number of splits.
getSplitCount()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.
getSplitPoints()113 		inline const SplitPointList& getSplitPoints() const
114 		{ return mSplitPoints; }
115 
116 		/// Returns the optimal adjust factor for a given split.
getOptimalAdjustFactor(size_t splitIndex)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
131