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