[2894] | 1 | #ifndef _ShadowMap_H__
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| 2 | #define _ShadowMap_H__
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[2891] | 3 |
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| 4 | #include "common.h"
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| 5 | #include "glInterface.h"
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| 6 | #include "AxisAlignedBox3.h"
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| 7 | #include "Matrix4x4.h"
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[2913] | 8 |
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[2891] | 9 | #include <Cg/cg.h>
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| 10 | #include <Cg/cgGL.h>
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| 11 |
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| 12 |
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| 13 |
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| 14 | namespace CHCDemoEngine
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| 15 | {
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| 16 |
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| 17 | class FrameBufferObject;
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| 18 | class RenderTraverser;
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| 19 | class Vector3;
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| 20 | class Camera;
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| 21 | class Light;
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| 22 |
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[2894] | 23 | /** This class implements a the computation of single shadow map
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[2891] | 24 | */
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[2894] | 25 | class ShadowMap
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[2891] | 26 | {
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[2894] | 27 |
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[2891] | 28 | public:
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[2894] | 29 | /** Constructor taking the scene boundig box and the current camera.
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| 30 | The shadow map has resolution size * size.
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[2891] | 31 | */
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[2897] | 32 | ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam);
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[2891] | 33 |
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[2894] | 34 | ~ShadowMap();
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| 35 | /** Computes the shadow map
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[2891] | 36 | */
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[2911] | 37 | void ComputeShadowMap(RenderTraverser *traverser, const Matrix4x4 &projView);
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[2928] | 38 | /** Returns computed shadow color texture.
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[2891] | 39 | */
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[2928] | 40 | unsigned int GetShadowColorTexture() const;
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| 41 |
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| 42 | unsigned int GetDepthTexture() const;
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| 43 |
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[2894] | 44 | /** Returns computed texture matrix. It must be applied on the
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| 45 | the world space positions.
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| 46 |
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| 47 | The texture matrix can be directly applied if the world space position
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| 48 | is available (deferred shading), otherwise it must be multiplied with
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| 49 | the inverse model matrix.
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| 50 | */
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| 51 | void GetTextureMatrix(Matrix4x4 &m) const;
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[2895] | 52 | /** Return shadow size.
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| 53 | */
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| 54 | int GetSize() const { return mSize; }
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[2891] | 55 |
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[2897] | 56 | Camera *GetShadowCamera() const { return mShadowCam; }
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| 57 |
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[2931] | 58 | void RenderShadowView(RenderTraverser *renderer, const Matrix4x4 &projView);
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[2897] | 59 |
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[2911] | 60 | static void DrawPolys();
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| 61 |
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| 62 |
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[2894] | 63 | protected:
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[2891] | 64 |
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[2931] | 65 |
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[2913] | 66 | /** Calculates the intersection of the frustum with the box,
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| 67 | returns resultin polyhedron as array of polygons.
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| 68 | */
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| 69 | Polyhedron *CalcClippedFrustum(const AxisAlignedBox3 &box) const;
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[2915] | 70 |
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[2913] | 71 | bool CalcLightProjection(Matrix4x4 &lightProj);
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| 72 |
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[2920] | 73 | Matrix4x4 CalcLispSMTransform(const Matrix4x4 &lightProjView,
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| 74 | const AxisAlignedBox3 &bounds,
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| 75 | const VertexArray &pts);
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| 76 |
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[2913] | 77 | void IncludeLightVolume(const Polyhedron &polyhedron,
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| 78 | VertexArray &frustumPoints,
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| 79 | const Vector3 lightDir,
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| 80 | const AxisAlignedBox3 &sceneBox);
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| 81 |
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[2920] | 82 | float ComputeN(const AxisAlignedBox3 &extremalPoints) const;
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[2913] | 83 |
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[2944] | 84 | float ComputeNOpt(const Matrix4x4 &lightSpace,
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| 85 | const AxisAlignedBox3 &extremalPoints,
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| 86 | const VertexArray &body) const;
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| 87 |
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[2920] | 88 | Vector3 GetNearCameraPointE(const VertexArray &pts) const;
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[2916] | 89 |
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[2920] | 90 | Vector3 GetProjViewDir(const Matrix4x4 &lightSpace, const VertexArray &pts) const;
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| 91 |
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| 92 |
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[2942] | 93 | /** Internal shador render method.
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| 94 | */
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| 95 | void _Render(RenderTraverser *renderer);
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[2920] | 96 |
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[2944] | 97 | Vector3 GetLightSpaceZ0(const Matrix4x4 &lightSpace,
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| 98 | const Vector3 &e,
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| 99 | const float maxZ,
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| 100 | const Vector3 &eyeDir) const;
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| 101 |
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| 102 |
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| 103 |
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[2913] | 104 | //////////////
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| 105 |
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[2894] | 106 | /// the scene bounding box
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| 107 | AxisAlignedBox3 mSceneBox;
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| 108 | /// fbo storing the shadow texture
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[2891] | 109 | FrameBufferObject *mFbo;
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[2894] | 110 | /// size of the shadow map
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[2891] | 111 | int mSize;
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| 112 |
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| 113 | Camera *mShadowCam;
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[2894] | 114 | /// the texture matrix
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| 115 | Matrix4x4 mTextureMatrix;
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| 116 | /// the used light
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[2891] | 117 | Light *mLight;
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[2894] | 118 | /// the scene camera
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| 119 | Camera *mCamera;
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[2911] | 120 |
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| 121 | Matrix4x4 mLightProjView;
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[2891] | 122 | };
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| 123 |
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| 124 | } // namespace
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[2894] | 125 | #endif // _ShadowMapping_H__ |
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