1 | #ifndef _ShadowMap_H__
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2 | #define _ShadowMap_H__
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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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8 |
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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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23 | /** This class implements a the computation of single shadow map
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24 | */
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25 | class ShadowMap
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26 | {
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27 |
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28 | public:
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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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31 | */
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32 | ShadowMap(Light *light, int size, const AxisAlignedBox3 &sceneBox, Camera *cam);
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33 |
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34 | ~ShadowMap();
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35 | /** Computes the shadow map
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36 | */
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37 | void ComputeShadowMap(RenderTraverser *traverser, const Matrix4x4 &projView);
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38 | /** Returns computed shadow color texture.
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39 | */
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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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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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52 | /** Return shadow size.
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53 | */
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54 | int GetSize() const { return mSize; }
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55 |
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56 | Camera *GetShadowCamera() const { return mShadowCam; }
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57 |
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58 | void RenderShadowView(RenderTraverser *renderer, const Matrix4x4 &projView);
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59 |
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60 |
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61 | static void DrawPolys();
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62 |
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63 |
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64 | protected:
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65 |
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66 |
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67 | /** Calculates the intersection of the frustum with the box,
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68 | returns resultin polyhedron as array of polygons.
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69 | */
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70 | Polyhedron *CalcClippedFrustum(const AxisAlignedBox3 &box) const;
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71 |
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72 | bool CalcLightProjection(Matrix4x4 &lightProj);
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73 |
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74 | Matrix4x4 CalcLispSMTransform(const Matrix4x4 &lightProjView,
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75 | const AxisAlignedBox3 &bounds,
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76 | const VertexArray &pts);
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77 |
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78 | void IncludeLightVolume(const Polyhedron &polyhedron,
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79 | VertexArray &frustumPoints,
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80 | const Vector3 lightDir,
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81 | const AxisAlignedBox3 &sceneBox);
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82 |
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83 | float ComputeN(const AxisAlignedBox3 &extremalPoints) const;
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84 |
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85 | Vector3 GetNearCameraPointE(const VertexArray &pts) const;
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86 |
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87 | Vector3 GetProjViewDir(const Matrix4x4 &lightSpace, const VertexArray &pts) const;
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88 |
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89 | static void DrawPoly(Polyhedron *poly, const Vector3 &color);
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90 |
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91 |
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92 |
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93 | //////////////
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94 |
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95 | /// the scene bounding box
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96 | AxisAlignedBox3 mSceneBox;
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97 | /// fbo storing the shadow texture
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98 | FrameBufferObject *mFbo;
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99 | /// size of the shadow map
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100 | int mSize;
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101 |
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102 | Camera *mShadowCam;
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103 | /// the texture matrix
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104 | Matrix4x4 mTextureMatrix;
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105 | /// the used light
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106 | Light *mLight;
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107 | /// the scene camera
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108 | Camera *mCamera;
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109 |
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110 | Matrix4x4 mLightProjView;
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111 | };
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112 |
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113 | } // namespace
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114 | #endif // _ShadowMapping_H__ |
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