source: GTP/trunk/App/Demos/Vis/FriendlyCulling/src/ShadowMapping.h @ 2965

Revision 2965, 3.3 KB checked in by mattausch, 16 years ago (diff)

removed dirttexture stuff. started tonemapping stuff

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