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