Retired Document
Important: This document is part of the Legacy section of the ADC Developer Library. This information should not be used for new development.
Current information on this Developer Library topic can be found here:
common/csm.h
// Version: <1.0> |
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//////////////////////////////////////////////////////////////////////////////////////////////////// |
#ifndef __CASCADED_SHADOW_MAP_H__ |
#define __CASCADED_SHADOW_MAP_H__ |
#include "compute_types.h" |
#include "texture.h" |
#include "camera.h" |
#include "aabb.h" |
#include "fbo.h" |
class CascadedShadowMapper |
{ |
public: |
struct FrustumPartition |
{ |
float near; |
float far; |
float fov; |
float aspect; |
float3 corners[8]; |
FrustumPartition( void ): |
near(0), |
far(0), |
fov(0), |
aspect(0) |
{ |
// EMPTY! |
} |
FrustumPartition( const FrustumPartition &rkOther ): |
near( rkOther.near ), |
far( rkOther.far ), |
fov( rkOther.fov ), |
aspect( rkOther.aspect ) |
{ |
for ( int i = 0 ; i < 8; i++ ) |
corners[i] = rkOther.corners[i]; |
} |
FrustumPartition &operator = ( const FrustumPartition &rkOther ) |
{ |
near = rkOther.near; |
far = rkOther.far; |
fov = rkOther.fov; |
aspect = rkOther.aspect; |
for ( int i = 0 ; i < 8; i++ ) |
corners[i] = rkOther.corners[i]; |
return *this; |
} |
aabbf3 getBounds( void ) const |
{ |
aabbf3 kAABB; |
for ( int i = 0; i < 8; i++ ) |
kAABB.extend( corners[i] ); |
return kAABB; |
} |
}; |
public: |
typedef enum PassType |
{ |
PSSM_DEPTH_PASS, |
PSSM_SHADOW_PASS |
}; |
public: |
CascadedShadowMapper(); |
~CascadedShadowMapper(); |
bool setup( |
uint uiWidth, uint uiHeight, |
uint uiSplitCount, |
float fNear, float fFar); |
void update( |
const Camera &rkCamera, |
float fShadowNear = -150.0f, |
float fShadowFar = +150.0f); |
bool enableDepthPass(uint uiSplit = 0, bool bUseActiveFramebuffer = false); |
bool disableDepthPass(uint uiSplit = 0); |
bool enableShadowPass(uint uiSplit = 0); |
bool disableShadowPass(uint uiSplit = 0); |
void setLightDirection(const float3 &rkV); |
void setShadowMapTextureUnit(GLenum eUnit) { m_eShadowMapTextureUnit = eUnit; } |
uint getSplitCount() const { return m_uiSplitCount; } |
GLenum getShadowMapTextureUnit() const { return m_eShadowMapTextureUnit; } |
Texture getDepthMap() { return m_kDepthMap; } |
protected: |
void destroy(); |
float16 computeProjectionMatrix( |
const float16 &rkOrthoCropMatrix, |
float fNear = -1500.0f, |
float fFar = +1500.0f); |
float16 computeOrthoCropMatrix( |
const FrustumPartition &rkPartition, |
const float16 &rkLightModelview, |
float fShadowNear = -150.0f, |
float fShadowFar = +150.0f); |
void computeSplitDistances( |
FrustumPartition *akPartitions, |
unsigned int uiCount, |
float fNear, float fFar); |
void computeFrustumCorners( |
FrustumPartition &rkPartition, |
const float3 &rkCenter, |
const float3 &rkView, |
const float3 &rkUp ); |
void enableShadowMap( |
float16 &rkProjection, |
float16 &rkModelView, |
GLenum eTextureUnit); |
void disableShadowMap(void); |
void enableDepthState(); |
void disableDepthState(); |
void enableDepthCapture( |
float16 &rkProjection, |
float16 &rkModelView, |
bool bUseActiveFramebuffer, |
bool bClear); |
void disableDepthCapture(); |
void fillDepthMap( |
const float16 &rkProjection, |
const float16 &rkModelView); |
void renderSceneWithShadows( |
const float16 &rkProjection, |
const float16 &rkModelView, |
float fNear, float fFar); |
void renderSceneSplit(void); |
protected: |
bool m_bInitialized; |
float* m_afSplitDistances; |
FrustumPartition *m_akSplitPartitions; |
float16 *m_akSplitProjections; |
float16 *m_akSplitBiases; |
uint m_uiSplitCount; |
uint m_uiShadowMapResolution; |
float m_fPolygonOffsetScale; |
float m_fPolygonOffsetBias; |
int m_aiViewport[4]; |
float16 m_kLightModelView; |
float16 m_kCameraInverseModelView; |
Texture m_kDepthMap; |
FrameBufferObject m_kFrameBuffer; |
GLenum m_eShadowMapTextureUnit; |
}; |
#endif |
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