common/csm.h

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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