/src/ogre/OgreMain/include/OgreShadowCameraSetupLiSPSM.h
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1 | | /* |
2 | | ----------------------------------------------------------------------------- |
3 | | This source file is part of OGRE |
4 | | (Object-oriented Graphics Rendering Engine) |
5 | | For the latest info, see http://www.ogre3d.org/ |
6 | | |
7 | | Copyright (c) 2000-2014 Torus Knot Software Ltd |
8 | | Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de> |
9 | | |
10 | | Permission is hereby granted, free of charge, to any person obtaining a copy |
11 | | of this software and associated documentation files (the "Software"), to deal |
12 | | in the Software without restriction, including without limitation the rights |
13 | | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell |
14 | | copies of the Software, and to permit persons to whom the Software is |
15 | | furnished to do so, subject to the following conditions: |
16 | | |
17 | | The above copyright notice and this permission notice shall be included in |
18 | | all copies or substantial portions of the Software. |
19 | | |
20 | | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
21 | | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
22 | | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE |
23 | | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
24 | | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, |
25 | | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN |
26 | | THE SOFTWARE. |
27 | | ----------------------------------------------------------------------------- |
28 | | */ |
29 | | #ifndef __ShadowCameraSetupLiSPSM_H__ |
30 | | #define __ShadowCameraSetupLiSPSM_H__ |
31 | | |
32 | | #include "OgrePrerequisites.h" |
33 | | #include "OgreShadowCameraSetupFocused.h" |
34 | | #include "OgreHeaderPrefix.h" |
35 | | |
36 | | namespace Ogre |
37 | | { |
38 | | |
39 | | /** \addtogroup Core |
40 | | * @{ |
41 | | */ |
42 | | /** \addtogroup Scene |
43 | | * @{ |
44 | | */ |
45 | | /** Implements the %Light Space Perspective Shadow Mapping Algorithm @cite WSP04 |
46 | | |
47 | | Shadow mapping was introduced by Williams in 1978. First a depth image is rendered |
48 | | from the light's view and compared in a second pass with depth values of the normal |
49 | | camera view. In case the depth camera's depth value is greater than the depth seen |
50 | | by the light the fragment lies in the shadow. |
51 | | The concept has a major draw back named perspective aliasing. The shadow map distri- |
52 | | butes the samples uniformly meaning the position of the viewer is ignored. For the |
53 | | viewer however the perspective projection affects near objects to be displayed |
54 | | bigger than further away objects. The same thing happens with the shadow map texels: |
55 | | Near shadows appear very coarse and far away shadows are perfectly sampled. |
56 | | PSM @cite stamminger2002perspective battles the perspective aliasing by distributing 50% of the shadow map |
57 | | texels for objects in the range of < near clipping plane > to < near clipping plane * 2 > |
58 | | which inverts the problem: The shadows near the viewer are perfectly sampled, |
59 | | however far away shadow may contain aliasing artefacts. A near clipping plane may be |
60 | | a problem. But this is not the only one. In the post-perspective space the light |
61 | | sources are non-intuitively mapped: Directional lights may become point light and |
62 | | point lights may become directional lights. Also light sinks (opposite of a light |
63 | | source) may appear. Another problem are shadow casters located behind the viewer. |
64 | | In post-projective space objects behind the viewer are mapped in front of him with |
65 | | a flipped up-vector. |
66 | | LiSPSM battles the light source problem of the post-projective space by rearranging |
67 | | the light space before transformation in such a way that no special cases appear. |
68 | | This is done by converting point/spot lights into directional lights. The light |
69 | | space is arranged in such a way that the light direction equals the inverse UNIT_Y. |
70 | | In this combination the directional light will neither change its type nor its |
71 | | direction. Furthermore all visible objects and shadow casters affecting the user's |
72 | | visible area lie in front of the shadow camera: After building the intersection body |
73 | | that contains all these objects (body intersection building was introduced with PSM; |
74 | | have a look at the description for the method "calculateB" for further info) a |
75 | | frustum around the body's light space bounding box is created. A parameter (called |
76 | | 'n') automatically adjusts the shadow map sample distribution by specifying the |
77 | | frustum's view point - near plane which affects the perspective warp. In case the |
78 | | distance is small the perspecive warp will be strong. As a consequence near objects |
79 | | will gain quality. |
80 | | However there are still problems. PSM as well as LiSPSM only devote to minimize |
81 | | perspective aliasing. Projection aliasing is still a problem, also 'swimming |
82 | | artefacts' still occur. The LiSPSM quality distribution is very good but not the |
83 | | best available: Some sources say logarithmic shadow mapping @cite lloyd2007practical |
84 | | is the non plus ultra, however others reject this thought. |
85 | | |
86 | | More information can be found on the webpage of the TU Wien: |
87 | | http://www.cg.tuwien.ac.at/research/vr/lispsm/ |
88 | | |
89 | | Original implementation by Matthias Fink <matthias.fink@web.de>, 2006. |
90 | | */ |
91 | | class _OgreExport LiSPSMShadowCameraSetup : public FocusedShadowCameraSetup |
92 | | { |
93 | | /// Warp factor adjustment |
94 | | Real mOptAdjustFactor; |
95 | | /// Use simple nopt derivation? |
96 | | bool mUseSimpleNOpt; |
97 | | /// Extra calculated warp factor |
98 | | mutable Real mOptAdjustFactorTweak; |
99 | | /// Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction |
100 | | Real mCosCamLightDirThreshold; |
101 | | |
102 | | /** Calculates the LiSPSM projection matrix P. |
103 | | |
104 | | The LiSPSM projection matrix will be built around the axis aligned bounding box |
105 | | of the intersection body B in light space. The distance between the near plane |
106 | | and the projection center is chosen in such a way (distance is set by the para- |
107 | | meter n) that the perspective error is the same on the near and far plane. In |
108 | | case P equals the identity matrix the algorithm falls back to a uniform shadow |
109 | | mapping matrix. |
110 | | @param lightSpace Matrix of the light space transformation |
111 | | @param bodyB Intersection body B |
112 | | @param bodyLVS Intersection body LVS (relevant space in front of the camera) |
113 | | @param sm Scene manager |
114 | | @param cam Currently active camera |
115 | | @param light Currently active light |
116 | | */ |
117 | | Matrix4 calculateLiSPSM(const Matrix4& lightSpace, const PointListBody& bodyB, |
118 | | const PointListBody& bodyLVS, const SceneManager& sm, |
119 | | const Camera& cam, const Light& light) const; |
120 | | |
121 | | /** Calculates the distance between camera position and near clipping plane. |
122 | | |
123 | | n_opt determines the distance between light space origin (shadow camera position) |
124 | | and the near clipping plane to achieve an optimal perspective foreshortening effect. |
125 | | In this way the texel distribution over the shadow map is controlled. |
126 | | |
127 | | Formula: |
128 | | d |
129 | | n_opt = --------------- |
130 | | sqrt(z1/z0) - 1 |
131 | | |
132 | | Parameters: |
133 | | d: distance between the near and the far clipping plane |
134 | | z0: located on the near clipping plane of the intersection body b |
135 | | z1: located on the far clipping plane with the same x/y values as z0 |
136 | | @note |
137 | | A positive value is applied as the distance between viewer and near clipping plane. |
138 | | In case null is returned uniform shadow mapping will be applied. |
139 | | @param lightSpace Matrix of the light space transformation |
140 | | @param bodyBABB_ls Bounding box of the transformed (light space) bodyB |
141 | | @param bodyLVS Point list of the bodyLVS which describes the scene space which is in |
142 | | front of the light and the camera |
143 | | @param cam Currently active camera |
144 | | */ |
145 | | Real calculateNOpt(const Matrix4& lightSpace, const AxisAlignedBox& bodyBABB_ls, |
146 | | const PointListBody& bodyLVS, const Camera& cam) const; |
147 | | |
148 | | /** Calculates a simpler version than the one above. |
149 | | */ |
150 | | Real calculateNOptSimple(const PointListBody& bodyLVS, |
151 | | const Camera& cam) const; |
152 | | |
153 | | /** Calculates the visible point on the near plane for the n_opt calculation |
154 | | |
155 | | z0 lies on the parallel plane to the near plane through e and on the near plane of |
156 | | the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x. |
157 | | @param lightSpace Matrix of the light space transformation |
158 | | @param e The LiSPSM parameter e is located near or on the near clipping plane of the |
159 | | LiSPSM frustum C |
160 | | @param bodyB_zMax_ls Maximum z-value of the light space bodyB bounding box |
161 | | @param cam Currently active camera |
162 | | */ |
163 | | Vector3 calculateZ0_ls(const Matrix4& lightSpace, const Vector3& e, Real bodyB_zMax_ls, |
164 | | const Camera& cam) const; |
165 | | public: |
166 | | /// @deprecated use create() |
167 | | LiSPSMShadowCameraSetup(Real n = 0.1f, bool useSimpleNOpt = true, Degree angle = Radian(0.451f)); |
168 | | |
169 | | virtual ~LiSPSMShadowCameraSetup(); |
170 | | |
171 | | /** |
172 | | * @param n The adjustment factor |
173 | | * @param useSimpleNOpt |
174 | | * @param angle camera Light Direction Threshold |
175 | | */ |
176 | | static ShadowCameraSetupPtr create(Real n = 0.1f, bool useSimpleNOpt = true, Degree angle = Radian(0.451f)) |
177 | 0 | { |
178 | 0 | return std::make_shared<LiSPSMShadowCameraSetup>(n, useSimpleNOpt, angle); |
179 | 0 | } |
180 | | |
181 | | /** Returns a LiSPSM shadow camera. |
182 | | |
183 | | Builds and returns a LiSPSM shadow camera. |
184 | | More information can be found on the webpage of the TU Wien: |
185 | | http://www.cg.tuwien.ac.at/research/vr/lispsm/ |
186 | | */ |
187 | | void getShadowCamera(const SceneManager *sm, const Camera *cam, |
188 | | const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const override; |
189 | | |
190 | | /** Adjusts the parameter n to produce optimal shadows. |
191 | | |
192 | | The smaller the parameter n, the stronger the perspective warping effect. |
193 | | The consequence of a stronger warping is that the near shadows will gain |
194 | | quality while the far ones will lose it. Depending on your scene and light |
195 | | types you may want to tweak this value - for example directional lights |
196 | | tend to benefit from higher values of n than other types of light, |
197 | | especially if you expect to see more distant shadows (say if the viewpoint is |
198 | | higher above the ground plane). Remember that you can supply separate |
199 | | ShadowCameraSetup instances configured differently per light if you wish. |
200 | | @param n The adjustment factor - default is 0.1f. |
201 | | */ |
202 | 0 | virtual void setOptimalAdjustFactor(Real n) { mOptAdjustFactor = n; } |
203 | | /** Get the parameter n used to produce optimal shadows. |
204 | | @see setOptimalAdjustFactor |
205 | | */ |
206 | 0 | virtual Real getOptimalAdjustFactor() const { return mOptAdjustFactor; } |
207 | | /** Sets whether or not to use a slightly simpler version of the |
208 | | camera near point derivation (default is true) |
209 | | */ |
210 | 0 | virtual void setUseSimpleOptimalAdjust(bool s) { mUseSimpleNOpt = s; } |
211 | | /** Gets whether or not to use a slightly simpler version of the |
212 | | camera near point derivation (default is true) |
213 | | */ |
214 | 0 | virtual bool getUseSimpleOptimalAdjust() const { return mUseSimpleNOpt; } |
215 | | |
216 | | /** Sets the threshold between the camera and the light direction below |
217 | | which the LiSPSM projection is 'flattened', since coincident light |
218 | | and camera projections cause problems with the perspective skew. |
219 | | |
220 | | For example, setting this to 20 degrees will mean that as the difference |
221 | | between the light and camera direction reduces from 20 degrees to 0 |
222 | | degrees, the perspective skew will be proportionately removed. |
223 | | */ |
224 | | void setCameraLightDirectionThreshold(Degree angle); |
225 | | |
226 | | /** Sets the threshold between the camera and the light direction below |
227 | | which the LiSPSM projection is 'flattened', since coincident light |
228 | | and camera projections cause problems with the perspective skew. |
229 | | */ |
230 | | virtual Degree getCameraLightDirectionThreshold() const; |
231 | | |
232 | | |
233 | | }; |
234 | | /** @} */ |
235 | | /** @} */ |
236 | | |
237 | | } |
238 | | |
239 | | #include "OgreHeaderSuffix.h" |
240 | | |
241 | | #endif |
242 | | |