Coverage Report

Created: 2025-08-28 06:22

/src/ogre/OgreMain/include/OgreShadowCameraSetup.h
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/*
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-----------------------------------------------------------------------------
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This source file is part of OGRE
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(Object-oriented Graphics Rendering Engine)
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For the latest info, see http://www.ogre3d.org/
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Copyright (c) 2000-2014 Torus Knot Software Ltd
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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-----------------------------------------------------------------------------
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*/
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#ifndef __ShadowCameraSetup_H__
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#define __ShadowCameraSetup_H__
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#include "OgrePrerequisites.h"
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#include "OgreHeaderPrefix.h"
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namespace Ogre {
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    /** \addtogroup Core
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    *  @{
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    */
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    /** \addtogroup Scene
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    *  @{
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    */
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    /** This class allows you to plug in new ways to define the camera setup when
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        rendering and projecting shadow textures.
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        The default projection used when rendering shadow textures is a uniform
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        frustum. This is pretty straight forward but doesn't make the best use of 
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        the space in the shadow map since texels closer to the camera will be larger, 
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        resulting in 'jaggies'. There are several ways to distribute the texels
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        in the shadow texture differently, and this class allows you to override
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        that. 
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    @par
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        Ogre is provided with several alternative shadow camera setups, including
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        LiSPSM (LiSPSMShadowCameraSetup) and Plane Optimal (PlaneOptimalShadowCameraSetup).
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        Others can of course be written to incorporate other algorithms. All you 
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        have to do is instantiate one of these classes and enable it using 
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        SceneManager::setShadowCameraSetup (global) or Light::setCustomShadowCameraSetup
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        (per light). In both cases the instance is wrapped in a SharedPtr which means
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        it will  be deleted automatically when no more references to it exist.
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    @note
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        Shadow map matrices, being projective matrices, have 15 degrees of freedom.
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        3 of these degrees of freedom are fixed by the light's position.  4 are used to
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        affinely affect z values.  6 affinely affect u,v sampling.  2 are projective
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        degrees of freedom.  This class is meant to allow custom methods for 
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        handling optimization.
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    */
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    class _OgreExport ShadowCameraSetup : public ShadowDataAlloc
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    {
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    public:
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        /// Function to implement -- must set the shadow camera properties
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        virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, 
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                                      const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const = 0;
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        /// Need virtual destructor in case subclasses use it
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        virtual ~ShadowCameraSetup() {}
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    };
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    /** Implements default shadow camera setup
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        This implements the default shadow camera setup algorithm.  This is what might
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        be referred to as "normal" shadow mapping.
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    */
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    class _OgreExport DefaultShadowCameraSetup : public ShadowCameraSetup
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    {
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    public:
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        DefaultShadowCameraSetup();
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        virtual ~DefaultShadowCameraSetup();
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        static ShadowCameraSetupPtr create()
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        {
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            return std::make_shared<DefaultShadowCameraSetup>();
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        }
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        /// Default shadow camera setup
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        void getShadowCamera (const SceneManager *sm, const Camera *cam,
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                                      const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const override;
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    };
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    /** @} */
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    /** @} */
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}
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#include "OgreHeaderSuffix.h"
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#endif