/usr/include/OGRE/OgreShadowCameraSetupPlaneOptimal.h is in libogre-1.8-dev 1.8.0+dfsg1-7+b1.
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-----------------------------------------------------------------------------
This source file is part of OGRE
(Object-oriented Graphics Rendering Engine)
For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2012 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __ShadowCameraSetupPlaneOptimal_H__
#define __ShadowCameraSetupPlaneOptimal_H__
#include "OgrePrerequisites.h"
#include "OgreShadowCameraSetup.h"
namespace Ogre {
/** \addtogroup Core
* @{
*/
/** \addtogroup Scene
* @{
*/
/** Implements the plane optimal shadow camera algorithm.
@remarks
Given a plane of interest, it is possible to set up the shadow camera
matrix such that the mapping between screen and shadow map is the identity
(when restricted to pixels that view the plane of interest). Therefore,
if the shadow map resolution matches the screen space resolution (of the
seen planar receiver), we can get pixel perfect shadowing on the plane.
Off the plane, the shadowing is not guaranteed to be perfect and will
likely exhibit the usual sampling artifacts associated with shadow mapping.
@note Important: this routine requires double-precision calculations. When you
are running under Direct3D, you must ensure that you set the floating
point mode to 'Consistent' rather than 'Fastest' to ensure this precision.
This does allegedly come with some performance cost but when measuring
it appears to be negligible in modern systems for normal usage.
@note Second important note: this projection also only works for lights with
a finite position. Therefore you cannot use it for directional lights
at this time.
*/
class _OgreExport PlaneOptimalShadowCameraSetup : public ShadowCameraSetup
{
private:
MovablePlane* mPlane; ///< pointer to plane of interest
private:
PlaneOptimalShadowCameraSetup() {} ///< Default constructor is private
/// helper function computing projection matrix given constraints
Matrix4 computeConstrainedProjection( const Vector4& pinhole,
const vector<Vector4>::type& fpoint,
const vector<Vector2>::type& constraint) const;
public:
/// Constructor -- requires a plane of interest
PlaneOptimalShadowCameraSetup(MovablePlane *plane);
/// Destructor
virtual ~PlaneOptimalShadowCameraSetup();
/// Returns shadow camera configured to get 1-1 homography between screen and shadow map when restricted to plane
virtual void getShadowCamera (const SceneManager *sm, const Camera *cam,
const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const;
};
/** @} */
/** @} */
}
#endif
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