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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) 2000-2011 Torus Knot Software Ltd
Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
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
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
-----------------------------------------------------------------------------
*/
#ifndef __ShadowCameraSetupLiSPSM_H__
#define __ShadowCameraSetupLiSPSM_H__
#include "OgrePrerequisites.h"
#include "OgreShadowCameraSetupFocused.h"
namespace Ogre
{
/** \addtogroup Core
* @{
*/
/** \addtogroup Scene
* @{
*/
/** Implements the Light Space Perspective Shadow Mapping Algorithm.
@remarks
Implements the LiSPSM algorithm for an advanced shadow map generation. LiSPSM was
developed by Michael Wimmer, Daniel Scherzer and Werner Purgathofer of the TU Wien.
The algorithm was presented on the Eurographics Symposium on Rendering 2004.
@note
Shadow mapping was introduced by Williams in 1978. First a depth image is rendered
from the light's view and compared in a second pass with depth values of the normal
camera view. In case the depth camera's depth value is greater than the depth seen
by the light the fragment lies in the shadow.
The concept has a major draw back named perspective aliasing. The shadow map distri-
butes the samples uniformly meaning the position of the viewer is ignored. For the
viewer however the perspective projection affects near objects to be displayed
bigger than further away objects. The same thing happens with the shadow map texels:
Near shadows appear very coarse and far away shadows are perfectly sampled.
In 2002 Stamminger et al. presented an algorithm called Perspective Shadow Maps
(PSM). PSM battles the perspective aliasing by distributing 50% of the shadow map
texels for objects in the range of <near clipping plane> to <near clipping plane * 2>
which inverts the problem: The shadows near the viewer are perfectly sampled,
however far away shadow may contain aliasing artefacts. A near clipping plane may be
a problem. But this is not the only one. In the post-perspective space the light
sources are non-intuitively mapped: Directional lights may become point light and
point lights may become directional lights. Also light sinks (opposite of a light
source) may appear. Another problem are shadow casters located behind the viewer.
In post-projective space objects behind the viewer are mapped in front of him with
a flipped up-vector.
LiSPSM battles the light source problem of the post-projective space by rearranging
the light space before transformation in such a way that no special cases appear.
This is done by converting point/spot lights into directional lights. The light
space is arranged in such a way that the light direction equals the inverse UNIT_Y.
In this combination the directional light will neither change its type nor its
direction. Furthermore all visible objects and shadow casters affecting the user's
visible area lie in front of the shadow camera: After building the intersection body
that contains all these objects (body intersection building was introduced with PSM;
have a look at the description for the method "calculateB" for further info) a
frustum around the body's light space bounding box is created. A parameter (called
'n') automatically adjusts the shadow map sample distribution by specifying the
frustum's view point - near plane which affects the perspective warp. In case the
distance is small the perspecive warp will be strong. As a consequence near objects
will gain quality.
However there are still problems. PSM as well as LiSPSM only devote to minimize
perspective aliasing. Projection aliasing is still a problem, also 'swimming
artefacts' still occur. The LiSPSM quality distribution is very good but not the
best available: Some sources say logarithmic shadow mapping is the non plus ultra,
however others reject this thought. There is a research project on logarithmic shadow
maps. The web page url is http://gamma.cs.unc.edu/logsm/. However there is no techical
report available yet (Oct 23rd, 2006).
@note
More information can be found on the webpage of the TU Wien:
http://www.cg.tuwien.ac.at/research/vr/lispsm/
@note
Original implementation by Matthias Fink <matthias.fink@web.de>, 2006.
*/
class _OgreExport LiSPSMShadowCameraSetup : public FocusedShadowCameraSetup
{
protected:
/// Warp factor adjustment
Real mOptAdjustFactor;
/// Use simple nopt derivation?
bool mUseSimpleNOpt;
/// Extra calculated warp factor
mutable Real mOptAdjustFactorTweak;
/// Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction
Real mCosCamLightDirThreshold;
/** Calculates the LiSPSM projection matrix P.
@remarks
The LiSPSM projection matrix will be built around the axis aligned bounding box
of the intersection body B in light space. The distance between the near plane
and the projection center is chosen in such a way (distance is set by the para-
meter n) that the perspective error is the same on the near and far plane. In
case P equals the identity matrix the algorithm falls back to a uniform shadow
mapping matrix.
@param lightSpace: matrix of the light space transformation
@param bodyB: intersection body B
@param bodyLVS: intersection body LVS (relevant space in front of the camera)
@param sm: scene manager
@param cam: currently active camera
@param light: currently active light
*/
Matrix4 calculateLiSPSM(const Matrix4& lightSpace, const PointListBody& bodyB,
const PointListBody& bodyLVS, const SceneManager& sm,
const Camera& cam, const Light& light) const;
/** Calculates the distance between camera position and near clipping plane.
@remarks
n_opt determines the distance between light space origin (shadow camera position)
and the near clipping plane to achieve an optimal perspective foreshortening effect.
In this way the texel distribution over the shadow map is controlled.
Formula:
d
n_opt = ---------------
sqrt(z1/z0) - 1
Parameters:
d: distance between the near and the far clipping plane
z0: located on the near clipping plane of the intersection body b
z1: located on the far clipping plane with the same x/y values as z0
@note
A positive value is applied as the distance between viewer and near clipping plane.
In case null is returned uniform shadow mapping will be applied.
@param lightSpace: matrix of the light space transformation
@param bodyBABB_ls: bounding box of the tranformed (light space) bodyB
@param bodyLVS: point list of the bodyLVS which describes the scene space which is in
front of the light and the camera
@param cam: currently active camera
*/
Real calculateNOpt(const Matrix4& lightSpace, const AxisAlignedBox& bodyBABB_ls,
const PointListBody& bodyLVS, const Camera& cam) const;
/** Calculates a simpler version than the one above.
*/
Real calculateNOptSimple(const PointListBody& bodyLVS,
const Camera& cam) const;
/** Calculates the visible point on the near plane for the n_opt calculation
@remarks
z0 lies on the parallel plane to the near plane through e and on the near plane of
the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x.
@param lightSpace: matrix of the light space transformation
@param e: the LiSPSM parameter e is located near or on the near clipping plane of the
LiSPSM frustum C
@param bodyB_zMax_ls: maximum z-value of the light space bodyB bounding box
@param cam: currently active camera
*/
Vector3 calculateZ0_ls(const Matrix4& lightSpace, const Vector3& e, Real bodyB_zMax_ls,
const Camera& cam) const;
/** Builds a frustum matrix.
@remarks
Builds a standard frustum matrix out of the distance infos of the six frustum
clipping planes.
*/
Matrix4 buildFrustumProjection(Real left, Real right, Real bottom,
Real top, Real near, Real far) const;
public:
/** Default constructor.
@remarks
Nothing done here.
*/
LiSPSMShadowCameraSetup(void);
/** Default destructor.
@remarks
Nothing done here.
*/
virtual ~LiSPSMShadowCameraSetup(void);
/** Returns a LiSPSM shadow camera.
@remarks
Builds and returns a LiSPSM shadow camera.
More information can be found on the webpage of the TU Wien:
http://www.cg.tuwien.ac.at/research/vr/lispsm/
*/
virtual void getShadowCamera(const SceneManager *sm, const Camera *cam,
const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const;
/** Adjusts the parameter n to produce optimal shadows.
@remarks
The smaller the parameter n, the stronger the perspective warping effect.
The consequence of a stronger warping is that the near shadows will gain
quality while the far ones will lose it. Depending on your scene and light
types you may want to tweak this value - for example directional lights
tend to benefit from higher values of n than other types of light,
especially if you expect to see more distant shadows (say if the viewpoint is
higher above the ground plane). Remember that you can supply separate
ShadowCameraSetup instances configured differently per light if you wish.
@param n The adjustment factor - default is 0.1f.
*/
virtual void setOptimalAdjustFactor(Real n) { mOptAdjustFactor = n; }
/** Get the parameter n used to produce optimal shadows.
@see setOptimalAdjustFactor
*/
virtual Real getOptimalAdjustFactor() const { return mOptAdjustFactor; }
/** Sets whether or not to use a slightly simpler version of the
camera near point derivation (default is true)
*/
virtual void setUseSimpleOptimalAdjust(bool s) { mUseSimpleNOpt = s; }
/** Gets whether or not to use a slightly simpler version of the
camera near point derivation (default is true)
*/
virtual bool getUseSimpleOptimalAdjust() const { return mUseSimpleNOpt; }
/** Sets the threshold between the camera and the light direction below
which the LiSPSM projection is 'flattened', since coincident light
and camera projections cause problems with the perspective skew.
@remarks
For example, setting this to 20 degrees will mean that as the difference
between the light and camera direction reduces from 20 degrees to 0
degrees, the perspective skew will be proportionately removed.
*/
virtual void setCameraLightDirectionThreshold(Degree angle);
/** Sets the threshold between the camera and the light direction below
which the LiSPSM projection is 'flattened', since coincident light
and camera projections cause problems with the perspective skew.
*/
virtual Degree getCameraLightDirectionThreshold() const;
};
/** @} */
/** @} */
}
#endif
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