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kaplademo/source/demoFramework/ShadowMap.h
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kaplademo/source/demoFramework/ShadowMap.h
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// * Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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// * Neither the name of NVIDIA CORPORATION nor the names of its
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// contributors may be used to endorse or promote products derived
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// from this software without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
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// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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//
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// Copyright (c) 2007-2018 NVIDIA Corporation. All rights reserved.
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//----------------------------------------------------------------------------------
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// File: ShadowMapping.cpp
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// Original Author: Rouslan Dimitrov
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// Modified by: Nuttapong Chentanez and Matthias Mueller-Fischer
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//----------------------------------------------------------------------------------
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#ifndef SHADOWMAP_H
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#define SHADOWMAP_H
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#include "foundation/PxVec3.h"
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#include <GL/glew.h>
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using namespace physx;
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#define FAR_DIST 200.0
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#define MAX_SPLITS 1
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#define LIGHT_FOV 45.0
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//--------------------------------------------------------------------------
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class ShadowMap
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{
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public:
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ShadowMap( int w, int h, float fovi, int matOffseti, int resolution = 4096);
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void makeShadowMap(const PxVec3 &cameraPos, const PxVec3 &cameraDir, const PxVec3 &lightDir, float znear, float zfar,
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void (*renderShadowCasters)());
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// call before the map is used for rendering
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void prepareForRender(float* cam_modelview, float* cam_proj);
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// call when rendering is done
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void doneRender();
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int getTextureSize() { return depth_size; }
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GLuint getDepthTexArray() { return depth_tex_ar; }
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float getFarBound(int i) { return far_bound[i]; }
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int getNumSplits() { return cur_num_splits; }
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private:
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struct Frustum {
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float neard;
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float fard;
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float fov;
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float ratio;
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PxVec3 point[8];
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};
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struct Vec4;
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struct Matrix44;
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void updateFrustumPoints(Frustum &f, const PxVec3 ¢er, const PxVec3 &view_dir);
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void updateSplitDist(Frustum f[MAX_SPLITS], float nd, float fd);
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float applyCropMatrix(Frustum &f);
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void cameraInverse(float dst[16], float src[16]);
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void init();
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float far_bound[MAX_SPLITS];
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float minZAdd;
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float maxZAdd;
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float shadowOff;
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float shadowOff2;
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float fov;
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int cur_num_splits;
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int width;
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int height;
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int depth_size ;
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GLuint depth_fb;
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GLuint depth_tex_ar;
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Frustum f[MAX_SPLITS];
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float shad_cpm[MAX_SPLITS][16];
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float split_weight;
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int matOffset;
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};
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#endif
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