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