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PhysX4.1/kaplademo/source/demoFramework/ShadowMap.h
2025-11-28 23:13:44 +05:30

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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
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// * 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
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// 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
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// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// 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 <GL/glew.h>
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 &center, 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