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176 lines
6.3 KiB
C++
176 lines
6.3 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef NL_SHADOW_MAP_H
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#define NL_SHADOW_MAP_H
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#include "nel/misc/types_nl.h"
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#include "nel/3d/texture.h"
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#include "nel/3d/vertex_buffer.h"
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#include "nel/misc/aabbox.h"
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namespace NL3D
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{
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using NLMISC::CPlane;
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using NLMISC::CRefPtr;
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using NLMISC::CAABBox;
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class CShadowMapManager;
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class CMaterial;
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// ***************************************************************************
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/**
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* This class encapsulate all Data generated by a Shadow Caster, and read for a Shadow Receiver.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2003
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*/
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class CShadowMap
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{
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public:
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/** Computed at shadow casting time. The matrix used to cast the Shadow.
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* It is actualy a World ProjectionMatrix, but is only local to the Position of the Model (not rotation/scale).
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* Hence receiver have to add the position of the caster model to this matrix to get true World.
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* The usage of this matrix is for UV projection: XYZ= WorldProjectionMatrix * UVW.
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* NB: Vj (ie for W) is mapped such that Vp means NearClip of the shadow and Vp+Vj means FarClip of the shadow
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*/
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CMatrix LocalProjectionMatrix;
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/** Computed at shadow casting time. They are clipping planes used to clip receivers (mirror of the OBB).
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* Receivers may use them to clip sub received parts (as they which)
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* Like the ProjectionLocalMatrix, this plane are in World, but the position of the Caster model.
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* \see generateClipInfoFromMatrix()
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*/
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std::vector<CPlane> LocalClipPlanes;
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/** Computed at shadow casting time. This is the LocalPos Bouding Box containing the shadow (AxisAligned).
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* \see generateClipInfoFromMatrix()
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*/
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CAABBox LocalBoundingBox;
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// Filled by ShadowMapManager. This is the Last Frame Id we had update the texture.
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uint64 LastGenerationFrame;
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/** They are the fade of the shadowMap, for Lod Shadow display. 0-1 values.
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* NB: if DistanceFade==1 or TemporalOutScreenFade==1, then the ShadowMap Texture is released.
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* Final Fade is the max of the 3.
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*/
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// Value computed according to pos of skeleton and Max Shadow Display value.
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float DistanceFade;
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// Value computed according to pos of skeleton and other skeletons in the area (whatever the visible state)
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float TemporalOutScreenFade;
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// Value computed according to pos of skeleton and other skeletons in the frustum
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float TemporalInScreenFade;
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/** This value represent the fade time we don't know what to do with TemporalInScreenFade because the
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* shadowMap is not visible or frustum-clipped.
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* Once the shadowMap will be visible again, This will be add/removed (according to TemporalInScreenFade
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* rules) to the TemporalInScreenFade.
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* NB: by default the value is 1 so the initial state is correct when you enable cast shadowMap!
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*/
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float InScreenFadeAccum;
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public:
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/// Constructor. NB: ptr is owned => shadowMap should no still live while smm dead.
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CShadowMap(CShadowMapManager *smm);
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~CShadowMap();
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/// create the Texture. It reset the texture if not of same size.
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void initTexture(uint textSize);
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/// reset the Texture
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void resetTexture();
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/// get the TextureSize
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uint32 getTextureSize() const {return _TextSize;}
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/// You can only get the texture for filling / use in a material.
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ITexture *getTexture() const {return _Texture;}
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/// /name Tools
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// @{
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/** From A BBox in Object Space, the lightDir, and the (nearly) worldMatrix, build the Camera for common Render Projection
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* The caller has then just to do
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* driver->setFrustum(0,1,0,1,0,1,false);
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* driver->setupViewMatrix(cameraMatrix.inverted());
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* driver->setupModelMatrix(localPosMatrix);
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* Then render his mesh.
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*/
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void buildCasterCameraMatrix(const CVector &lightDir, const CMatrix &localPosMatrix, const CAABBox &bbShape, CMatrix &cameraMatrix);
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/** From the Camera matrix computed with buildCasterCameraMatrix, compute the LocalProjectionMatrix, which modify the
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* J axis according to backPoint and Shadow Depth.
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* NB: automatically calls the buildClipInfoFromMatrix() method
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*/
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void buildProjectionInfos(const CMatrix &cameraMatrix, const CVector &backPoint, float shadowMaxDepth);
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/** The ShadowMap Caster can call this method after setting LocalProjectionMatrix. It computes auto the
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* LocalClipPlanes and LocalBoundingBox from it. NB: don't use it if you use buildProjectionInfos().
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*/
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void buildClipInfoFromMatrix();
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// @}
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/** Clamp Fades to 0-1. Additionaly reset the texture if DistanceFade>=1 or TemporalOutScreenFade>=1
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* See Implementation for Why. Additionally compile getFadeAround() and getFadeInScreen()
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*/
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void processFades();
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/// return compiled max of DistanceFade and TemporalOutScreenFade.
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float getFadeAround() const {return _FadeAround;}
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/// same but maximize with the TemporalInScreenFade;
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float getFinalFade() const {return _FinalFade;}
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// *************
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private:
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NLMISC::CSmartPtr<ITexture> _Texture;
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uint32 _TextSize;
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CShadowMapManager *_ShadowMapManager;
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float _FadeAround;
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float _FinalFade;
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};
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// ***************************************************************************
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/** Used to recompute the projection matrix, according to the receiver worldMatrix
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* The problem is material don't support WorldSpace Coordinate Generation, but ObjectSpace ones.
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* Hence must take back the coordinate in ObjectSpace before set textMat.
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*/
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class CShadowMapProjector
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{
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public:
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CShadowMapProjector();
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void setWorldSpaceTextMat(const CMatrix &ws);
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void applyToMaterial(const CMatrix &receiverWorldMatrix, CMaterial &material);
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private:
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CMatrix _WsTextMat;
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CMatrix _XYZToUWVMatrix;
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CMatrix _XYZToWUVMatrix;
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};
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} // NL3D
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#endif // NL_SHADOW_MAP_H
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/* End of shadow_map.h */
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