Implements the uniform shadow mapping algorithm in focused mode.
More...
#include <OgreShadowCameraSetupFocused.h>
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| FocusedShadowCameraSetup (bool useAggressiveRegion=true) |
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| ~FocusedShadowCameraSetup () |
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virtual void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const |
| Returns a uniform shadow camera with a focused view. More...
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bool | getUseAggressiveFocusRegion () const |
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void | setUseAggressiveFocusRegion (bool aggressive) |
| Sets whether or not to use the more aggressive approach to deciding on the focus region or not. More...
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Public Member Functions inherited from Ogre::ShadowCameraSetup |
virtual | ~ShadowCameraSetup () |
| Need virtual destructor in case subclasses use it. More...
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virtual void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const =0 |
| Function to implement – must set the shadow camera properties. More...
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Implements the uniform shadow mapping algorithm in focused mode.
- Note
- Original implementation by Matthias Fink matth.nosp@m.ias..nosp@m.fink@.nosp@m.web..nosp@m.de, 2006.
◆ FocusedShadowCameraSetup()
Ogre::FocusedShadowCameraSetup::FocusedShadowCameraSetup |
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bool |
useAggressiveRegion = true | ) |
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◆ ~FocusedShadowCameraSetup()
Ogre::FocusedShadowCameraSetup::~FocusedShadowCameraSetup |
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◆ create()
static ShadowCameraSetupPtr Ogre::FocusedShadowCameraSetup::create |
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bool |
useAggressiveRegion = true | ) |
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inlinestatic |
Create an instance.
There are 2 approaches that can be used to define the focus region, the more aggressive way introduced by Wimmer et al, or the original way as described in Stamminger et al. Wimmer et al's way tends to come up with a tighter focus region but in rare cases (mostly highly glancing angles) can cause some shadow casters to be clipped incorrectly. By default the more aggressive approach is used since it leads to significantly better results in most cases, but if you experience clipping issues, you can use the less aggressive version.
- Parameters
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useAggressiveRegion | True to use the more aggressive approach, false otherwise. |
◆ getShadowCamera()
virtual void Ogre::FocusedShadowCameraSetup::getShadowCamera |
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const SceneManager * |
sm, |
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const Camera * |
cam, |
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const Viewport * |
vp, |
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const Light * |
light, |
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Camera * |
texCam, |
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size_t |
iteration |
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◆ setUseAggressiveFocusRegion()
void Ogre::FocusedShadowCameraSetup::setUseAggressiveFocusRegion |
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bool |
aggressive | ) |
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inline |
Sets whether or not to use the more aggressive approach to deciding on the focus region or not.
◆ getUseAggressiveFocusRegion()
bool Ogre::FocusedShadowCameraSetup::getUseAggressiveFocusRegion |
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const |
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inline |
The documentation for this class was generated from the following file: