|
| FocusedShadowCameraSetup (bool useAggressiveRegion=true) |
|
| ~FocusedShadowCameraSetup () |
|
void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const override |
| Returns a uniform shadow camera with a focused view. More...
|
|
bool | getUseAggressiveFocusRegion () const |
|
void | setUseAggressiveFocusRegion (bool aggressive) |
| Sets whether or not to use the more aggressive approach to deciding on the focus region or not. More...
|
|
Public Member Functions inherited from Ogre::DefaultShadowCameraSetup |
| DefaultShadowCameraSetup () |
|
virtual | ~DefaultShadowCameraSetup () |
|
void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const override |
| Default shadow camera setup. More...
|
|
Public Member Functions inherited from Ogre::ShadowCameraSetup |
virtual | ~ShadowCameraSetup () |
| Need virtual destructor in case subclasses use it. More...
|
|
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...
|
|
Implements the uniform shadow mapping algorithm in focused mode.
Differs from the default shadow mapping projection in that it focuses the shadow map on the visible areas of the scene. This results in better shadow map texel usage, at the expense of some 'swimming' of the shadow texture on receivers as the basis is constantly being reevaluated.
Original implementation by Matthias Fink matth.nosp@m.ias..nosp@m.fink@.nosp@m.web..nosp@m.de, 2006.