#include <OgreCompositorShadowNode.h>
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| static void | createShadowNodeWithSettings (CompositorManager2 *compositorManager, const RenderSystemCapabilities *capabilities, const String &shadowNodeName, const ShadowNodeHelper::ShadowParamVec &shadowParams, bool useEsm, uint32 pointLightCubemapResolution=1024u, Real pssmLambda=0.95f, Real splitPadding=1.0f, Real splitBlend=0.125f, Real splitFade=0.313f, uint32 numStableSplits=0, uint32 visibilityMask=VisibilityFlags::RESERVED_VISIBILITY_FLAGS) |
| | Utility to programmatically create a shadow node, since doing it yourself can be confusing. More...
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◆ ShadowParamVec
◆ createShadowNodeWithSettings()
| static void Ogre::ShadowNodeHelper::createShadowNodeWithSettings |
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CompositorManager2 * |
compositorManager, |
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const RenderSystemCapabilities * |
capabilities, |
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const String & |
shadowNodeName, |
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const ShadowNodeHelper::ShadowParamVec & |
shadowParams, |
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bool |
useEsm, |
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uint32 |
pointLightCubemapResolution = 1024u, |
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Real |
pssmLambda = 0.95f, |
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Real |
splitPadding = 1.0f, |
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Real |
splitBlend = 0.125f, |
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Real |
splitFade = 0.313f, |
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uint32 |
numStableSplits = 0, |
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uint32 |
visibilityMask = VisibilityFlags::RESERVED_VISIBILITY_FLAGS |
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) |
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static |
Utility to programmatically create a shadow node, since doing it yourself can be confusing.
- Parameters
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| compositorManager | |
| capabilities | |
| shadowNodeName | Name to give to the shadow node definition. Must be unique and not exist already. |
| shadowParams | Array of params, one per shadow map. PSSM techniques must come first, and there can only be one shadow map using that technique. |
| useEsm | True if the shadow node should be set for ESM (Exponential Shadow Maps) |
| pointLightCubemapResolution | The resolution to use for the temporary cubemap used in case of point lights. If you don't set point lights in any of the ShadowParam::supportedLightTypes in the shadowParams array, this value is ignored. |
| pssmLambda | PSSM lambda. Ignored if not using PSSM. |
| splitPadding | PSSM split padding. Ignored if not using PSSM. |
| splitBlend | PSSM blend. Ignored if not using PSSM. |
| splitFade | PSSM split fade. Ignored if not using PSSM. |
The documentation for this class was generated from the following file: