Implements the uniform shadow mapping algorithm in focused mode.
More...
#include <OgreShadowCameraSetupFocused.h>
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| FocusedShadowCameraSetup () |
| Default constructor. More...
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virtual | ~FocusedShadowCameraSetup () |
| Default destructor. More...
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Real | getMaxDistance () const |
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Real | getMinDistance () const |
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void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Light *light, Camera *texCam, size_t iteration, const Vector2 &viewportRealSize) const override |
| Returns a uniform shadow camera with a focused view. More...
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Real | getXYPadding () const |
| See FocusedShadowCameraSetup::setXYPadding. More...
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, const char *, int, const char *) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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void | operator delete[] (void *ptr, const char *, int, const char *) |
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void * | operator new (size_t sz) |
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void * | operator new (size_t sz, const char *file, int line, const char *func) |
| operator new, with debug line info More...
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void * | operator new (size_t sz, void *ptr) |
| placement operator new More...
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void * | operator new[] (size_t sz) |
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void * | operator new[] (size_t sz, const char *file, int line, const char *func) |
| array operator new, with debug line info More...
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void | setXYPadding (Real pad) |
| setXYPadding FocusedShadowCameraSetup tries to make the shadow mapping camera fit the casters as tight as possible to minimize aliasing. 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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◆ ~FocusedShadowCameraSetup()
virtual Ogre::FocusedShadowCameraSetup::~FocusedShadowCameraSetup |
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◆ getMaxDistance()
Real Ogre::ShadowCameraSetup::getMaxDistance |
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const |
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inlineinherited |
◆ getMinDistance()
Real Ogre::ShadowCameraSetup::getMinDistance |
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const |
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inlineinherited |
◆ getShadowCamera()
void Ogre::FocusedShadowCameraSetup::getShadowCamera |
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const SceneManager * |
sm, |
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const Camera * |
cam, |
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const Light * |
light, |
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Camera * |
texCam, |
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size_t |
iteration, |
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const Vector2 & |
viewportRealSize |
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overridevirtual |
◆ getXYPadding()
Real Ogre::FocusedShadowCameraSetup::getXYPadding |
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const |
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inline |
◆ operator delete() [1/3]
◆ operator delete() [2/3]
◆ operator delete() [3/3]
◆ operator delete[]() [1/2]
◆ operator delete[]() [2/2]
◆ operator new() [1/3]
◆ operator new() [2/3]
template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new |
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size_t |
sz, |
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const char * |
file, |
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int |
line, |
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const char * |
func |
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inlineinherited |
operator new, with debug line info
◆ operator new() [3/3]
◆ operator new[]() [1/2]
◆ operator new[]() [2/2]
template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] |
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size_t |
sz, |
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const char * |
file, |
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int |
line, |
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const char * |
func |
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inlineinherited |
array operator new, with debug line info
◆ setUseEsm()
static void Ogre::ShadowCameraSetup::setUseEsm |
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bool |
useEsm | ) |
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inlinestaticinherited |
◆ setXYPadding()
void Ogre::FocusedShadowCameraSetup::setXYPadding |
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Real |
pad | ) |
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inline |
setXYPadding FocusedShadowCameraSetup tries to make the shadow mapping camera fit the casters as tight as possible to minimize aliasing.
But due to various math issues sometimes it ends up being too tight.
If you experience missing shadows or with gaps/holes you may need to increase the padding.
Most likely you want the reverse. In particular circumstances you want maximum quality thus you want to minimize this padding
- Parameters
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pad | Value in range [0; inf) Negative values may cause glitches |
The documentation for this class was generated from the following file: