#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, float xyPadding=1.5f, uint8 firstRq=0u, uint8 lastRq=255u) |
| 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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float |
xyPadding = 1.5f , |
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uint8 |
firstRq = 0u , |
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uint8 |
lastRq = 255u |
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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. |
visibilityMask | Visibility mask for all passes. See firstRq |
xyPadding | See FocusedShadowCameraSetup::setXYPadding |
firstRq | When rendering, which Render Queues to consider. Normally you want to set this to firstRq = 0; lastRq = 255. |
However if you have a dedicated shadow map for e.g. the main player then you want to put the player in a specific RQs and tighten the Render Queue to obtain maximum coverage quality Range is [firstRq; lastRq)
- Parameters
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The documentation for this class was generated from the following file: