Implements the uniform shadow mapping algorithm in focused mode.
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#include <OgreShadowCameraSetupFocused.h>
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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void |
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◆ ~FocusedShadowCameraSetup()
virtual Ogre::FocusedShadowCameraSetup::~FocusedShadowCameraSetup |
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void |
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virtual |
◆ 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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virtual |
◆ 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.
- Note
- 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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aggressive | True to use the more aggressive approach, false otherwise. |
◆ 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: