OGRE  1.11.6
Object-Oriented Graphics Rendering Engine
Ogre::FocusedShadowCameraSetup Class Reference

Implements the uniform shadow mapping algorithm in focused mode. More...

#include <OgreShadowCameraSetupFocused.h>

+ Inheritance diagram for Ogre::FocusedShadowCameraSetup:

Public Member Functions

 FocusedShadowCameraSetup (bool useAggressiveRegion=true)
 
 ~FocusedShadowCameraSetup ()
 
virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const
 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...
 

Static Public Member Functions

static ShadowCameraSetupPtr create (bool useAggressiveRegion=true)
 Create an instance. More...
 

Detailed Description

Implements the uniform shadow mapping algorithm in focused mode.

Remarks
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.
Note
Original implementation by Matthias Fink matth.nosp@m.ias..nosp@m.fink@.nosp@m.web..nosp@m.de, 2006.

Constructor & Destructor Documentation

◆ FocusedShadowCameraSetup()

Ogre::FocusedShadowCameraSetup::FocusedShadowCameraSetup ( bool  useAggressiveRegion = true)

◆ ~FocusedShadowCameraSetup()

Ogre::FocusedShadowCameraSetup::~FocusedShadowCameraSetup ( )

Member Function Documentation

◆ create()

static ShadowCameraSetupPtr Ogre::FocusedShadowCameraSetup::create ( bool  useAggressiveRegion = true)
inlinestatic

Create an instance.

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
aggressiveTrue to use the more aggressive approach, false otherwise.

◆ getShadowCamera()

virtual void Ogre::FocusedShadowCameraSetup::getShadowCamera ( const SceneManager sm,
const Camera cam,
const Viewport vp,
const Light light,
Camera texCam,
size_t  iteration 
) const
virtual

Returns a uniform shadow camera with a focused view.

Implements Ogre::ShadowCameraSetup.

Reimplemented in Ogre::LiSPSMShadowCameraSetup, and Ogre::PSSMShadowCameraSetup.

◆ setUseAggressiveFocusRegion()

void Ogre::FocusedShadowCameraSetup::setUseAggressiveFocusRegion ( bool  aggressive)
inline

Sets whether or not to use the more aggressive approach to deciding on the focus region or not.

◆ getUseAggressiveFocusRegion()

bool Ogre::FocusedShadowCameraSetup::getUseAggressiveFocusRegion ( ) const
inline

The documentation for this class was generated from the following file: