OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Ogre::PSSMShadowCameraSetup Class Reference

Parallel Split Shadow Map (PSSM) shadow camera setup. More...

#include <OgreShadowCameraSetupPSSM.h>

+ Inheritance diagram for Ogre::PSSMShadowCameraSetup:

Public Types

typedef std::vector< RealOptimalAdjustFactorList
 
typedef std::vector< RealSplitPointList
 

Public Member Functions

 PSSMShadowCameraSetup ()
 
virtual ~PSSMShadowCameraSetup ()
 
void calculateSplitPoints (uint splitCount, Real nearDist, Real farDist, Real lambda=0.95f)
 Calculate a new splitting scheme.
 
Real getOptimalAdjustFactor () const override
 Overridden, recommended internal use only since depends on current iteration.
 
Real getOptimalAdjustFactor (size_t splitIndex) const
 Returns the optimal adjust factor for a given split.
 
void getShadowCamera (const Ogre::SceneManager *sm, const Ogre::Camera *cam, const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const override
 Returns a LiSPSM shadow camera with PSSM splits base on iteration.
 
uint getSplitCount () const
 Get the number of splits.
 
Real getSplitPadding () const
 Get the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.
 
const SplitPointListgetSplitPoints () const
 Returns the calculated split points.
 
void setOptimalAdjustFactor (size_t splitIndex, Real factor)
 Set the LiSPSM optimal adjust factor for a given split (call after configuring splits).
 
void setSplitPadding (Real pad)
 Set the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.
 
void setSplitPoints (const SplitPointList &newSplitPoints)
 Manually configure a new splitting scheme.
 
- Public Member Functions inherited from Ogre::LiSPSMShadowCameraSetup
 LiSPSMShadowCameraSetup (Real n=0.1f, bool useSimpleNOpt=true, Degree angle=Radian(0.451f))
 
virtual ~LiSPSMShadowCameraSetup ()
 
virtual Degree getCameraLightDirectionThreshold () const
 Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew.
 
virtual bool getUseSimpleOptimalAdjust () const
 Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true)
 
void setCameraLightDirectionThreshold (Degree angle)
 Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew.
 
virtual void setUseSimpleOptimalAdjust (bool s)
 Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true)
 
- Public Member Functions inherited from Ogre::FocusedShadowCameraSetup
 FocusedShadowCameraSetup (bool useAggressiveRegion=true)
 
 ~FocusedShadowCameraSetup ()
 
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.
 
- Public Member Functions inherited from Ogre::DefaultShadowCameraSetup
 DefaultShadowCameraSetup ()
 
virtual ~DefaultShadowCameraSetup ()
 
- Public Member Functions inherited from Ogre::ShadowCameraSetup
virtual ~ShadowCameraSetup ()
 Need virtual destructor in case subclasses use it.
 

Static Public Member Functions

static ShadowCameraSetupPtr create ()
 Constructor, defaults to 3 splits.
 
- Static Public Member Functions inherited from Ogre::LiSPSMShadowCameraSetup
static ShadowCameraSetupPtr create (Real n=0.1f, bool useSimpleNOpt=true, Degree angle=Radian(0.451f))
 
- Static Public Member Functions inherited from Ogre::FocusedShadowCameraSetup
static ShadowCameraSetupPtr create (bool useAggressiveRegion=true)
 Create an instance.
 
- Static Public Member Functions inherited from Ogre::DefaultShadowCameraSetup
static ShadowCameraSetupPtr create ()
 

Detailed Description

Parallel Split Shadow Map (PSSM) shadow camera setup.

A PSSM shadow system uses multiple shadow maps per light and maps each texture into a region of space, progressing away from the camera. As such it is most appropriate for directional light setups. This particular version also uses LiSPSM projection for each split to maximise the quality.

Note
Because PSSM uses multiple shadow maps per light, you will need to increase the number of shadow textures available (via SceneManager) to match the number of shadow maps required (default is 3 per light).

Member Typedef Documentation

◆ SplitPointList

◆ OptimalAdjustFactorList

Constructor & Destructor Documentation

◆ PSSMShadowCameraSetup()

Ogre::PSSMShadowCameraSetup::PSSMShadowCameraSetup ( )

◆ ~PSSMShadowCameraSetup()

virtual Ogre::PSSMShadowCameraSetup::~PSSMShadowCameraSetup ( )
virtual

Member Function Documentation

◆ create()

static ShadowCameraSetupPtr Ogre::PSSMShadowCameraSetup::create ( )
inlinestatic

Constructor, defaults to 3 splits.

◆ calculateSplitPoints()

void Ogre::PSSMShadowCameraSetup::calculateSplitPoints ( uint  splitCount,
Real  nearDist,
Real  farDist,
Real  lambda = 0.95f 
)

Calculate a new splitting scheme.

Parameters
splitCountThe number of splits to use
nearDistThe near plane to use for the first split
farDistThe far plane to use for the last split
lambdaFactor to use to reduce the split size

◆ setSplitPoints()

void Ogre::PSSMShadowCameraSetup::setSplitPoints ( const SplitPointList newSplitPoints)

Manually configure a new splitting scheme.

Parameters
newSplitPointsA list which is splitCount + 1 entries long, containing the split points. The first value is the near point, the last value is the far point, and each value in between is both a far point of the previous split, and a near point for the next one.

◆ setOptimalAdjustFactor()

void Ogre::PSSMShadowCameraSetup::setOptimalAdjustFactor ( size_t  splitIndex,
Real  factor 
)

Set the LiSPSM optimal adjust factor for a given split (call after configuring splits).

◆ setSplitPadding()

void Ogre::PSSMShadowCameraSetup::setSplitPadding ( Real  pad)
inline

Set the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.

◆ getSplitPadding()

Real Ogre::PSSMShadowCameraSetup::getSplitPadding ( ) const
inline

Get the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.

◆ getSplitCount()

uint Ogre::PSSMShadowCameraSetup::getSplitCount ( ) const
inline

Get the number of splits.

◆ getShadowCamera()

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

Returns a LiSPSM shadow camera with PSSM splits base on iteration.

Reimplemented from Ogre::LiSPSMShadowCameraSetup.

◆ getSplitPoints()

const SplitPointList & Ogre::PSSMShadowCameraSetup::getSplitPoints ( ) const
inline

Returns the calculated split points.

◆ getOptimalAdjustFactor() [1/2]

Real Ogre::PSSMShadowCameraSetup::getOptimalAdjustFactor ( size_t  splitIndex) const
inline

Returns the optimal adjust factor for a given split.

◆ getOptimalAdjustFactor() [2/2]

Real Ogre::PSSMShadowCameraSetup::getOptimalAdjustFactor ( ) const
overridevirtual

Overridden, recommended internal use only since depends on current iteration.

Reimplemented from Ogre::LiSPSMShadowCameraSetup.


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