OGRE 14.3
Object-Oriented Graphics Rendering Engine
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This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More...
#include <OgreShadowCameraSetup.h>
Public Member Functions | |
virtual | ~ShadowCameraSetup () |
Need virtual destructor in case subclasses use it. | |
virtual void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const =0 |
Function to implement – must set the shadow camera properties. | |
This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures.
The default projection used when rendering shadow textures is a uniform frustum. This is pretty straight forward but doesn't make the best use of the space in the shadow map since texels closer to the camera will be larger, resulting in 'jaggies'. There are several ways to distribute the texels in the shadow texture differently, and this class allows you to override that.
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inlinevirtual |
Need virtual destructor in case subclasses use it.
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pure virtual |
Function to implement – must set the shadow camera properties.
Implemented in Ogre::PSSMShadowCameraSetup, Ogre::DefaultShadowCameraSetup, Ogre::FocusedShadowCameraSetup, Ogre::LiSPSMShadowCameraSetup, and Ogre::PlaneOptimalShadowCameraSetup.