![]() |
OGRE 1.12.10
Object-Oriented Graphics Rendering Engine
|
Implements the uniform shadow mapping algorithm in focused mode. More...
#include <OgreShadowCameraSetupFocused.h>
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. | |
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. | |
![]() | |
virtual | ~ShadowCameraSetup () |
Need virtual destructor in case subclasses use it. | |
Static Public Member Functions | |
static ShadowCameraSetupPtr | create (bool useAggressiveRegion=true) |
Create an instance. | |
Implements the uniform shadow mapping algorithm in focused mode.
Ogre::FocusedShadowCameraSetup::~FocusedShadowCameraSetup | ( | ) |
|
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.
useAggressiveRegion | True to use the more aggressive approach, false otherwise. |
|
virtual |
Returns a uniform shadow camera with a focused view.
Implements Ogre::ShadowCameraSetup.
Reimplemented in Ogre::PSSMShadowCameraSetup, and Ogre::LiSPSMShadowCameraSetup.
Sets whether or not to use the more aggressive approach to deciding on the focus region or not.
|
inline |