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Object-Oriented Graphics Rendering Engine
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OgreShadowCameraSetupPSSM.h
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1 /*
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4 (Object-oriented Graphics Rendering Engine)
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7 Copyright (c) 2000-2013 Torus Knot Software Ltd
8 Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>
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29 #ifndef __ShadowCameraSetupPSSM_H__
30 #define __ShadowCameraSetupPSSM_H__
31 
32 #include "OgrePrerequisites.h"
34 
35 namespace Ogre
36 {
37 
56  {
57  public:
60 
61  protected:
62  size_t mSplitCount;
66 
67  mutable size_t mCurrentIteration;
68 
69  public:
73 
80  void calculateSplitPoints(size_t splitCount, Real nearDist, Real farDist, Real lambda = 0.95);
81 
88  void setSplitPoints(const SplitPointList& newSplitPoints);
89 
93  void setOptimalAdjustFactor(size_t splitIndex, Real factor);
94 
98  void setSplitPadding(Real pad) { mSplitPadding = pad; }
99 
103  Real getSplitPadding() const { return mSplitPadding; }
105  size_t getSplitCount() const { return mSplitCount; }
106 
108  virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam,
109  const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const;
110 
112  inline const SplitPointList& getSplitPoints() const
113  { return mSplitPoints; }
114 
116  inline Real getOptimalAdjustFactor(size_t splitIndex) const
117  { return mOptimalAdjustFactors[splitIndex]; }
118 
120  Real getOptimalAdjustFactor() const;
121 
122  };
125 }
126 #endif
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:86
OptimalAdjustFactorList mOptimalAdjustFactors
Real getOptimalAdjustFactor(size_t splitIndex) const
Returns the optimal adjust factor for a given split.
float Real
Software floating point type.
#define _OgreExport
Definition: OgrePlatform.h:233
Manages the organisation and rendering of a 'scene' i.e.
Real getSplitPadding() const
Get the padding factor to apply to the near & far distances when matching up splits to one another...
size_t getSplitCount() const
Get the number of splits.
Representation of a dynamic light source in the scene.
Definition: OgreLight.h:73
const SplitPointList & getSplitPoints() const
Returns the calculated split points.
vector< Real >::type OptimalAdjustFactorList
void setSplitPadding(Real pad)
Set the padding factor to apply to the near & far distances when matching up splits to one another...
Parallel Split Shadow Map (PSSM) shadow camera setup.
An abstraction of a viewport, i.e.
Definition: OgreViewport.h:56
Implements the Light Space Perspective Shadow Mapping Algorithm.