29 #ifndef __ShadowCameraSetupPSSM_H__
30 #define __ShadowCameraSetupPSSM_H__
81 void calculateSplitPoints(
uint splitCount,
Real nearDist,
Real farDist,
Real lambda = 0.95);
94 void setOptimalAdjustFactor(
size_t splitIndex,
Real factor);
114 {
return mSplitPoints; }
118 {
return mOptimalAdjustFactors[splitIndex]; }
121 Real getOptimalAdjustFactor()
const;
A viewpoint from which the scene will be rendered.
OptimalAdjustFactorList mOptimalAdjustFactors
Real getOptimalAdjustFactor(size_t splitIndex) const
Returns the optimal adjust factor for a given split.
float Real
Software floating point type.
Manages the organisation and rendering of a 'scene' i.e.
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...
SplitPointList mSplitPoints
Representation of a dynamic light source in the scene.
vector< Real >::type SplitPointList
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.
Implements the Light Space Perspective Shadow Mapping Algorithm.