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Object-Oriented Graphics Rendering Engine
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OgreShadowCameraSetupPSSM.h
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1 /*
2 -----------------------------------------------------------------------------
3 This source file is part of OGRE
4 (Object-oriented Graphics Rendering Engine)
5 For the latest info, see http://www.ogre3d.org/
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7 Copyright (c) 2000-2014 Torus Knot Software Ltd
8 Copyright (c) 2006 Matthias Fink, netAllied GmbH <matthias.fink@web.de>
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11 of this software and associated documentation files (the "Software"), to deal
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28 */
29 #ifndef __ShadowCameraSetupPSSM_H__
30 #define __ShadowCameraSetupPSSM_H__
31 
32 #include "OgrePrerequisites.h"
34 #include "OgreHeaderPrefix.h"
35 
36 namespace Ogre
37 {
38 
57  {
58  public:
61 
62  protected:
67 
68  mutable size_t mCurrentIteration;
69 
70  public:
74 
81  void calculateSplitPoints(uint splitCount, Real nearDist, Real farDist, Real lambda = 0.95);
82 
89  void setSplitPoints(const SplitPointList& newSplitPoints);
90 
94  void setOptimalAdjustFactor(size_t splitIndex, Real factor);
95 
99  void setSplitPadding(Real pad) { mSplitPadding = pad; }
100 
104  Real getSplitPadding() const { return mSplitPadding; }
106  uint getSplitCount() const { return mSplitCount; }
107 
109  virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam,
110  const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const;
111 
113  inline const SplitPointList& getSplitPoints() const
114  { return mSplitPoints; }
115 
117  inline Real getOptimalAdjustFactor(size_t splitIndex) const
118  { return mOptimalAdjustFactors[splitIndex]; }
119 
121  Real getOptimalAdjustFactor() const;
122 
123  };
126 }
127 
128 #include "OgreHeaderSuffix.h"
129 
130 #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:260
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...
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:57
Implements the Light Space Perspective Shadow Mapping Algorithm.
unsigned int uint