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Ogre::LiSPSMShadowCameraSetup Class Reference

Implements the Light Space Perspective Shadow Mapping Algorithm. More...

#include <OgreShadowCameraSetupLiSPSM.h>

+ Inheritance diagram for Ogre::LiSPSMShadowCameraSetup:
+ Collaboration diagram for Ogre::LiSPSMShadowCameraSetup:

Public Member Functions

 LiSPSMShadowCameraSetup (void)
 Default constructor. More...
 
virtual ~LiSPSMShadowCameraSetup (void)
 Default destructor. More...
 
virtual Degree getCameraLightDirectionThreshold () const
 Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew. More...
 
virtual Real getOptimalAdjustFactor () const
 Get the parameter n used to produce optimal shadows. More...
 
virtual void getShadowCamera (const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const
 Returns a LiSPSM shadow camera. More...
 
bool getUseAggressiveFocusRegion () const
 
virtual bool getUseSimpleOptimalAdjust () const
 Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true) More...
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, void *)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
void * operator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info More...
 
void * operator new (size_t sz)
 
void * operator new (size_t sz, void *ptr)
 placement operator new More...
 
void * operator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info More...
 
void * operator new[] (size_t sz)
 
virtual void setCameraLightDirectionThreshold (Degree angle)
 Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew. More...
 
virtual void setOptimalAdjustFactor (Real n)
 Adjusts the parameter n to produce optimal shadows. More...
 
void setUseAggressiveFocusRegion (bool aggressive)
 Sets whether or not to use the more aggressive approach to deciding on the focus region or not. More...
 
virtual void setUseSimpleOptimalAdjust (bool s)
 Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true) More...
 

Protected Member Functions

Matrix4 buildFrustumProjection (Real left, Real right, Real bottom, Real top, Real near, Real far) const
 Builds a frustum matrix. More...
 
Matrix4 buildViewMatrix (const Vector3 &pos, const Vector3 &dir, const Vector3 &up) const
 Builds a view matrix. More...
 
void calculateB (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, const AxisAlignedBox &receiverBB, PointListBody *out_bodyB) const
 Calculates the intersection bodyB. More...
 
Matrix4 calculateLiSPSM (const Matrix4 &lightSpace, const PointListBody &bodyB, const PointListBody &bodyLVS, const SceneManager &sm, const Camera &cam, const Light &light) const
 Calculates the LiSPSM projection matrix P. More...
 
void calculateLVS (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, PointListBody *out_LVS) const
 Calculates the bodyLVS. More...
 
Real calculateNOpt (const Matrix4 &lightSpace, const AxisAlignedBox &bodyBABB_ls, const PointListBody &bodyLVS, const Camera &cam) const
 Calculates the distance between camera position and near clipping plane. More...
 
Real calculateNOptSimple (const PointListBody &bodyLVS, const Camera &cam) const
 Calculates a simpler version than the one above. More...
 
void calculateShadowMappingMatrix (const SceneManager &sm, const Camera &cam, const Light &light, Matrix4 *out_view, Matrix4 *out_proj, Camera *out_cam) const
 Calculates the standard shadow mapping matrix. More...
 
Vector3 calculateZ0_ls (const Matrix4 &lightSpace, const Vector3 &e, Real bodyB_zMax_ls, const Camera &cam) const
 Calculates the visible point on the near plane for the n_opt calculation. More...
 
Vector3 getLSProjViewDir (const Matrix4 &lightSpace, const Camera &cam, const PointListBody &bodyLVS) const
 Returns the projection view direction. More...
 
Vector3 getNearCameraPoint_ws (const Matrix4 &viewMatrix, const PointListBody &bodyLVS) const
 Returns a valid near-point seen by the camera. More...
 
Matrix4 transformToUnitCube (const Matrix4 &m, const PointListBody &body) const
 Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific shadow matrix enabled. More...
 

Protected Attributes

ConvexBody mBodyB
 
Real mCosCamLightDirThreshold
 Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction. More...
 
CameramLightFrustumCamera
 Temporary preallocated camera to set up a light frustum for clipping in FocusedShadowCameraSetup::calculateB. More...
 
bool mLightFrustumCameraCalculated
 
Real mOptAdjustFactor
 Warp factor adjustment. More...
 
Real mOptAdjustFactorTweak
 Extra calculated warp factor. More...
 
PointListBody mPointListBodyB
 
PointListBody mPointListBodyLVS
 
FrustummTempFrustum
 Temporary preallocated frustum to set up a projection matrix in calculateShadowMappingMatrix(). More...
 
bool mUseAggressiveRegion
 Use tighter focus region? More...
 
bool mUseSimpleNOpt
 Use simple nopt derivation? More...
 

Static Protected Attributes

static const Matrix4 msLightSpaceToNormal
 
static const Matrix4 msNormalToLightSpace
 Transform to or from light space as defined by Wimmer et al. More...
 

Detailed Description

Implements the Light Space Perspective Shadow Mapping Algorithm.

Remarks
Implements the LiSPSM algorithm for an advanced shadow map generation. LiSPSM was developed by Michael Wimmer, Daniel Scherzer and Werner Purgathofer of the TU Wien. The algorithm was presented on the Eurographics Symposium on Rendering 2004.
Note
Shadow mapping was introduced by Williams in 1978. First a depth image is rendered from the light's view and compared in a second pass with depth values of the normal camera view. In case the depth camera's depth value is greater than the depth seen by the light the fragment lies in the shadow. The concept has a major draw back named perspective aliasing. The shadow map distri- butes the samples uniformly meaning the position of the viewer is ignored. For the viewer however the perspective projection affects near objects to be displayed bigger than further away objects. The same thing happens with the shadow map texels: Near shadows appear very coarse and far away shadows are perfectly sampled. In 2002 Stamminger et al. presented an algorithm called Perspective Shadow Maps (PSM). PSM battles the perspective aliasing by distributing 50% of the shadow map texels for objects in the range of <near clipping="" plane>=""> to <near clipping plane * 2> which inverts the problem: The shadows near the viewer are perfectly sampled, however far away shadow may contain aliasing artefacts. A near clipping plane may be a problem. But this is not the only one. In the post-perspective space the light sources are non-intuitively mapped: Directional lights may become point light and point lights may become directional lights. Also light sinks (opposite of a light source) may appear. Another problem are shadow casters located behind the viewer. In post-projective space objects behind the viewer are mapped in front of him with a flipped up-vector. LiSPSM battles the light source problem of the post-projective space by rearranging the light space before transformation in such a way that no special cases appear. This is done by converting point/spot lights into directional lights. The light space is arranged in such a way that the light direction equals the inverse UNIT_Y. In this combination the directional light will neither change its type nor its direction. Furthermore all visible objects and shadow casters affecting the user's visible area lie in front of the shadow camera: After building the intersection body that contains all these objects (body intersection building was introduced with PSM; have a look at the description for the method "calculateB" for further info) a frustum around the body's light space bounding box is created. A parameter (called 'n') automatically adjusts the shadow map sample distribution by specifying the frustum's view point - near plane which affects the perspective warp. In case the distance is small the perspecive warp will be strong. As a consequence near objects will gain quality. However there are still problems. PSM as well as LiSPSM only devote to minimize perspective aliasing. Projection aliasing is still a problem, also 'swimming artefacts' still occur. The LiSPSM quality distribution is very good but not the best available: Some sources say logarithmic shadow mapping is the non plus ultra, however others reject this thought. There is a research project on logarithmic shadow maps. The web page url is http://gamma.cs.unc.edu/logsm/. However there is no techical report available yet (Oct 23rd, 2006).
More information can be found on the webpage of the TU Wien: http://www.cg.tuwien.ac.at/research/vr/lispsm/
Original implementation by Matthias Fink matth.nosp@m.ias..nosp@m.fink@.nosp@m.web..nosp@m.de, 2006.

Definition at line 98 of file OgreShadowCameraSetupLiSPSM.h.

Constructor & Destructor Documentation

Ogre::LiSPSMShadowCameraSetup::LiSPSMShadowCameraSetup ( void  )

Default constructor.

Remarks
Nothing done here.
virtual Ogre::LiSPSMShadowCameraSetup::~LiSPSMShadowCameraSetup ( void  )
virtual

Default destructor.

Remarks
Nothing done here.

Member Function Documentation

Matrix4 Ogre::LiSPSMShadowCameraSetup::buildFrustumProjection ( Real  left,
Real  right,
Real  bottom,
Real  top,
Real  near,
Real  far 
) const
protected

Builds a frustum matrix.

Remarks
Builds a standard frustum matrix out of the distance info of the six frustum clipping planes.
Matrix4 Ogre::FocusedShadowCameraSetup::buildViewMatrix ( const Vector3 pos,
const Vector3 dir,
const Vector3 up 
) const
protectedinherited

Builds a view matrix.

Remarks
Builds a standard view matrix out of a given position, direction and up vector.
void Ogre::FocusedShadowCameraSetup::calculateB ( const SceneManager sm,
const Camera cam,
const Light light,
const AxisAlignedBox sceneBB,
const AxisAlignedBox receiverBB,
PointListBody out_bodyB 
) const
protectedinherited

Calculates the intersection bodyB.

Remarks
The intersection bodyB consists of the concatenation the cam frustum clipped by the scene bounding box followed by a convex hullification with the light's position and the clipping with the scene bounding box and the light frustum: ((V S) + l) S L (: convex intersection, +: convex hull operation). For directional lights the bodyB is assembled out of the camera frustum clipped by the scene bounding box followed by the extrusion of all available bodyB points towards the negative light direction. The rays are intersected by a maximum bounding box and added to the bodyB points to form the final intersection bodyB point list.
Parameters
smScene manager.
camCurrently active camera.
lightCurrently active light.
sceneBBScene bounding box for clipping operations.
receiverBBBounding information for just the receivers.
out_bodyBFinal intersection bodyB point list.
Matrix4 Ogre::LiSPSMShadowCameraSetup::calculateLiSPSM ( const Matrix4 lightSpace,
const PointListBody bodyB,
const PointListBody bodyLVS,
const SceneManager sm,
const Camera cam,
const Light light 
) const
protected

Calculates the LiSPSM projection matrix P.

Remarks
The LiSPSM projection matrix will be built around the axis aligned bounding box of the intersection body B in light space. The distance between the near plane and the projection center is chosen in such a way (distance is set by the para- meter n) that the perspective error is the same on the near and far plane. In case P equals the identity matrix the algorithm falls back to a uniform shadow mapping matrix.
Parameters
lightSpaceMatrix of the light space transformation
bodyBIntersection body B
bodyLVSIntersection body LVS (relevant space in front of the camera)
smScene manager
camCurrently active camera
lightCurrently active light
void Ogre::FocusedShadowCameraSetup::calculateLVS ( const SceneManager sm,
const Camera cam,
const Light light,
const AxisAlignedBox sceneBB,
PointListBody out_LVS 
) const
protectedinherited

Calculates the bodyLVS.

Remarks
Calculates the bodyLVS which consists of the convex intersection operation affecting the light frustum, the view frustum, and the current scene bounding box is used to find suitable positions in the viewer's frustum to build the rotation matrix L_r. This matrix is applied after the projection matrix L_p to avoid an accidental flip of the frustum orientation for views tilted with respect to the shadow map.
Parameters
camCurrent viewer camera.
lightCurrent light.
sceneBBHolds all potential occluders / receivers as one single bounding box of the currently active scene node.
out_LVSIntersection body LVS (world coordinates).
Real Ogre::LiSPSMShadowCameraSetup::calculateNOpt ( const Matrix4 lightSpace,
const AxisAlignedBox bodyBABB_ls,
const PointListBody bodyLVS,
const Camera cam 
) const
protected

Calculates the distance between camera position and near clipping plane.

Remarks
n_opt determines the distance between light space origin (shadow camera position) and the near clipping plane to achieve an optimal perspective foreshortening effect. In this way the texel distribution over the shadow map is controlled.

Formula: d n_opt = ------------— sqrt(z1/z0) - 1

Parameters: d: distance between the near and the far clipping plane z0: located on the near clipping plane of the intersection body b z1: located on the far clipping plane with the same x/y values as z0

Note
A positive value is applied as the distance between viewer and near clipping plane. In case null is returned uniform shadow mapping will be applied.
Parameters
lightSpaceMatrix of the light space transformation
bodyBABB_lsBounding box of the transformed (light space) bodyB
bodyLVSPoint list of the bodyLVS which describes the scene space which is in front of the light and the camera
camCurrently active camera
Real Ogre::LiSPSMShadowCameraSetup::calculateNOptSimple ( const PointListBody bodyLVS,
const Camera cam 
) const
protected

Calculates a simpler version than the one above.

void Ogre::FocusedShadowCameraSetup::calculateShadowMappingMatrix ( const SceneManager sm,
const Camera cam,
const Light light,
Matrix4 out_view,
Matrix4 out_proj,
Camera out_cam 
) const
protectedinherited

Calculates the standard shadow mapping matrix.

Remarks
Provides the view and projection matrix for standard shadow mapping.
Note
You can choose which things you want to have: view matrix and/or projection matrix and/or shadow camera. Passing a NULL value as parameter ignores the generation of this specific value.
Parameters
smScene manager.
camCurrently active camera.
lightCurrently active light.
out_viewCalculated uniform view shadow mapping matrix (may be NULL).
out_projCalculated uniform projection shadow mapping matrix (may be NULL).
out_camCalculated uniform shadow camera (may be NULL).
Vector3 Ogre::LiSPSMShadowCameraSetup::calculateZ0_ls ( const Matrix4 lightSpace,
const Vector3 e,
Real  bodyB_zMax_ls,
const Camera cam 
) const
protected

Calculates the visible point on the near plane for the n_opt calculation.

Remarks
z0 lies on the parallel plane to the near plane through e and on the near plane of the frustum C (plane z = bodyB_zMax_ls) and on the line x = e.x.
Parameters
lightSpaceMatrix of the light space transformation
eThe LiSPSM parameter e is located near or on the near clipping plane of the LiSPSM frustum C
bodyB_zMax_lsMaximum z-value of the light space bodyB bounding box
camCurrently active camera
virtual Degree Ogre::LiSPSMShadowCameraSetup::getCameraLightDirectionThreshold ( ) const
virtual

Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew.

Vector3 Ogre::FocusedShadowCameraSetup::getLSProjViewDir ( const Matrix4 lightSpace,
const Camera cam,
const PointListBody bodyLVS 
) const
protectedinherited

Returns the projection view direction.

Remarks
After the matrix L_p is applied the orientation of the light space may tilt for non-identity projections. To prevent a false shadow cast the real view direction is evaluated and applied to the light matrix L.
Parameters
lightSpaceMatrix of the light space transformation.
camCurrent viewer camera.
bodyLVSIntersection body LVS (relevant space in front of the camera).
Vector3 Ogre::FocusedShadowCameraSetup::getNearCameraPoint_ws ( const Matrix4 viewMatrix,
const PointListBody bodyLVS 
) const
protectedinherited

Returns a valid near-point seen by the camera.

Remarks
Returns a point that is situated near the camera by analyzing the bodyLVS that contains all the relevant scene space in front of the light and the camera in a point list array. The view matrix is relevant because the nearest point in front of the camera should be determined.
Parameters
viewMatrixView matrix of the current camera.
bodyLVSIntersection body LVS (relevant space in front of the camera).
virtual Real Ogre::LiSPSMShadowCameraSetup::getOptimalAdjustFactor ( ) const
inlinevirtual

Get the parameter n used to produce optimal shadows.

See also
setOptimalAdjustFactor

Reimplemented in Ogre::PSSMShadowCameraSetup.

Definition at line 220 of file OgreShadowCameraSetupLiSPSM.h.

virtual void Ogre::LiSPSMShadowCameraSetup::getShadowCamera ( const SceneManager sm,
const Camera cam,
const Viewport vp,
const Light light,
Camera texCam,
size_t  iteration 
) const
virtual

Returns a LiSPSM shadow camera.

Remarks
Builds and returns a LiSPSM shadow camera. More information can be found on the webpage of the TU Wien: http://www.cg.tuwien.ac.at/research/vr/lispsm/

Reimplemented from Ogre::FocusedShadowCameraSetup.

Reimplemented in Ogre::PSSMShadowCameraSetup.

bool Ogre::FocusedShadowCameraSetup::getUseAggressiveFocusRegion ( ) const
inlineinherited

Definition at line 305 of file OgreShadowCameraSetupFocused.h.

virtual bool Ogre::LiSPSMShadowCameraSetup::getUseSimpleOptimalAdjust ( ) const
inlinevirtual

Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true)

Definition at line 228 of file OgreShadowCameraSetupLiSPSM.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr)
inlineinherited

Definition at line 96 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
void *   
)
inlineinherited

Definition at line 102 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 108 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr)
inlineinherited

Definition at line 113 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void *  ptr,
const char *  ,
int  ,
const char *   
)
inlineinherited

Definition at line 119 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

operator new, with debug line info

Definition at line 68 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

Definition at line 73 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void *  ptr 
)
inlineinherited

placement operator new

Definition at line 79 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char *  file,
int  line,
const char *  func 
)
inlineinherited

array operator new, with debug line info

Definition at line 86 of file OgreMemoryAllocatedObject.h.

template<class Alloc >
void* Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

Definition at line 91 of file OgreMemoryAllocatedObject.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setCameraLightDirectionThreshold ( Degree  angle)
virtual

Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'flattened', since coincident light and camera projections cause problems with the perspective skew.

Remarks
For example, setting this to 20 degrees will mean that as the difference between the light and camera direction reduces from 20 degrees to 0 degrees, the perspective skew will be proportionately removed.
virtual void Ogre::LiSPSMShadowCameraSetup::setOptimalAdjustFactor ( Real  n)
inlinevirtual

Adjusts the parameter n to produce optimal shadows.

Remarks
The smaller the parameter n, the stronger the perspective warping effect. The consequence of a stronger warping is that the near shadows will gain quality while the far ones will lose it. Depending on your scene and light types you may want to tweak this value - for example directional lights tend to benefit from higher values of n than other types of light, especially if you expect to see more distant shadows (say if the viewpoint is higher above the ground plane). Remember that you can supply separate ShadowCameraSetup instances configured differently per light if you wish.
Parameters
nThe adjustment factor - default is 0.1f.

Definition at line 216 of file OgreShadowCameraSetupLiSPSM.h.

void Ogre::FocusedShadowCameraSetup::setUseAggressiveFocusRegion ( bool  aggressive)
inlineinherited

Sets whether or not to use the more aggressive approach to deciding on the focus region or not.

Note
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.
Parameters
aggressiveTrue to use the more aggressive approach, false otherwise.

Definition at line 303 of file OgreShadowCameraSetupFocused.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setUseSimpleOptimalAdjust ( bool  s)
inlinevirtual

Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true)

Definition at line 224 of file OgreShadowCameraSetupLiSPSM.h.

Matrix4 Ogre::FocusedShadowCameraSetup::transformToUnitCube ( const Matrix4 m,
const PointListBody body 
) const
protectedinherited

Transforms a given body to the unit cube (-1,-1,-1) / (+1,+1,+1) with a specific shadow matrix enabled.

Remarks
Transforms a given point list body object with the matrix m and then maps its extends to a (-1,-1,-1) / (+1,+1,+1) unit cube.
Parameters
mTransformation matrix applied on the point list body.
bodyContains the points of the extends of all valid scene elements which are mapped to the unit cube.

Member Data Documentation

ConvexBody Ogre::FocusedShadowCameraSetup::mBodyB
mutableprotectedinherited

Definition at line 145 of file OgreShadowCameraSetupFocused.h.

Real Ogre::LiSPSMShadowCameraSetup::mCosCamLightDirThreshold
protected

Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction.

Definition at line 108 of file OgreShadowCameraSetupLiSPSM.h.

Camera* Ogre::FocusedShadowCameraSetup::mLightFrustumCamera
protectedinherited

Temporary preallocated camera to set up a light frustum for clipping in FocusedShadowCameraSetup::calculateB.

Definition at line 78 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mLightFrustumCameraCalculated
mutableprotectedinherited

Definition at line 79 of file OgreShadowCameraSetupFocused.h.

Real Ogre::LiSPSMShadowCameraSetup::mOptAdjustFactor
protected

Warp factor adjustment.

Definition at line 102 of file OgreShadowCameraSetupLiSPSM.h.

Real Ogre::LiSPSMShadowCameraSetup::mOptAdjustFactorTweak
mutableprotected

Extra calculated warp factor.

Definition at line 106 of file OgreShadowCameraSetupLiSPSM.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyB
mutableprotectedinherited

Definition at line 146 of file OgreShadowCameraSetupFocused.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyLVS
mutableprotectedinherited

Definition at line 147 of file OgreShadowCameraSetupFocused.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msLightSpaceToNormal
staticprotectedinherited

Definition at line 69 of file OgreShadowCameraSetupFocused.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msNormalToLightSpace
staticprotectedinherited

Transform to or from light space as defined by Wimmer et al.

Remarks
Point and spot lights need to be converted to directional lights to enable a 1:1 light mapping. Otherwise a directional light may become a point light or a point sink (opposite of a light source) or point/spot lights may become directional lights or light sinks. The light direction is always -y.

Definition at line 68 of file OgreShadowCameraSetupFocused.h.

Frustum* Ogre::FocusedShadowCameraSetup::mTempFrustum
protectedinherited

Temporary preallocated frustum to set up a projection matrix in calculateShadowMappingMatrix().

Definition at line 74 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mUseAggressiveRegion
protectedinherited

Use tighter focus region?

Definition at line 82 of file OgreShadowCameraSetupFocused.h.

bool Ogre::LiSPSMShadowCameraSetup::mUseSimpleNOpt
protected

Use simple nopt derivation?

Definition at line 104 of file OgreShadowCameraSetupLiSPSM.h.


The documentation for this class was generated from the following file: