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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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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:
60 
61  protected:
65 
66  mutable size_t mCurrentIteration;
67 
68  public:
71  virtual ~PSSMShadowCameraSetup();
72 
79  void calculateSplitPoints(uint splitCount, Real nearDist, Real farDist, Real lambda = 0.95);
80 
87  void setSplitPoints(const SplitPointList& newSplitPoints);
88 
92  void setOptimalAdjustFactor(size_t splitIndex, Real factor);
93 
97  void setSplitPadding(Real pad) { mSplitPadding = pad; }
98 
102  Real getSplitPadding() const { return mSplitPadding; }
104  uint getSplitCount() const { return mSplitCount; }
105 
107  virtual void getShadowCamera(const Ogre::SceneManager *sm, const Ogre::Camera *cam,
108  const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const;
109 
111  inline const SplitPointList& getSplitPoints() const
112  { return mSplitPoints; }
113  };
116 }
117 
118 #include "OgreHeaderSuffix.h"
119 
120 #endif
A viewpoint from which the scene will be rendered.
Definition: OgreCamera.h:82
float Real
Software floating point type.
#define _OgreExport
Definition: OgrePlatform.h:255
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:70
const SplitPointList & getSplitPoints() const
Returns the calculated split points.
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.
Implements the uniform shadow mapping algorithm in focused mode.
unsigned int uint