29 #ifndef __ShadowCameraSetupPSSM_H__ 30 #define __ShadowCameraSetupPSSM_H__ 81 void calculateSplitPoints(
uint splitCount,
Real nearDist,
Real farDist,
Real lambda = 0.95);
89 void setSplitPoints(
const SplitPointList& newSplitPoints);
94 void setOptimalAdjustFactor(
size_t splitIndex,
Real factor);
114 {
return mSplitPoints; }
118 {
return mOptimalAdjustFactors[splitIndex]; }
121 Real getOptimalAdjustFactor()
const;
SplitPointList mSplitPoints
Parallel Split Shadow Map (PSSM) shadow camera setup.
float Real
Software floating point type.
An abstraction of a viewport, i.e.
const SplitPointList & getSplitPoints() const
Returns the calculated split points.
OptimalAdjustFactorList mOptimalAdjustFactors
Real getSplitPadding() const
Get the padding factor to apply to the near & far distances when matching up splits to one another...
A viewpoint from which the scene will be rendered.
vector< Real >::type OptimalAdjustFactorList
vector< Real >::type SplitPointList
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info...
Real getOptimalAdjustFactor(size_t splitIndex) const
Returns the optimal adjust factor for a given split.
void setSplitPadding(Real pad)
Set the padding factor to apply to the near & far distances when matching up splits to one another...
uint getSplitCount() const
Get the number of splits.
Manages the organisation and rendering of a 'scene' i.e.
Representation of a dynamic light source in the scene.
Implements the Light Space Perspective Shadow Mapping Algorithm.