29 #ifndef __ShadowCameraSetupFocused_H__ 30 #define __ShadowCameraSetupFocused_H__ 104 void build(
const ConvexBody& body,
bool filterDuplicates =
true);
115 void buildAndIncludeDirection(
const ConvexBody& body,
124 void addPoint(
const Vector3& point);
132 const Vector3& getPoint(
size_t cnt)
const;
136 size_t getPointCount(
void)
const;
316 #endif // __ShadowCameraSetupFocused_H__ bool getUseAggressiveFocusRegion() const
PointListBody mPointListBodyB
float Real
Software floating point type.
static const Matrix4 msLightSpaceToNormal
Camera * mLightFrustumCamera
Temporary preallocated camera to set up a light frustum for clipping in FocusedShadowCameraSetup::cal...
An abstraction of a viewport, i.e.
Class encapsulating a standard 4x4 homogeneous matrix.
Standard 3-dimensional vector.
vector< Vector3 >::type VertexList
Frustum * mTempFrustum
Temporary preallocated frustum to set up a projection matrix in calculateShadowMappingMatrix().
PointListBody mPointListBodyLVS
void setUseAggressiveFocusRegion(bool aggressive)
Sets whether or not to use the more aggressive approach to deciding on the focus region or not...
A viewpoint from which the scene will be rendered.
This class allows you to plug in new ways to define the camera setup when rendering and projecting sh...
Holds a solid representation of a convex body.
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info...
Implements the uniform shadow mapping algorithm in focused mode.
static const Matrix4 msNormalToLightSpace
Transform to or from light space as defined by Wimmer et al.
A frustum represents a pyramid, capped at the near and far end which is used to represent either a vi...
A 3D box aligned with the x/y/z axes.
Manages the organisation and rendering of a 'scene' i.e.
Internal class holding a point list representation of a convex body.
bool mLightFrustumCameraCalculated
bool mUseAggressiveRegion
Use tighter focus region?
Representation of a dynamic light source in the scene.
Polygon::VertexList mBodyPoints