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29 #ifndef __ShadowCameraSetupLiSPSM_H__
30 #define __ShadowCameraSetupLiSPSM_H__
LiSPSMShadowCameraSetup(void)
Default constructor.
A viewpoint from which the scene will be rendered.
Real mCosCamLightDirThreshold
Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches ...
Internal class holding a point list representation of a convex body.
virtual Degree getCameraLightDirectionThreshold() const
Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'f...
virtual void setCameraLightDirectionThreshold(Degree angle)
Sets the threshold between the camera and the light direction below which the LiSPSM projection is 'f...
Representation of a dynamic light source in the scene.
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.
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.
Implements the uniform shadow mapping algorithm in focused mode.
virtual bool getUseSimpleOptimalAdjust() const
Gets whether or not to use a slightly simpler version of the camera near point derivation (default is...
Wrapper class which indicates a given angle value is in Degrees.
Implements the Light Space Perspective Shadow Mapping Algorithm.
Matrix4 buildFrustumProjection(Real left, Real right, Real bottom, Real top, Real near, Real far) const
Builds a frustum matrix.
virtual ~LiSPSMShadowCameraSetup(void)
Default destructor.
Class encapsulating a standard 4x4 homogeneous matrix.
Manages the organisation and rendering of a 'scene' i.e.
An abstraction of a viewport, i.e.
virtual void setOptimalAdjustFactor(Real n)
Adjusts the parameter n to produce optimal shadows.
A 3D box aligned with the x/y/z axes.
Real mOptAdjustFactor
Warp factor adjustment.
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.
virtual void setUseSimpleOptimalAdjust(bool s)
Sets whether or not to use a slightly simpler version of the camera near point derivation (default is...
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.
float Real
Software floating point type.
virtual Real getOptimalAdjustFactor() const
Get the parameter n used to produce optimal shadows.
Real calculateNOptSimple(const PointListBody &bodyLVS, const Camera &cam) const
Calculates a simpler version than the one above.
Real mOptAdjustFactorTweak
Extra calculated warp factor.
bool mUseSimpleNOpt
Use simple nopt derivation?
Standard 3-dimensional vector.
Copyright © 2012 Torus Knot Software Ltd

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