OGRE: Ogre::PSSMShadowCameraSetup Class Reference - OGRE Documentation

# Ogre::PSSMShadowCameraSetup Class Reference

Parallel Split Shadow Map (PSSM) shadow camera setup. More...

`#include <OgreShadowCameraSetupPSSM.h>`

Inheritance diagram for Ogre::PSSMShadowCameraSetup:

[legend]

List of all members.

## Public Types
typedef std::vector< Real > | SplitPointList
typedef std::vector< Real > | OptimalAdjustFactorList
## Public Member Functions
| PSSMShadowCameraSetup ()
| Constructor, defaults to 3 splits.
| ~PSSMShadowCameraSetup ()
void | calculateSplitPoints (size_t splitCount, Real nearDist, Real farDist, Real lambda=0.95)
| Calculate a new splitting scheme.
void | setSplitPoints (const SplitPointList &newSplitPoints)
| Manually configure a new splitting scheme.
void | setOptimalAdjustFactor (size_t splitIndex, Real factor)
| Set the LiSPSM optimal adjust factor for a given split (call after configuring splits).
void | setSplitPadding (Real pad)
| Set the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.
Real | getSplitPadding () const
| Get the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.
size_t | getSplitCount () const
| Get the number of splits.
virtual void | getShadowCamera (const Ogre::SceneManager *sm, const Ogre::Camera *cam, const Ogre::Viewport *vp, const Ogre::Light *light, Ogre::Camera *texCam, size_t iteration) const
| Returns a LiSPSM shadow camera with PSSM splits base on iteration.
const SplitPointList & | getSplitPoints () const
| Returns the calculated split points.
Real | getOptimalAdjustFactor (size_t splitIndex) const
| Returns the optimal adjust factor for a given split.
Real | getOptimalAdjustFactor () const
| Overridden, recommended internal use only since depends on current iteration.
virtual void | setOptimalAdjustFactor (Real n)
| Adjusts the parameter n to produce optimal shadows.
virtual void | setUseSimpleOptimalAdjust (bool s)
| Sets whether or not to use a slightly simpler version of the camera near point derivation (default is true).
virtual bool | getUseSimpleOptimalAdjust () const
| Gets whether or not to use a slightly simpler version of the camera near point derivation (default is true).
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.
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.
void | setUseAggressiveFocusRegion (bool aggressive)
| Sets whether or not to use the more aggressive approach to deciding on the focus region or not.
bool | getUseAggressiveFocusRegion () const
void * | operator new (size_t sz, const char *file, int line, const char *func)
| operator new, with debug line info
void * | operator new (size_t sz)
void * | operator new (size_t sz, void *ptr)
| placement operator new
void * | operator new[] (size_t sz, const char *file, int line, const char *func)
| array operator new, with debug line info
void * | operator new[] (size_t sz)
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 *)
## Protected Member Functions
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.
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.
Real | calculateNOptSimple (const PointListBody &bodyLVS, const Camera &cam) const
| Calculates a simpler version than the one above.
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.
Matrix4 | buildFrustumProjection (Real left, Real right, Real bottom, Real top, Real near, Real far) const
| Builds a frustum matrix.
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.
void | calculateB (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, PointListBody *out_bodyB) const
| Calculates the intersection bodyB.
void | calculateLVS (const SceneManager &sm, const Camera &cam, const Light &light, const AxisAlignedBox &sceneBB, PointListBody *out_LVS) const
| Calculates the bodyLVS.
Vector3 | getLSProjViewDir (const Matrix4 &lightSpace, const Camera &cam, const PointListBody &bodyLVS) const
| Returns the projection view direction.
Vector3 | getNearCameraPoint_ws (const Matrix4 &viewMatrix, const PointListBody &bodyLVS) const
| Returns a valid near-point seen by the camera.
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.
Matrix4 | buildViewMatrix (const Vector3 &pos, const Vector3 &dir, const Vector3 &up) const
| Builds a view matrix.
## Protected Attributes
size_t | mSplitCount
SplitPointList | mSplitPoints
OptimalAdjustFactorList | mOptimalAdjustFactors
Real | mSplitPadding
size_t | mCurrentIteration
Real | mOptAdjustFactor
| Warp factor adjustment.
bool | mUseSimpleNOpt
| Use simple nopt derivation?
Real | mOptAdjustFactorTweak
| Extra calculated warp factor.
Real | mCosCamLightDirThreshold
| Threshold (cos angle) within which to start increasing the opt adjust as camera direction approaches light direction.
Frustum * | mTempFrustum
| Temporary preallocated frustum to set up a projection matrix in calculateShadowMappingMatrix().
Camera * | mLightFrustumCamera
| Temporary preallocated camera to set up a light frustum for clipping in calculateB.
bool | mLightFrustumCameraCalculated
bool | mUseAggressiveRegion
| Use tighter focus region?
ConvexBody | mBodyB
PointListBody | mPointListBodyB
PointListBody | mPointListBodyLVS
## Static Protected Attributes
static const Matrix4 | msNormalToLightSpace
| Transform to or from light space as defined by Wimmer et al.
static const Matrix4 | msLightSpaceToNormal

## Detailed Description

Parallel Split Shadow Map (PSSM) shadow camera setup.

Remarks:
  A PSSM shadow system uses multiple shadow maps per light and maps each texture into a region of space, progressing away from the camera. As such it is most appropriate for directional light setups. This particular version also uses LiSPSM projection for each split to maximise the quality.

Note:
  Because PSSM uses multiple shadow maps per light, you will need to increase the number of shadow textures available (via SceneManager) to match the number of shadow maps required (default is 3 per light).

Definition at line 50 of file OgreShadowCameraSetupPSSM.h.

## Member Typedef Documentation

typedef std::vector<Real> Ogre::PSSMShadowCameraSetup::SplitPointList

Definition at line 53 of file OgreShadowCameraSetupPSSM.h.

typedef std::vector<Real> Ogre::PSSMShadowCameraSetup::OptimalAdjustFactorList

Definition at line 54 of file OgreShadowCameraSetupPSSM.h.

## Constructor & Destructor Documentation

Ogre::PSSMShadowCameraSetup::PSSMShadowCameraSetup | ( |  | ) |

Constructor, defaults to 3 splits.

Ogre::PSSMShadowCameraSetup::~PSSMShadowCameraSetup | ( |  | ) |

## Member Function Documentation

void Ogre::PSSMShadowCameraSetup::calculateSplitPoints | ( | size_t | splitCount,
|  | Real | nearDist,
|  | Real | farDist,
|  | Real | lambda = `0.95` |
| ) |  |  |

Calculate a new splitting scheme.

Parameters:

  | splitCount | The number of splits to use
  | nearDist | The near plane to use for the first split
  | farDist | The far plane to use for the last split
  | lambda | Factor to use to reduce the split size

void Ogre::PSSMShadowCameraSetup::setSplitPoints | ( | const SplitPointList & | newSplitPoints | ) |

Manually configure a new splitting scheme.

Parameters:

  | newSplitPoints | A list which is splitCount + 1 entries long, containing the split points. The first value is the near point, the last value is the far point, and each value in between is both a far point of the previous split, and a near point for the next one.

void Ogre::PSSMShadowCameraSetup::setOptimalAdjustFactor | ( | size_t | splitIndex,
|  | Real | factor |
| ) |  |  |

Set the LiSPSM optimal adjust factor for a given split (call after configuring splits).

void Ogre::PSSMShadowCameraSetup::setSplitPadding | ( | Real | pad | ) |

Set the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.

Definition at line 93 of file OgreShadowCameraSetupPSSM.h.

Real Ogre::PSSMShadowCameraSetup::getSplitPadding | ( |  | ) | const

Get the padding factor to apply to the near & far distances when matching up splits to one another, to avoid 'cracks'.

Definition at line 98 of file OgreShadowCameraSetupPSSM.h.

size_t Ogre::PSSMShadowCameraSetup::getSplitCount | ( |  | ) | const

Get the number of splits.

Definition at line 100 of file OgreShadowCameraSetupPSSM.h.

virtual void Ogre::PSSMShadowCameraSetup::getShadowCamera | ( | const Ogre::SceneManager * | sm,
|  | const Ogre::Camera * | cam,
|  | const Ogre::Viewport * | vp,
|  | const Ogre::Light * | light,
|  | Ogre::Camera * | texCam,
|  | size_t | iteration |
| ) |  |  | const`[virtual]`

Returns a LiSPSM shadow camera with PSSM splits base on iteration.

Reimplemented from Ogre::LiSPSMShadowCameraSetup.

const SplitPointList& Ogre::PSSMShadowCameraSetup::getSplitPoints | ( |  | ) | const

Returns the calculated split points.

Definition at line 107 of file OgreShadowCameraSetupPSSM.h.

Real Ogre::PSSMShadowCameraSetup::getOptimalAdjustFactor | ( | size_t | splitIndex | ) | const

Returns the optimal adjust factor for a given split.

Definition at line 111 of file OgreShadowCameraSetupPSSM.h.

Real Ogre::PSSMShadowCameraSetup::getOptimalAdjustFactor | ( |  | ) | const`[virtual]`

Overridden, recommended internal use only since depends on current iteration.

Reimplemented from Ogre::LiSPSMShadowCameraSetup.

Matrix4 Ogre::LiSPSMShadowCameraSetup::calculateLiSPSM | ( | const Matrix4 & | lightSpace,
|  | const PointListBody & | bodyB,
|  | const PointListBody & | bodyLVS,
|  | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light |
| ) |  |  | const`[protected, inherited]`

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:

  | lightSpace,: | matrix of the light space transformation
  | bodyB,: | intersection body B
  | bodyLVS,: | intersection body LVS (relevant space in front of the camera)
  | sm,: | scene manager
  | cam,: | currently active camera
  | light,: | currently active light

Real Ogre::LiSPSMShadowCameraSetup::calculateNOpt | ( | const Matrix4 & | lightSpace,
|  | const AxisAlignedBox & | bodyBABB_ls,
|  | const PointListBody & | bodyLVS,
|  | const Camera & | cam |
| ) |  |  | const`[protected, inherited]`

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:

  | lightSpace,: | matrix of the light space transformation
  | bodyBABB_ls,: | bounding box of the tranformed (light space) bodyB
  | bodyLVS,: | point list of the bodyLVS which describes the scene space which is in front of the light and the camera
  | cam,: | currently active camera

Real Ogre::LiSPSMShadowCameraSetup::calculateNOptSimple | ( | const PointListBody & | bodyLVS,
|  | const Camera & | cam |
| ) |  |  | const`[protected, inherited]`

Calculates a simpler version than the one above.

Vector3 Ogre::LiSPSMShadowCameraSetup::calculateZ0_ls | ( | const Matrix4 & | lightSpace,
|  | const Vector3 & | e,
|  | Real | bodyB_zMax_ls,
|  | const Camera & | cam |
| ) |  |  | const`[protected, inherited]`

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:

  | lightSpace,: | matrix of the light space transformation
  | e,: | the LiSPSM parameter e is located near or on the near clipping plane of the LiSPSM frustum C
  | bodyB_zMax_ls,: | maximum z-value of the light space bodyB bounding box
  | cam,: | currently active camera

Matrix4 Ogre::LiSPSMShadowCameraSetup::buildFrustumProjection | ( | Real | left,
|  | Real | right,
|  | Real | bottom,
|  | Real | top,
|  | Real | near,
|  | Real | far |
| ) |  |  | const`[protected, inherited]`

Builds a frustum matrix.

Remarks:
  Builds a standard frustum matrix out of the distance infos of the six frustum clipping planes.

virtual void Ogre::LiSPSMShadowCameraSetup::setOptimalAdjustFactor | ( | Real | n | ) | `[virtual, inherited]`

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:

  | n | The adjustment factor - default is 0.1f.

Definition at line 211 of file OgreShadowCameraSetupLiSPSM.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setUseSimpleOptimalAdjust | ( | bool | s | ) | `[virtual, inherited]`

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

Definition at line 219 of file OgreShadowCameraSetupLiSPSM.h.

virtual bool Ogre::LiSPSMShadowCameraSetup::getUseSimpleOptimalAdjust | ( |  | ) | const`[virtual, inherited]`

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

Definition at line 223 of file OgreShadowCameraSetupLiSPSM.h.

virtual void Ogre::LiSPSMShadowCameraSetup::setCameraLightDirectionThreshold | ( | Degree | angle | ) | `[virtual, inherited]`

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 Degree Ogre::LiSPSMShadowCameraSetup::getCameraLightDirectionThreshold | ( |  | ) | const`[virtual, inherited]`

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.

void Ogre::FocusedShadowCameraSetup::calculateShadowMappingMatrix | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | Matrix4 * | out_view,
|  | Matrix4 * | out_proj,
|  | Camera * | out_cam |
| ) |  |  | const`[protected, inherited]`

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:

  | sm,: | scene manager
  | cam,: | currently active camera
  | light,: | currently active light
  | out_view,: | calculated uniform view shadow mapping matrix (may be NULL)
  | out_proj,: | calculated uniform projection shadow mapping matrix (may be NULL)
  | out_cam,: | calculated uniform shadow camera (may be NULL)

void Ogre::FocusedShadowCameraSetup::calculateB | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | const AxisAlignedBox & | sceneBB,
|  | PointListBody * | out_bodyB |
| ) |  |  | const`[protected, inherited]`

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:

  | sm,: | scene manager
  | cam,: | currently active camera
  | light,: | currently active light
  | sceneBB,: | scene bounding box for clipping operations
  | out_bodyB,: | final intersection bodyB point list

void Ogre::FocusedShadowCameraSetup::calculateLVS | ( | const SceneManager & | sm,
|  | const Camera & | cam,
|  | const Light & | light,
|  | const AxisAlignedBox & | sceneBB,
|  | PointListBody * | out_LVS |
| ) |  |  | const`[protected, inherited]`

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:

  | scene,: | holds all potential occluders / receivers as one single bounding box of the currently active scene node
  | cam,: | current viewer camera
  | light,: | current light
  | out_LVS,: | intersection body LVS (world coordinates)

Vector3 Ogre::FocusedShadowCameraSetup::getLSProjViewDir | ( | const Matrix4 & | lightSpace,
|  | const Camera & | cam,
|  | const PointListBody & | bodyLVS |
| ) |  |  | const`[protected, inherited]`

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:

  | lightSpace,: | matrix of the light space transformation
  | cam,: | current viewer camera
  | bodyLVS,: | intersection body LVS (relevant space in front of the camera)

Vector3 Ogre::FocusedShadowCameraSetup::getNearCameraPoint_ws | ( | const Matrix4 & | viewMatrix,
|  | const PointListBody & | bodyLVS |
| ) |  |  | const`[protected, inherited]`

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:

  | viewMatrix,: | view matrix of the current camera
  | bodyLVS,: | intersection body LVS (relevant space in front of the camera)

Matrix4 Ogre::FocusedShadowCameraSetup::transformToUnitCube | ( | const Matrix4 & | m,
|  | const PointListBody & | body |
| ) |  |  | const`[protected, inherited]`

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:

  | m,: | transformation matrix applied on the point list body
  | body,: | contains the points of the extends of all valid scene elements which are mapped to the unit cube

Matrix4 Ogre::FocusedShadowCameraSetup::buildViewMatrix | ( | const Vector3 & | pos,
|  | const Vector3 & | dir,
|  | const Vector3 & | up |
| ) |  |  | const`[protected, inherited]`

Builds a view matrix.

Remarks:
  Builds a standard view matrix out of a given position, direction and up vector.

void Ogre::FocusedShadowCameraSetup::setUseAggressiveFocusRegion | ( | bool | aggressive | ) | `[inherited]`

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:

  | aggressive | True to use the more aggressive approach, false otherwise.

Definition at line 272 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::getUseAggressiveFocusRegion | ( |  | ) | const`[inherited]`

Definition at line 274 of file OgreShadowCameraSetupFocused.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz,
|  | const char * | file,
|  | int | line,
|  | const char * | func |
| ) |  |  | `[inherited]`

operator new, with debug line info

Definition at line 62 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz | ) | `[inherited]`

Definition at line 67 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new | ( | size_t | sz,
|  | void * | ptr |
| ) |  |  | `[inherited]`

placement operator new

Definition at line 73 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new[] | ( | size_t | sz,
|  | const char * | file,
|  | int | line,
|  | const char * | func |
| ) |  |  | `[inherited]`

array operator new, with debug line info

Definition at line 79 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void* Ogre::AllocatedObject< Alloc >::operator new[] | ( | size_t | sz | ) | `[inherited]`

Definition at line 84 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr | ) | `[inherited]`

Definition at line 89 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | void * |  |
| ) |  |  | `[inherited]`

Definition at line 95 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete | ( | void * | ptr,
|  | const char * | ,
|  | int | ,
|  | const char * |  |
| ) |  |  | `[inherited]`

Definition at line 101 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete[] | ( | void * | ptr | ) | `[inherited]`

Definition at line 106 of file OgreMemoryAllocatedObject.h.

template<class Alloc>

void Ogre::AllocatedObject< Alloc >::operator delete[] | ( | void * | ptr,
|  | const char * | ,
|  | int | ,
|  | const char * |  |
| ) |  |  | `[inherited]`

Definition at line 112 of file OgreMemoryAllocatedObject.h.

## Member Data Documentation

size_t Ogre::PSSMShadowCameraSetup::mSplitCount`[protected]`

Definition at line 57 of file OgreShadowCameraSetupPSSM.h.

SplitPointList Ogre::PSSMShadowCameraSetup::mSplitPoints`[protected]`

Definition at line 58 of file OgreShadowCameraSetupPSSM.h.

OptimalAdjustFactorList Ogre::PSSMShadowCameraSetup::mOptimalAdjustFactors`[protected]`

Definition at line 59 of file OgreShadowCameraSetupPSSM.h.

Real Ogre::PSSMShadowCameraSetup::mSplitPadding`[protected]`

Definition at line 60 of file OgreShadowCameraSetupPSSM.h.

size_t Ogre::PSSMShadowCameraSetup::mCurrentIteration`[mutable, protected]`

Definition at line 62 of file OgreShadowCameraSetupPSSM.h.

Real Ogre::LiSPSMShadowCameraSetup::mOptAdjustFactor`[protected, inherited]`

Warp factor adjustment.

Definition at line 97 of file OgreShadowCameraSetupLiSPSM.h.

bool Ogre::LiSPSMShadowCameraSetup::mUseSimpleNOpt`[protected, inherited]`

Use simple nopt derivation?

Definition at line 99 of file OgreShadowCameraSetupLiSPSM.h.

Real Ogre::LiSPSMShadowCameraSetup::mOptAdjustFactorTweak`[mutable, protected, inherited]`

Extra calculated warp factor.

Definition at line 101 of file OgreShadowCameraSetupLiSPSM.h.

Real Ogre::LiSPSMShadowCameraSetup::mCosCamLightDirThreshold`[protected, inherited]`

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

Definition at line 103 of file OgreShadowCameraSetupLiSPSM.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msNormalToLightSpace`[static, protected, inherited]`

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 62 of file OgreShadowCameraSetupFocused.h.

const Matrix4 Ogre::FocusedShadowCameraSetup::msLightSpaceToNormal`[static, protected, inherited]`

Definition at line 63 of file OgreShadowCameraSetupFocused.h.

Frustum* Ogre::FocusedShadowCameraSetup::mTempFrustum`[protected, inherited]`

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

Definition at line 68 of file OgreShadowCameraSetupFocused.h.

Camera* Ogre::FocusedShadowCameraSetup::mLightFrustumCamera`[protected, inherited]`

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

Definition at line 72 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mLightFrustumCameraCalculated`[mutable, protected, inherited]`

Definition at line 73 of file OgreShadowCameraSetupFocused.h.

bool Ogre::FocusedShadowCameraSetup::mUseAggressiveRegion`[protected, inherited]`

Use tighter focus region?

Definition at line 76 of file OgreShadowCameraSetupFocused.h.

ConvexBody Ogre::FocusedShadowCameraSetup::mBodyB`[mutable, protected, inherited]`

Definition at line 139 of file OgreShadowCameraSetupFocused.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyB`[mutable, protected, inherited]`

Definition at line 140 of file OgreShadowCameraSetupFocused.h.

PointListBody Ogre::FocusedShadowCameraSetup::mPointListBodyLVS`[mutable, protected, inherited]`

Definition at line 141 of file OgreShadowCameraSetupFocused.h.

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

- OgreShadowCameraSetupPSSM.h

Copyright © 2008 Torus Knot Software Ltd
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Jul 26 11:36:56 2009