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.
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