openscenegraph
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typedef std::map<unsigned int,PSSMShadowSplitTexture> osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTextureMap [protected] |
osgShadow::ParallelSplitShadowMap::ParallelSplitShadowMap | ( | osg::Geode ** | debugGroup = NULL , |
int | icountplanes = 3 |
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osgShadow::ParallelSplitShadowMap::ParallelSplitShadowMap | ( | const ParallelSplitShadowMap & | es, |
const osg::CopyOp & | copyop = osg::CopyOp::SHALLOW_COPY |
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virtual osgShadow::ParallelSplitShadowMap::~ParallelSplitShadowMap | ( | ) | [inline, protected, virtual] |
virtual void osgShadow::ParallelSplitShadowMap::cleanSceneGraph | ( | ) | [virtual] |
Clean scene graph from any shadow technique specific nodes, state and drawables.
Reimplemented from osgShadow::ShadowTechnique.
virtual void osgShadow::ParallelSplitShadowMap::cull | ( | osgUtil::CullVisitor & | cv | ) | [virtual] |
Run the cull traversal of the ShadowedScene and set up the rendering for this ShadowTechnique.
Reimplemented from osgShadow::ShadowTechnique.
void osgShadow::ParallelSplitShadowMap::enableShadowGLSLFiltering | ( | bool | filtering = true | ) | [inline] |
enable / disable shadow filtering
const osg::Vec2& osgShadow::ParallelSplitShadowMap::getAmbientBias | ( | ) | const [inline] |
Get the values for the ambient bias the shader will use.
double osgShadow::ParallelSplitShadowMap::getMaxFarDistance | ( | ) | const [inline] |
Get the max far distance
double osgShadow::ParallelSplitShadowMap::getMinNearDistanceForSplits | ( | ) | const [inline] |
Get min near distance for splits
double osgShadow::ParallelSplitShadowMap::getMoveVCamBehindRCamFactor | ( | ) | const [inline] |
Get the factor for moving the virtual camera behind the real camera
const osg::Vec2f& osgShadow::ParallelSplitShadowMap::getPolygonOffset | ( | ) | const [inline] |
Get the polygon offset osg::Vec2f(factor,unit)
SplitCalcMode osgShadow::ParallelSplitShadowMap::getSplitCalculationMode | ( | ) | const [inline] |
get split calculation mode
unsigned int osgShadow::ParallelSplitShadowMap::getTextureResolution | ( | ) | const [inline] |
Get the texture resolution
const osg::Light* osgShadow::ParallelSplitShadowMap::getUserLight | ( | ) | const [inline] |
get the user defined light for shadow simulation
virtual void osgShadow::ParallelSplitShadowMap::init | ( | ) | [virtual] |
Initialize the ShadowedScene and local cached data structures.
Reimplemented from osgShadow::ShadowTechnique.
osgShadow::ParallelSplitShadowMap::META_Object | ( | osgShadow | , |
ParallelSplitShadowMap | |||
) |
void osgShadow::ParallelSplitShadowMap::setAmbientBias | ( | const osg::Vec2 & | ambientBias | ) |
Set the values for the ambient bias the shader will use.
void osgShadow::ParallelSplitShadowMap::setDebugColorOn | ( | ) | [inline] |
Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation
void osgShadow::ParallelSplitShadowMap::setFragmentShaderGenerator | ( | FragmentShaderGenerator * | fsw | ) | [inline] |
set fragment shader generator
void osgShadow::ParallelSplitShadowMap::setMaxFarDistance | ( | double | farDist | ) | [inline] |
Set the max far distance
void osgShadow::ParallelSplitShadowMap::setMinNearDistanceForSplits | ( | double | nd | ) | [inline] |
Set min near distance for splits
void osgShadow::ParallelSplitShadowMap::setMoveVCamBehindRCamFactor | ( | double | distFactor | ) | [inline] |
Set the factor for moving the virtual camera behind the real camera
void osgShadow::ParallelSplitShadowMap::setPolygonOffset | ( | const osg::Vec2f & | p | ) | [inline] |
Set the polygon offset osg::Vec2f(factor,unit)
void osgShadow::ParallelSplitShadowMap::setSplitCalculationMode | ( | SplitCalcMode | scm = SPLIT_EXP | ) | [inline] |
set split calculation mode
void osgShadow::ParallelSplitShadowMap::setTextureResolution | ( | unsigned int | resolution | ) | [inline] |
Set the texture resolution
void osgShadow::ParallelSplitShadowMap::setUserLight | ( | osg::Light * | light | ) | [inline] |
set a user defined light for shadow simulation (sun light, ... ) when this light get passed to pssm, the scene's light are no longer collected and simulated. just this user passed light, it needs to be a directional light.
virtual void osgShadow::ParallelSplitShadowMap::update | ( | osg::NodeVisitor & | nv | ) | [virtual] |
Run the update traversal of the ShadowedScene and update any loca chached data structures.
Reimplemented from osgShadow::ShadowTechnique.