#include <dynamicshadows.h>
◆ DirectionalLight()
      
        
          | DirectionalLight::DirectionalLight  | 
          ( | 
          const u32 |           shadowMapResolution,  | 
        
        
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          const v3f & |           position,  | 
        
        
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          video::SColorf |           lightColor = video::SColor(0xffffffff),  | 
        
        
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          f32 |           farValue = 100.0f ) | 
        
      
 
 
◆ ~DirectionalLight()
  
  
      
        
          | DirectionalLight::~DirectionalLight  | 
          ( | 
           | ) | 
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default   | 
  
 
 
◆ commitFrustum()
      
        
          | void DirectionalLight::commitFrustum  | 
          ( | 
           | ) | 
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◆ createSplitMatrices()
  
  
      
        
          | void DirectionalLight::createSplitMatrices  | 
          ( | 
          const Camera * |           cam | ) | 
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private   | 
  
 
References adjustDist(), BS, shadowFrustum::camera_offset, direction, future_frustum, Camera::getCameraNode(), Camera::getDirection(), Camera::getFovX(), Camera::getFovY(), Camera::getOffset(), Camera::getPosition(), last_cam_pos_world, last_look, shadowFrustum::length, shadowFrustum::player, shadowFrustum::position, shadowFrustum::ProjOrthMat, shadowFrustum::radius, shadowFrustum::ViewMat, shadowFrustum::zFar, and shadowFrustum::zNear.
Referenced by updateCameraOffset(), and updateFrustum().
 
 
◆ getDirection()
  
  
      
        
          | v3f DirectionalLight::getDirection  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
 
◆ getFarValue()
  
  
      
        
          | f32 DirectionalLight::getFarValue  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
 
◆ getFuturePlayerPos()
      
        
          | v3f DirectionalLight::getFuturePlayerPos  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getFutureProjectionMatrix()
      
        
          | const m4f & DirectionalLight::getFutureProjectionMatrix  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getFutureViewMatrix()
      
        
          | const m4f & DirectionalLight::getFutureViewMatrix  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getLightColor()
  
  
      
        
          | const video::SColorf & DirectionalLight::getLightColor  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
 
◆ getMapResolution()
  
  
      
        
          | u32 DirectionalLight::getMapResolution  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
Gets the shadow map resolution for this light. 
References mapRes.
 
 
◆ getMaxFarValue()
  
  
      
        
          | f32 DirectionalLight::getMaxFarValue  | 
          ( | 
           | ) | 
           const | 
         
       
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inline   | 
  
 
 
◆ getPlayerPos()
      
        
          | v3f DirectionalLight::getPlayerPos  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getPosition()
      
        
          | v3f DirectionalLight::getPosition  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getProjectionMatrix()
      
        
          | const m4f & DirectionalLight::getProjectionMatrix  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getViewMatrix()
      
        
          | const m4f & DirectionalLight::getViewMatrix  | 
          ( | 
           | ) | 
           const | 
        
      
 
 
◆ getViewProjMatrix()
      
        
          | m4f DirectionalLight::getViewProjMatrix  | 
          ( | 
           | ) | 
           | 
        
      
 
 
◆ setDirection()
      
        
          | void DirectionalLight::setDirection  | 
          ( | 
          v3f |           dir | ) | 
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◆ setLightColor()
  
  
      
        
          | void DirectionalLight::setLightColor  | 
          ( | 
          const video::SColorf & |           lightColor | ) | 
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inline   | 
  
 
 
◆ updateCameraOffset()
      
        
          | void DirectionalLight::updateCameraOffset  | 
          ( | 
          const Camera * |           cam | ) | 
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◆ updateFrustum()
      
        
          | void DirectionalLight::updateFrustum  | 
          ( | 
          const Camera * |           cam,  | 
        
        
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          Client * |           client ) | 
        
      
 
References BS, createSplitMatrices(), dirty, future_frustum, Camera::getCameraNode(), getDirection(), getMaxFarValue(), getPosition(), shadowFrustum::length, MYMIN, shadowFrustum::radius, should_update_map_shadow, shadowFrustum::zFar, and shadowFrustum::zNear.
Referenced by Game::updateShadows().
 
 
◆ diffuseColor
  
  
      
        
          | video::SColorf DirectionalLight::diffuseColor | 
         
       
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private   | 
  
 
 
◆ direction
  
  
      
        
          | v3f DirectionalLight::direction {0} | 
         
       
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private   | 
  
 
 
◆ dirty
  
  
      
        
          | bool DirectionalLight::dirty {false} | 
         
       
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private   | 
  
 
 
◆ farPlane
  
  
      
        
          | f32 DirectionalLight::farPlane | 
         
       
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private   | 
  
 
 
◆ future_frustum
◆ last_cam_pos_world
  
  
      
        
          | v3f DirectionalLight::last_cam_pos_world {0,0,0} | 
         
       
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private   | 
  
 
 
◆ last_look
  
  
      
        
          | v3f DirectionalLight::last_look {0,1,0} | 
         
       
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private   | 
  
 
 
◆ mapRes
  
  
      
        
          | u32 DirectionalLight::mapRes | 
         
       
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private   | 
  
 
 
◆ pos
  
  
      
        
          | v3f DirectionalLight::pos | 
         
       
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private   | 
  
 
 
◆ shadow_frustum
◆ should_update_map_shadow
      
        
          | bool DirectionalLight::should_update_map_shadow {true} | 
        
      
 
 
The documentation for this class was generated from the following files: