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