BlobShadow

Engine/source/lighting/common/blobShadow.h

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Private Static Functions

Private Functions

Public Functions

BlobShadow(SceneObject * parentobject, LightInfo * light, TSShapeInstance * shapeinstance)
bool
prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen)
render(F32 camDist, const TSRenderState & rdata)
setRadius(F32 radius)
bool
shouldRender(F32 camDist)

Detailed Description

Private Attributes

F32 mDepthBias 
F32 mInvShadowDistance 
U32 mLastRenderTime 
MatrixF mLightToWorld 
LightInfo * mParentLight 
SceneObject * mParentObject 
Vector< DepthSortList::Poly > mPartition 
Vector< Point3F > mPartitionVerts 
F32 mRadius 
GFXVertexBufferHandle< GFXVertexPCT > mShadowBuffer 
GFXStateBlockRef mShadowSB 
ShapeBase * mShapeBase 
TSShapeInstance * mShapeInstance 
MatrixF mWorldToLight 

Private Static Attributes

DepthSortList smDepthSortList 
F32 smGenericRadiusSkew 
S32 smGenericShadowDim 
GFXTexHandle smGenericShadowTexture 
U32 smShadowMask 

Private Static Functions

collisionCallback(SceneObject * , void * )

Private Functions

buildPartition(const Point3F & p, const Point3F & lightDir, F32 radius, F32 shadowLen)

setLightMatrices(const Point3F & lightDir, const Point3F & pos)

setupStateBlocks()

Public Functions

BlobShadow(SceneObject * parentobject, LightInfo * light, TSShapeInstance * shapeinstance)

~BlobShadow()

getLastRenderTime()

Reimplemented from: ShadowBase

prepare(const Point3F & pos, Point3F lightDir, F32 shadowLen)

render(F32 camDist, const TSRenderState & rdata)

Reimplemented from: ShadowBase

setRadius(F32 radius)

setRadius(TSShapeInstance * , const Point3F & scale)

shouldRender(F32 camDist)

update(const SceneRenderState * state)

Reimplemented from: ShadowBase