BlobShadow
Engine/source/lighting/common/blobShadow.h
Private Attributes
GFXVertexBufferHandle< GFXVertexPCT >
Private Static Attributes
Private Static Functions
collisionCallback(SceneObject * , void * )
Private Functions
Public Functions
BlobShadow(SceneObject * parentobject, LightInfo * light, TSShapeInstance * shapeinstance)
render(F32 camDist, const TSRenderState & rdata)
setRadius(TSShapeInstance * , const Point3F & scale)
bool
shouldRender(F32 camDist)
update(const SceneRenderState * state)
Public Static Functions
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