ProjectedShadow
Engine/source/lighting/common/projectedShadow.h
Protected Static Attributes
This parameter is used to adjust the far plane out for our orthographic render in order to force our object towards one end of the the eye space depth range.
Protected Attributes
bool
Public Static Attributes
Protected Static Functions
_getShadowMaterial(BaseMatInstance * inMat)
Returns a spotlight shadow material for use when rendering meshes into the projected shadow.
Protected Functions
_calcScore(const SceneRenderState * state)
_getDepthTarget(U32 width, U32 height)
_renderToTexture(F32 camDist, const TSRenderState & rdata)
bool
_updateDecal(const SceneRenderState * sceneState)
Public Functions
ProjectedShadow(SceneObject * object)
render(F32 camDist, const TSRenderState & rdata)
bool
shouldRender(const SceneRenderState * state)
update(const SceneRenderState * state)
Detailed Description
Protected Static Attributes
F32 smDepthAdjust
This parameter is used to adjust the far plane out for our orthographic render in order to force our object towards one end of the the eye space depth range.
SimObjectPtr< RenderPassManager > smRenderPass
SimObjectPtr< PostEffect > smShadowFilter
Protected Attributes
MaterialParameterHandle * mCasterPositionSC
DecalData * mDecalData
DecalInstance * mDecalInstance
VectorF mLastLightDir
Point3F mLastObjectPosition
Point3F mLastObjectScale
U32 mLastRenderTime
SceneObject * mParentObject
F32 mRadius
GFXTextureTargetRef mRenderTarget
F32 mScore
F32 mShadowLength
MaterialParameterHandle * mShadowLengthSC
GFXTexHandle mShadowTexture
ShapeBase * mShapeBase
bool mUpdateTexture
MatrixF mWorldToLight
Public Static Attributes
F32 smFadeEndPixelSize
F32 smFadeStartPixelSize
see:
Protected Static Functions
_getRenderPass()
_getShadowMaterial(BaseMatInstance * inMat)
Returns a spotlight shadow material for use when rendering meshes into the projected shadow.
Protected Functions
_calcScore(const SceneRenderState * state)
_getDepthTarget(U32 width, U32 height)
_renderToTexture(F32 camDist, const TSRenderState & rdata)
_updateDecal(const SceneRenderState * sceneState)
Public Functions
ProjectedShadow(SceneObject * object)
~ProjectedShadow()
getLastRenderTime()
Reimplemented from: ShadowBase
getScore()
Reimplemented from: ShadowBase
render(F32 camDist, const TSRenderState & rdata)
Reimplemented from: ShadowBase
shouldRender(const SceneRenderState * state)
Reimplemented from: ShadowBase
update(const SceneRenderState * state)
Reimplemented from: ShadowBase