Torque3D Documentation / _generateds / ProjectedShadow

ProjectedShadow

Engine/source/lighting/common/projectedShadow.h

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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 Static Functions

Returns a spotlight shadow material for use when rendering meshes into the projected shadow.

Protected Functions

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 

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