Skylicht Engine
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Skylicht::CCascadedShadowMaps Class Reference

Public Member Functions

void init (int splitCount, int shadowMapSize, float farValue, int screenWidth, int screenHeight)
void update (CCamera *camera, const core::vector3df &lightDir)
const core::aabbox3dfgetFrustumBox (int cascaded)
int getSplitCount ()
const core::matrix4getViewMatrices (int i)
const core::matrix4getProjectionMatrices (int i)
float * getShadowDistance ()
float * getShadowMatrices ()

Protected Member Functions

void updateSplits (CCamera *camera)
void updateFrustumCorners (const core::vector3df &camPos, const core::vector3df &camForward)
void updateMatrix (core::vector3df &camPos)

Protected Attributes

float m_lambda
float m_nearOffset
int m_splitCount
int m_shadowMapSize
SFrustumSplit m_splits [MAX_FRUSTUM_SPLITS]
float m_farBounds [MAX_FRUSTUM_SPLITS]
core::vector3df m_lightDirection
core::matrix4 m_bias
core::matrix4 m_viewMatrices [MAX_FRUSTUM_SPLITS]
core::matrix4 m_projMatrices [MAX_FRUSTUM_SPLITS]
core::matrix4 m_textureMatrices [MAX_FRUSTUM_SPLITS]
core::aabbox3df m_frustumBox [MAX_FRUSTUM_SPLITS]
float m_shadowMatrices [16 *MAX_FRUSTUM_SPLITS]
float m_farValue

The documentation for this class was generated from the following file: