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diff --git a/docs/doxygen/nel/a03370.html b/docs/doxygen/nel/a03370.html new file mode 100644 index 00000000..bd6c050c --- /dev/null +++ b/docs/doxygen/nel/a03370.html @@ -0,0 +1,1052 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> +<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> +<title>NeL: NL3D::CShadowMap class Reference</title> +<link href="doxygen.css" rel="stylesheet" type="text/css"> +</head><body> +<!-- Generated by Doxygen 1.3.6 --> +<div class="qindex"> <form class="search" action="search.php" method="get"> +<a class="qindex" href="main.html">Main Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical List</a> | <a class="qindex" href="annotated.html">Data Structures</a> | <a class="qindex" href="files.html">File List</a> | <a class="qindex" href="namespacemembers.html">Namespace Members</a> | <a class="qindex" href="functions.html">Data Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related Pages</a> | <span class="search"><u>S</u>earch for <input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div> +<h1>NL3D::CShadowMap Class Reference</h1><code>#include <<a class="el" href="a06371.html">shadow_map.h</a>></code> +<p> +<hr><a name="_details"></a><h2>Detailed Description</h2> +This class encapsulate all Data generated by a Shadow Caster, and read for a Shadow Receiver. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p> +Nevrax France </dd></dl> +<dl compact><dt><b>Date:</b></dt><dd>2003 </dd></dl> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00053">53</a> of file <a class="el" href="a06371.html">shadow_map.h</a>.<table border=0 cellpadding=0 cellspacing=0> +<tr><td></td></tr> +<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa0">CShadowMap</a> (<a class="el" href="a03371.html">CShadowMapManager</a> *smm)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">Constructor. NB: ptr is owned => shadowMap should no still live while smm dead. <a href="#NL3D_1_1CShadowMapa0"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa1">getFadeAround</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">return compiled max of DistanceFade and TemporalOutScreenFade. <a href="#NL3D_1_1CShadowMapa1"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa2">getFinalFade</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">same but maximize with the TemporalInScreenFade; <a href="#NL3D_1_1CShadowMapa2"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03487.html">ITexture</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa3">getTexture</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">You can only get the texture for filling / use in a material. <a href="#NL3D_1_1CShadowMapa3"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa4">getTextureSize</a> () const </td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">get the TextureSize <a href="#NL3D_1_1CShadowMapa4"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa5">initTexture</a> (<a class="el" href="a04558.html#a15">uint</a> textSize)</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">create the Texture. It reset the texture if not of same size. <a href="#NL3D_1_1CShadowMapa5"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa6">processFades</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa7">resetTexture</a> ()</td></tr> + +<tr><td class="mdescLeft"> </td><td class="mdescRight">reset the Texture <a href="#NL3D_1_1CShadowMapa7"></a><br><br></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapa8">~CShadowMap</a> ()</td></tr> + +<tr><td colspan="2"><div class="groupHeader"></div></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapz896_0">buildCasterCameraMatrix</a> (const <a class="el" href="a03128.html">CVector</a> &lightDir, const <a class="el" href="a02851.html">CMatrix</a> &localPosMatrix, const <a class="el" href="a02156.html">CAABBox</a> &bbShape, <a class="el" href="a02851.html">CMatrix</a> &cameraMatrix)</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapz896_1">buildClipInfoFromMatrix</a> ()</td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>void </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapz896_2">buildProjectionInfos</a> (const <a class="el" href="a02851.html">CMatrix</a> &cameraMatrix, const <a class="el" href="a03128.html">CVector</a> &backPoint, const <a class="el" href="a03348.html">CScene</a> *scene)</td></tr> + +<tr><td colspan=2><br><h2>Data Fields</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo0">DistanceFade</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo1">InScreenFadeAccum</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a13">uint64</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo2">LastGenerationFrame</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02156.html">CAABBox</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector< <a class="el" href="a03082.html">CPlane</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02851.html">CMatrix</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo5">LocalProjectionMatrix</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo6">TemporalInScreenFade</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapo7">TemporalOutScreenFade</a></td></tr> + +<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr> +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapr0">_FadeAround</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top>float </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapr1">_FinalFade</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03371.html">CShadowMapManager</a> * </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapr2">_ShadowMapManager</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a> </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a></td></tr> + +<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">NLMISC::CSmartPtr</a>< <a class="el" href="a03487.html">ITexture</a> > </td><td class="memItemRight" valign=bottom><a class="el" href="a03370.html#NL3D_1_1CShadowMapr4">_Texture</a></td></tr> + +</table> +<hr><h2>Constructor & Destructor Documentation</h2> +<a class="anchor" name="NL3D_1_1CShadowMapa0" doxytag="NL3D::CShadowMap::CShadowMap" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::CShadowMap::CShadowMap </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a03371.html">CShadowMapManager</a> * </td> + <td class="mdname1" valign="top" nowrap> <em>smm</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Constructor. NB: ptr is owned => shadowMap should no still live while smm dead. +<p> + +<p> +Definition at line <a class="el" href="a06370.html#l00043">43</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06371.html#l00154">_FadeAround</a>, <a class="el" href="a06371.html#l00155">_FinalFade</a>, <a class="el" href="a06371.html#l00152">_TextSize</a>, <a class="el" href="a06371.html#l00086">DistanceFade</a>, <a class="el" href="a06371.html#l00097">InScreenFadeAccum</a>, <a class="el" href="a06371.html#l00078">LastGenerationFrame</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06371.html#l00090">TemporalInScreenFade</a>, and <a class="el" href="a06371.html#l00088">TemporalOutScreenFade</a>. +<p> +<div class="fragment"><pre>00044 { +00045 <a class="code" href="a04199.html#a6">nlassert</a>(smm); +00046 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr2">_ShadowMapManager</a>= smm; +00047 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a>= 0; +00048 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo2">LastGenerationFrame</a>= 0; +00049 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo0">DistanceFade</a>= 0; +00050 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo7">TemporalOutScreenFade</a>= 0; +00051 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo6">TemporalInScreenFade</a>= 0; +00052 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr0">_FadeAround</a>= 0; +00053 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr1">_FinalFade</a>= 1; +00054 <span class="comment">// see doc why 1.</span> +00055 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo1">InScreenFadeAccum</a>= 1; +00056 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa8" doxytag="NL3D::CShadowMap::~CShadowMap" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> NL3D::CShadowMap::~<a class="el" href="a03370.html">CShadowMap</a> </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06370.html#l00060">60</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06370.html#l00085">resetTexture()</a>. +<p> +<div class="fragment"><pre>00061 { +00062 <a class="code" href="a03370.html#NL3D_1_1CShadowMapa7">resetTexture</a>(); +00063 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Member Function Documentation</h2> +<a class="anchor" name="NL3D_1_1CShadowMapz896_0" doxytag="NL3D::CShadowMap::buildCasterCameraMatrix" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::buildCasterCameraMatrix </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>lightDir</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a02851.html">CMatrix</a> & </td> + <td class="mdname" nowrap> <em>localPosMatrix</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a02156.html">CAABBox</a> & </td> + <td class="mdname" nowrap> <em>bbShape</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap><a class="el" href="a02851.html">CMatrix</a> & </td> + <td class="mdname" nowrap> <em>cameraMatrix</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +From A BBox in Object Space, the lightDir, and the (nearly) worldMatrix, build the Camera for common Render Projection The caller has then just to do driver->setFrustum(0,1,0,1,0,1,false); driver->setupViewMatrix(cameraMatrix.inverted()); driver->setupModelMatrix(localPosMatrix); Then render his mesh. +<p> +Definition at line <a class="el" href="a06370.html#l00135">135</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a05385.html#l00091">NLMISC::CAABBox::getHalfSize()</a>, <a class="el" href="a05972.html#l00419">NLMISC::CMatrix::getI()</a>, <a class="el" href="a05972.html#l00427">NLMISC::CMatrix::getJ()</a>, <a class="el" href="a05972.html#l00435">NLMISC::CMatrix::getK()</a>, <a class="el" href="a05385.html#l00086">NLMISC::CAABBox::getMin()</a>, <a class="el" href="a05385.html#l00093">NLMISC::CAABBox::getSize()</a>, <a class="el" href="a06371.html#l00110">getTextureSize()</a>, <a class="el" href="a05972.html#l01090">NLMISC::CMatrix::inverted()</a>, <a class="el" href="a05972.html#l01170">NLMISC::CMatrix::normalize()</a>, <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>, <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>, <a class="el" href="a05384.html#l00262">NLMISC::CAABBox::transformAABBox()</a>, <a class="el" href="a05972.html#l00470">NLMISC::CMatrix::translate()</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>. +<p> +Referenced by <a class="el" href="a06393.html#l01781">NL3D::CSkeletonModel::generateShadowMap()</a>, and <a class="el" href="a06001.html#l00166">NL3D::CMeshInstance::generateShadowMap()</a>. +<p> +<div class="fragment"><pre>00136 { +00137 <span class="comment">// compute the orthogonal LightSpace camera matrix. Remind that J look forward and K is up here.</span> +00138 cameraMatrix.setRot(CVector::I, lightDir, CVector::K); +00139 cameraMatrix.normalize(CMatrix::YZX); +00140 +00141 <a class="code" href="a02156.html">CAABBox</a> bbLocal; +00142 bbLocal= <a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1908_3">CAABBox::transformAABBox</a>(cameraMatrix.inverted() * localPosMatrix, bbShape); +00143 +00144 <span class="comment">// Enlarge for 1 pixel left and right.</span> +00145 <span class="keywordtype">float</span> scaleSize= (<span class="keywordtype">float</span>)<a class="code" href="a03370.html#NL3D_1_1CShadowMapa4">getTextureSize</a>(); +00146 scaleSize= (scaleSize+2)/scaleSize; +00147 CVector hs= bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_1">getHalfSize</a>(); +00148 hs.x*= scaleSize; +00149 hs.z*= scaleSize; +00150 <span class="comment">// TestUniform</span> +00151 <span class="comment">/*float maxLen= max(hs.x, hs.y);</span> +00152 <span class="comment"> maxLen= max(maxLen, hs.z);</span> +00153 <span class="comment"> hs.x= hs.y= hs.z= maxLen;*/</span> +00154 <span class="comment">// EndTestUniform</span> +00155 bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1902_2">setHalfSize</a>(hs); +00156 +00157 <span class="comment">// setup the orthogonal camera Matrix so that it includes all the BBox</span> +00158 cameraMatrix.translate(bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_5">getMin</a>()); +00159 CVector vi= cameraMatrix.getI() * bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_8">getSize</a>().x; +00160 CVector vj= cameraMatrix.getJ() * bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_8">getSize</a>().y; +00161 CVector vk= cameraMatrix.getK() * bbLocal.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1904_8">getSize</a>().z; +00162 cameraMatrix.setRot(vi,vj,vk); +00163 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapz896_1" doxytag="NL3D::CShadowMap::buildClipInfoFromMatrix" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::buildClipInfoFromMatrix </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +The ShadowMap Caster can call this method after setting LocalProjectionMatrix. It computes auto the LocalClipPlanes and LocalBoundingBox from it. NB: don't use it if you use <a class="el" href="a03370.html#NL3D_1_1CShadowMapz896_2">buildProjectionInfos()</a>. +<p> +Definition at line <a class="el" href="a06370.html#l00098">98</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a05384.html#l00215">NLMISC::CAABBox::extend()</a>, <a class="el" href="a05972.html#l00419">NLMISC::CMatrix::getI()</a>, <a class="el" href="a05972.html#l00427">NLMISC::CMatrix::getJ()</a>, <a class="el" href="a05972.html#l00435">NLMISC::CMatrix::getK()</a>, <a class="el" href="a05973.html#l00198">NLMISC::CMatrix::getPos()</a>, <a class="el" href="a06371.html#l00074">LocalBoundingBox</a>, <a class="el" href="a06371.html#l00069">LocalClipPlanes</a>, <a class="el" href="a06371.html#l00062">LocalProjectionMatrix</a>, <a class="el" href="a05385.html#l00066">NLMISC::CAABBox::setCenter()</a>, and <a class="el" href="a05385.html#l00067">NLMISC::CAABBox::setHalfSize()</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00167">buildProjectionInfos()</a>. +<p> +<div class="fragment"><pre>00099 { +00100 <span class="keyword">const</span> CMatrix &cameraMatrix= <a class="code" href="a03370.html#NL3D_1_1CShadowMapo5">LocalProjectionMatrix</a>; +00101 CVector vi= LocalProjectionMatrix.getI(); +00102 CVector vj= LocalProjectionMatrix.getJ(); +00103 CVector vk= LocalProjectionMatrix.getK(); +00104 CVector vp= LocalProjectionMatrix.getPos(); +00105 +00106 <span class="comment">// **** Compute the planes.</span> +00107 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>.resize(6); +00108 <span class="comment">// The plane 0 is the back plane.</span> +00109 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[0].make(-vj, vp); +00110 <span class="comment">// Left and botom plane.</span> +00111 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[1].make(-vi, vp); +00112 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[2].make(-vk, vp); +00113 <span class="comment">// Right and top plane.</span> +00114 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[3].make(vi, vp + vi); +00115 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[4].make(vk, vp + vk); +00116 <span class="comment">// Front plane.</span> +00117 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo4">LocalClipPlanes</a>[5].make(vj, vp + vj); +00118 +00119 <span class="comment">// **** Compute the AA bounding box.</span> +00120 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1902_2">setHalfSize</a>(CVector::Null); +00121 CVector p0= vp; +00122 CVector p1= p0 + vi + vj + vk; +00123 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxz1902_1">setCenter</a>(p0); +00124 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p0 + vi); +00125 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p0 + vj); +00126 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p0 + vk); +00127 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p1 - vi); +00128 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p1 - vj); +00129 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p1 - vk); +00130 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo3">LocalBoundingBox</a>.<a class="code" href="a02156.html#NLMISC_1_1CAABBoxExtz1902_0">extend</a>(p1); +00131 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapz896_2" doxytag="NL3D::CShadowMap::buildProjectionInfos" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::buildProjectionInfos </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">const <a class="el" href="a02851.html">CMatrix</a> & </td> + <td class="mdname" nowrap> <em>cameraMatrix</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> & </td> + <td class="mdname" nowrap> <em>backPoint</em>, </td> + </tr> + <tr> + <td class="md" nowrap align="right"></td> + <td></td> + <td class="md" nowrap>const <a class="el" href="a03348.html">CScene</a> * </td> + <td class="mdname" nowrap> <em>scene</em></td> + </tr> + <tr> + <td></td> + <td class="md">) </td> + <td class="md" colspan="2"></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +From the Camera matrix computed with buildCasterCameraMatrix, compute the LocalProjectionMatrix, which modify the J axis according to backPoint and Shadow Depth. NB: automatically calls the <a class="el" href="a03370.html#NL3D_1_1CShadowMapz896_1">buildClipInfoFromMatrix()</a> method +<p> +Definition at line <a class="el" href="a06370.html#l00167">167</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06370.html#l00098">buildClipInfoFromMatrix()</a>, <a class="el" href="a05972.html#l00419">NLMISC::CMatrix::getI()</a>, <a class="el" href="a05972.html#l00427">NLMISC::CMatrix::getJ()</a>, <a class="el" href="a05972.html#l00435">NLMISC::CMatrix::getK()</a>, <a class="el" href="a05973.html#l00198">NLMISC::CMatrix::getPos()</a>, <a class="el" href="a06349.html#l00567">NL3D::CScene::getShadowMapMaxDepth()</a>, <a class="el" href="a06371.html#l00062">LocalProjectionMatrix</a>, <a class="el" href="a06682.html#l00125">NLMISC::CVector::normed()</a>, <a class="el" href="a05972.html#l00267">NLMISC::CMatrix::setPos()</a>, and <a class="el" href="a05972.html#l00209">NLMISC::CMatrix::setRot()</a>. +<p> +Referenced by <a class="el" href="a06393.html#l01781">NL3D::CSkeletonModel::generateShadowMap()</a>, and <a class="el" href="a06001.html#l00166">NL3D::CMeshInstance::generateShadowMap()</a>. +<p> +<div class="fragment"><pre>00168 { +00169 <span class="comment">// Modify the cameraMatrix to define the Aera of Shadow.</span> +00170 CVector projp= cameraMatrix.getPos(); +00171 CVector proji= cameraMatrix.getI(); +00172 CVector projj= cameraMatrix.getJ(); +00173 CVector projk= cameraMatrix.getK(); +00174 <span class="comment">// modify the J vector so that it gets the Wanted Len</span> +00175 CVector vj= projj.normed(); +00176 projj= vj*scene->getShadowMapMaxDepth(); +00177 <span class="comment">// Must move Pos so that the IK plane include the backPoint</span> +00178 projp+= (backPoint*vj-projp*vj) * vj; +00179 <span class="comment">// set the matrix</span> +00180 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo5">LocalProjectionMatrix</a>.setRot(proji, projj, projk); +00181 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo5">LocalProjectionMatrix</a>.setPos(projp); +00182 +00183 <span class="comment">// compute The clipPlanes and bbox.</span> +00184 <a class="code" href="a03370.html#NL3D_1_1CShadowMapz896_1">buildClipInfoFromMatrix</a>(); +00185 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa1" doxytag="NL3D::CShadowMap::getFadeAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CShadowMap::getFadeAround </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +return compiled max of DistanceFade and TemporalOutScreenFade. +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00145">145</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +References <a class="el" href="a06371.html#l00154">_FadeAround</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00189">processFades()</a>. +<p> +<div class="fragment"><pre>00145 {<span class="keywordflow">return</span> <a class="code" href="a03370.html#NL3D_1_1CShadowMapr0">_FadeAround</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa2" doxytag="NL3D::CShadowMap::getFinalFade" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float NL3D::CShadowMap::getFinalFade </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +same but maximize with the TemporalInScreenFade; +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00147">147</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +References <a class="el" href="a06371.html#l00155">_FinalFade</a>. +<p> +Referenced by <a class="el" href="a06372.html#l00445">NL3D::CShadowMapManager::renderProject()</a>, and <a class="el" href="a06372.html#l00880">NL3D::CShadowMapManager::selectShadowMapsToGenerate()</a>. +<p> +<div class="fragment"><pre>00147 {<span class="keywordflow">return</span> <a class="code" href="a03370.html#NL3D_1_1CShadowMapr1">_FinalFade</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa3" doxytag="NL3D::CShadowMap::getTexture" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03487.html">ITexture</a>* NL3D::CShadowMap::getTexture </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top">void </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +You can only get the texture for filling / use in a material. +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00113">113</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>, and <a class="el" href="a06372.html#l00445">NL3D::CShadowMapManager::renderProject()</a>. +<p> +<div class="fragment"><pre>00113 {<span class="keywordflow">return</span> <a class="code" href="a03370.html#NL3D_1_1CShadowMapr4">_Texture</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa4" doxytag="NL3D::CShadowMap::getTextureSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CShadowMap::getTextureSize </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap> const<code> [inline]</code></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +get the TextureSize +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00110">110</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +References <a class="el" href="a06371.html#l00152">_TextSize</a>, and <a class="el" href="a05981.html#l00100">uint32</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00135">buildCasterCameraMatrix()</a>, <a class="el" href="a06393.html#l01872">NL3D::CSkeletonModel::updateShadowMap()</a>, and <a class="el" href="a06001.html#l00319">NL3D::CMeshInstance::updateShadowMap()</a>. +<p> +<div class="fragment"><pre>00110 {<span class="keywordflow">return</span> <a class="code" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a>;} +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa5" doxytag="NL3D::CShadowMap::initTexture" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::initTexture </td> + <td class="md" valign="top">( </td> + <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a> </td> + <td class="mdname1" valign="top" nowrap> <em>textSize</em> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +create the Texture. It reset the texture if not of same size. +<p> + +<p> +Definition at line <a class="el" href="a06370.html#l00066">66</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06371.html#l00152">_TextSize</a>, <a class="el" href="a06372.html#l00957">NL3D::CShadowMapManager::allocateTexture()</a>, <a class="el" href="a06371.html#l00078">LastGenerationFrame</a>, <a class="el" href="a05586.html#l00349">NLMISC::raiseToNextPowerOf2()</a>, <a class="el" href="a06370.html#l00085">resetTexture()</a>, and <a class="el" href="a05981.html#l00105">uint</a>. +<p> +Referenced by <a class="el" href="a06393.html#l01872">NL3D::CSkeletonModel::updateShadowMap()</a>, and <a class="el" href="a06001.html#l00319">NL3D::CMeshInstance::updateShadowMap()</a>. +<p> +<div class="fragment"><pre>00067 { +00068 textSize= max(textSize, 2U); +00069 <span class="comment">// if same size than setup, quit</span> +00070 <span class="keywordflow">if</span>(<a class="code" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a>==textSize) +00071 <span class="keywordflow">return</span>; +00072 <a class="code" href="a03370.html#NL3D_1_1CShadowMapa7">resetTexture</a>(); +00073 textSize= <a class="code" href="a05378.html#a262">raiseToNextPowerOf2</a>(textSize); +00074 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a>= textSize; +00075 +00076 <span class="comment">// Allocate in the Manager.</span> +00077 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr4">_Texture</a>= <a class="code" href="a03370.html#NL3D_1_1CShadowMapr2">_ShadowMapManager</a>->allocateTexture(_TextSize); +00078 +00079 <span class="comment">// Since our texture has changed, it is no more valid. reset counter.</span> +00080 <a class="code" href="a03370.html#NL3D_1_1CShadowMapo2">LastGenerationFrame</a>= 0; +00081 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa6" doxytag="NL3D::CShadowMap::processFades" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::processFades </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Clamp Fades to 0-1. Additionaly reset the texture if DistanceFade>=1 or TemporalOutScreenFade>=1 See Implementation for Why. Additionally compile <a class="el" href="a03370.html#NL3D_1_1CShadowMapa1">getFadeAround()</a> and getFadeInScreen() +<p> +Definition at line <a class="el" href="a06370.html#l00189">189</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06371.html#l00154">_FadeAround</a>, <a class="el" href="a06371.html#l00155">_FinalFade</a>, <a class="el" href="a05587.html#l00115">NLMISC::clamp()</a>, <a class="el" href="a06371.html#l00086">DistanceFade</a>, <a class="el" href="a06371.html#l00145">getFadeAround()</a>, <a class="el" href="a06370.html#l00085">resetTexture()</a>, <a class="el" href="a06371.html#l00090">TemporalInScreenFade</a>, and <a class="el" href="a06371.html#l00088">TemporalOutScreenFade</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>. +<p> +<div class="fragment"><pre>00190 { +00191 <a class="code" href="a05378.html#a374">clamp</a>(DistanceFade, 0.f, 1.f); +00192 <a class="code" href="a05378.html#a374">clamp</a>(TemporalOutScreenFade, 0.f, 1.f); +00193 <a class="code" href="a05378.html#a374">clamp</a>(TemporalInScreenFade, 0.f, 1.f); +00194 +00195 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr0">_FadeAround</a>= max(DistanceFade, TemporalOutScreenFade); +00196 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr1">_FinalFade</a>= max(_FadeAround, TemporalInScreenFade); +00197 +00198 <span class="comment">/* if the fadeAround is 1, then release the texture</span> +00199 <span class="comment"> Don't take _FinalFade because this last may change too much cause of TemporalInScreenFade.</span> +00200 <span class="comment"> While FadeAround is somewhat stable (as entities and the camera don't move too much),</span> +00201 <span class="comment"> TemporalInScreenFade is dependent of camera rotation.</span> +00202 <span class="comment"></span> +00203 <span class="comment"> => _FinalFade allow to not draw too much shadows (CPU gain),</span> +00204 <span class="comment"> while FadeAround allow in addition the capacity to not use too much texture memory</span> +00205 <span class="comment"> */</span> +00206 <span class="keywordflow">if</span>(<a class="code" href="a03370.html#NL3D_1_1CShadowMapa1">getFadeAround</a>()==1) +00207 <a class="code" href="a03370.html#NL3D_1_1CShadowMapa7">resetTexture</a>(); +00208 } +</pre></div> </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapa7" doxytag="NL3D::CShadowMap::resetTexture" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> void NL3D::CShadowMap::resetTexture </td> + <td class="md" valign="top">( </td> + <td class="mdname1" valign="top" nowrap> </td> + <td class="md" valign="top"> ) </td> + <td class="md" nowrap></td> + </tr> + + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +reset the Texture +<p> + +<p> +Definition at line <a class="el" href="a06370.html#l00085">85</a> of file <a class="el" href="a06370.html">shadow_map.cpp</a>. +<p> +References <a class="el" href="a06371.html#l00152">_TextSize</a>, and <a class="el" href="a06372.html#l01000">NL3D::CShadowMapManager::releaseTexture()</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00066">initTexture()</a>, <a class="el" href="a06370.html#l00189">processFades()</a>, and <a class="el" href="a06370.html#l00060">~CShadowMap()</a>. +<p> +<div class="fragment"><pre>00086 { +00087 <span class="comment">// release the SmartPtr</span> +00088 <span class="keywordflow">if</span>(<a class="code" href="a03370.html#NL3D_1_1CShadowMapr4">_Texture</a>) +00089 { +00090 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr2">_ShadowMapManager</a>->releaseTexture(_Texture); +00091 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr4">_Texture</a>= NULL; +00092 } +00093 <a class="code" href="a03370.html#NL3D_1_1CShadowMapr3">_TextSize</a>= 0; +00094 } +</pre></div> </td> + </tr> +</table> +<hr><h2>Field Documentation</h2> +<a class="anchor" name="NL3D_1_1CShadowMapr0" doxytag="NL3D::CShadowMap::_FadeAround" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapr0">NL3D::CShadowMap::_FadeAround</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00154">154</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00043">CShadowMap()</a>, <a class="el" href="a06371.html#l00145">getFadeAround()</a>, and <a class="el" href="a06370.html#l00189">processFades()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapr1" doxytag="NL3D::CShadowMap::_FinalFade" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapr1">NL3D::CShadowMap::_FinalFade</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00155">155</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00043">CShadowMap()</a>, <a class="el" href="a06371.html#l00147">getFinalFade()</a>, and <a class="el" href="a06370.html#l00189">processFades()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapr2" doxytag="NL3D::CShadowMap::_ShadowMapManager" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03371.html">CShadowMapManager</a>* <a class="el" href="a03370.html#NL3D_1_1CShadowMapr2">NL3D::CShadowMap::_ShadowMapManager</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00153">153</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapr3" doxytag="NL3D::CShadowMap::_TextSize" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> <a class="el" href="a03370.html#NL3D_1_1CShadowMapr3">NL3D::CShadowMap::_TextSize</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00152">152</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00043">CShadowMap()</a>, <a class="el" href="a06371.html#l00110">getTextureSize()</a>, <a class="el" href="a06370.html#l00066">initTexture()</a>, and <a class="el" href="a06370.html#l00085">resetTexture()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapr4" doxytag="NL3D::CShadowMap::_Texture" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">NLMISC::CSmartPtr</a><<a class="el" href="a03487.html">ITexture</a>> <a class="el" href="a03370.html#NL3D_1_1CShadowMapr4">NL3D::CShadowMap::_Texture</a><code> [private]</code> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00151">151</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo0" doxytag="NL3D::CShadowMap::DistanceFade" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapo0">NL3D::CShadowMap::DistanceFade</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +They are the fade of the shadowMap, for Lod Shadow display. 0-1 values. NB: if DistanceFade==1 or TemporalOutScreenFade==1, then the ShadowMap Texture is released. Final Fade is the max of the 3. +<p> +Definition at line <a class="el" href="a06371.html#l00086">86</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06370.html#l00043">CShadowMap()</a>, and <a class="el" href="a06370.html#l00189">processFades()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo1" doxytag="NL3D::CShadowMap::InScreenFadeAccum" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapo1">NL3D::CShadowMap::InScreenFadeAccum</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +This value represent the fade time we don't know what to do with TemporalInScreenFade because the shadowMap is not visible or frustum-clipped. Once the shadowMap will be visible again, This will be add/removed (according to TemporalInScreenFade rules) to the TemporalInScreenFade. NB: by default the value is 1 so the initial state is correct when you enable cast shadowMap! +<p> +Definition at line <a class="el" href="a06371.html#l00097">97</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, and <a class="el" href="a06370.html#l00043">CShadowMap()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo2" doxytag="NL3D::CShadowMap::LastGenerationFrame" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a13">uint64</a> <a class="el" href="a03370.html#NL3D_1_1CShadowMapo2">NL3D::CShadowMap::LastGenerationFrame</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00078">78</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00043">CShadowMap()</a>, <a class="el" href="a06370.html#l00066">initTexture()</a>, <a class="el" href="a06372.html#l00234">NL3D::CShadowMapManager::renderGenerate()</a>, and <a class="el" href="a06372.html#l00880">NL3D::CShadowMapManager::selectShadowMapsToGenerate()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo3" doxytag="NL3D::CShadowMap::LocalBoundingBox" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02156.html">CAABBox</a> <a class="el" href="a03370.html#NL3D_1_1CShadowMapo3">NL3D::CShadowMap::LocalBoundingBox</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Computed at shadow casting time. This is the LocalPos Bouding Box containing the shadow (AxisAligned). <dl compact><dt><b>See also:</b></dt><dd>generateClipInfoFromMatrix()</dd></dl> + +<p> +Definition at line <a class="el" href="a06371.html#l00074">74</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00098">buildClipInfoFromMatrix()</a>, <a class="el" href="a06374.html#l00192">NL3D::CShadowPolyReceiver::render()</a>, and <a class="el" href="a06372.html#l00445">NL3D::CShadowMapManager::renderProject()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo4" doxytag="NL3D::CShadowMap::LocalClipPlanes" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> std::vector<<a class="el" href="a03082.html">CPlane</a>> <a class="el" href="a03370.html#NL3D_1_1CShadowMapo4">NL3D::CShadowMap::LocalClipPlanes</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Computed at shadow casting time. They are clipping planes used to clip receivers (mirror of the OBB). Receivers may use them to clip sub received parts (as they which) Like the ProjectionLocalMatrix, this plane are in World, but the position of the Caster model. <dl compact><dt><b>See also:</b></dt><dd>generateClipInfoFromMatrix()</dd></dl> + +<p> +Definition at line <a class="el" href="a06371.html#l00069">69</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00098">buildClipInfoFromMatrix()</a>, and <a class="el" href="a06374.html#l00192">NL3D::CShadowPolyReceiver::render()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo5" doxytag="NL3D::CShadowMap::LocalProjectionMatrix" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> <a class="el" href="a02851.html">CMatrix</a> <a class="el" href="a03370.html#NL3D_1_1CShadowMapo5">NL3D::CShadowMap::LocalProjectionMatrix</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> +Computed at shadow casting time. The matrix used to cast the Shadow. It is actualy a World ProjectionMatrix, but is only local to the Position of the Model (not rotation/scale). Hence receiver have to add the position of the caster model to this matrix to get true World. The usage of this matrix is for UV projection: XYZ= WorldProjectionMatrix * UVW. NB: Vj (ie for W) is mapped such that Vp means NearClip of the shadow and Vp+Vj means FarClip of the shadow +<p> +Definition at line <a class="el" href="a06371.html#l00062">62</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a06370.html#l00098">buildClipInfoFromMatrix()</a>, <a class="el" href="a06370.html#l00167">buildProjectionInfos()</a>, and <a class="el" href="a06372.html#l00445">NL3D::CShadowMapManager::renderProject()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo6" doxytag="NL3D::CShadowMap::TemporalInScreenFade" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapo6">NL3D::CShadowMap::TemporalInScreenFade</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00090">90</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06370.html#l00043">CShadowMap()</a>, and <a class="el" href="a06370.html#l00189">processFades()</a>. </td> + </tr> +</table> +<a class="anchor" name="NL3D_1_1CShadowMapo7" doxytag="NL3D::CShadowMap::TemporalOutScreenFade" ></a><p> +<table class="mdTable" width="100%" cellpadding="2" cellspacing="0"> + <tr> + <td class="mdRow"> + <table cellpadding="0" cellspacing="0" border="0"> + <tr> + <td class="md" nowrap valign="top"> float <a class="el" href="a03370.html#NL3D_1_1CShadowMapo7">NL3D::CShadowMap::TemporalOutScreenFade</a> + </table> + </td> + </tr> +</table> +<table cellspacing=5 cellpadding=0 border=0> + <tr> + <td> + + </td> + <td> + +<p> + +<p> +Definition at line <a class="el" href="a06371.html#l00088">88</a> of file <a class="el" href="a06371.html">shadow_map.h</a>. +<p> +Referenced by <a class="el" href="a05555.html#l00532">NL3D::CClipTrav::clipSkeletonShadowMaps()</a>, <a class="el" href="a06370.html#l00043">CShadowMap()</a>, and <a class="el" href="a06370.html#l00189">processFades()</a>. </td> + </tr> +</table> +<hr>The documentation for this class was generated from the following files:<ul> +<li><a class="el" href="a06371.html">shadow_map.h</a><li><a class="el" href="a06370.html">shadow_map.cpp</a></ul> +<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:43:01 2004 for NeL by +<a href="http://www.doxygen.org/index.html"> +<img src="doxygen.png" alt="doxygen" align="middle" border=0 > +</a>1.3.6 </small></address> +</body> +</html> |