Structure representing a single shadow source. More...
Public Attributes | |
GLfloat | clearcolor [4] |
Color used to clear the shadow map. | |
Status variables | |
bool | init |
Flag stating if the shadow source has been already initialized. | |
bool | active |
Flag stating if the shadow source is active. | |
GL buffer and texture names | |
GLuint | shadFBO |
Framebuffer object for the shadow map rendering. | |
GLuint | depthRBO |
Depth Renderbuffer object for aid during shadow map rendering. | |
GLuint | shadTex |
Texture image OpenGL name where the shadow map is rendered. | |
GLuint | blurFBO |
Framebuffer object for the blur filter first pass. | |
GLuint | blurTex |
Texture image OpenGL name where the first blurring step is performed. | |
Shadow frustum properties | |
GLfloat | viewmat [16] |
Shadow source view matrix. | |
GLfloat | projmatfetch [16] |
Shadow source projection matrix used when we have to fetch a texel while rendering. | |
GLfloat | projmat [16] |
Shadow source projection matrix used when rendering the map. | |
GLfloat | znear |
Shadow source near clipping distance. | |
GLfloat | zfar |
Shadow source far clipping distance. | |
GLfloat | vfvertices [8][3] |
Shadow source view frustum vertices in world coordinates. | |
Texture (and viewport) size | |
GLsizei | width |
Shadow map width in pixels. | |
GLsizei | height |
Shadow map height in pixels. | |
GLfloat | mapsize [2] |
Shadow map dimensions in pixels (floating point values) | |
Algorithm parameters | |
GLint | filtersize |
Gaussian blur filter size (stored with a -1 for efficiency) | |
GLfloat | intensity |
Shadow intensity. | |
GLfloat | minvariance |
Minimum variance. | |
GLfloat | bleedred |
Light bleeding reduction factor. | |
GLfloat | depthscale |
Depth scale for exponential warp. |
Structure representing a single shadow source.
As already stated, this class is not related with the VR3Light class and merely represents a point in space where shadows have their origin.
Definition at line 253 of file VR3ShadowController.h.
Flag stating if the shadow source is active.
Definition at line 261 of file VR3ShadowController.h.
Light bleeding reduction factor.
Definition at line 330 of file VR3ShadowController.h.
Framebuffer object for the blur filter first pass.
Definition at line 275 of file VR3ShadowController.h.
Texture image OpenGL name where the first blurring step is performed.
Definition at line 277 of file VR3ShadowController.h.
Color used to clear the shadow map.
This vector depends on the depth scale value for the current source.
Definition at line 339 of file VR3ShadowController.h.
Depth Renderbuffer object for aid during shadow map rendering.
Definition at line 271 of file VR3ShadowController.h.
Depth scale for exponential warp.
Definition at line 332 of file VR3ShadowController.h.
Gaussian blur filter size (stored with a -1 for efficiency)
Definition at line 324 of file VR3ShadowController.h.
Shadow map height in pixels.
Definition at line 314 of file VR3ShadowController.h.
Flag stating if the shadow source has been already initialized.
Definition at line 259 of file VR3ShadowController.h.
Shadow intensity.
Definition at line 326 of file VR3ShadowController.h.
GLfloat VR3ShadowController::ShadowSource::mapsize[2] |
Shadow map dimensions in pixels (floating point values)
Definition at line 316 of file VR3ShadowController.h.
Minimum variance.
Definition at line 328 of file VR3ShadowController.h.
GLfloat VR3ShadowController::ShadowSource::projmat[16] |
Shadow source projection matrix used when rendering the map.
Definition at line 289 of file VR3ShadowController.h.
GLfloat VR3ShadowController::ShadowSource::projmatfetch[16] |
Shadow source projection matrix used when we have to fetch a texel while rendering.
Definition at line 287 of file VR3ShadowController.h.
Framebuffer object for the shadow map rendering.
Definition at line 269 of file VR3ShadowController.h.
Texture image OpenGL name where the shadow map is rendered.
Definition at line 273 of file VR3ShadowController.h.
GLfloat VR3ShadowController::ShadowSource::vfvertices[8][3] |
Shadow source view frustum vertices in world coordinates.
vfvertices[0] = lower left near vertex (from the source point of view) vfvertices[1] = lower right near vertex (from the source point of view) vfvertices[2] = top right near vertex (from the source point of view) vfvertices[3] = top left near vertex (from the source point of view) vfvertices[4] = lower left far vertex (from the source point of view) vfvertices[5] = lower right far vertex (from the source point of view) vfvertices[6] = top right far vertex (from the source point of view) vfvertices[7] = top left far vertex (from the source point of view)
Definition at line 304 of file VR3ShadowController.h.
GLfloat VR3ShadowController::ShadowSource::viewmat[16] |
Shadow source view matrix.
Definition at line 285 of file VR3ShadowController.h.
Shadow map width in pixels.
Definition at line 312 of file VR3ShadowController.h.
Shadow source far clipping distance.
Definition at line 293 of file VR3ShadowController.h.
Shadow source near clipping distance.
Definition at line 291 of file VR3ShadowController.h.