The Nebula Device 3: Lighting::ShadowServer Class Reference

The Nebula Device 3

Lighting::ShadowServer Class Reference

#include <shadowserver.h>

Inheritance diagram for Lighting::ShadowServer:

Lighting::SM30ShadowServer

Detailed Description

The ShadowServer setups and controls the global aspects of the dynamic shadow system.

(C) 2007 Radon Labs GmbH

Public Member Functions

 ShadowServer ()
 constructor
virtual ~ShadowServer ()
 destructor
void Open ()
 open the shadow server
void Close ()
 close the shadow server
void UpdateShadowBuffers ()
 update shadow buffer
const Ptr< CoreGraphics::Texture > & GetLocalLightShadowBufferTexture () const
 get pointer to shadow buffer for local lights
const Ptr< CoreGraphics::Texture > & GetGlobalLightShadowBufferTexture () const
 get pointer to PSSM shadow buffer for global lights
const float * GetPSSMSplitDistances () const
 get array of PSSM split distances
const Math::matrix44GetPSSMSplitLightProjTransforms () const
 get array of PSSM LightProjTransforms

Member Function Documentation

void Lighting::SM30ShadowServer::UpdateShadowBuffers (  )  [inherited]

update shadow buffer

This method updates the internal shadow buffer render taregets.

const float * Lighting::SM30ShadowServer::GetPSSMSplitDistances (  )  const [inherited]

get array of PSSM split distances

Get raw pointer to array of PSSM split distances.

const Math::matrix44 * Lighting::SM30ShadowServer::GetPSSMSplitLightProjTransforms (  )  const [inherited]

get array of PSSM LightProjTransforms

Get raw pointer to array of PSSM split LightProjTransform matrices.