mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-10 22:24:33 +00:00
some enchancements for shadowmapping
new /= operator in point4f _calcClipSpaceAABB in pssm no longer uses radius just transform points into light space and do min max _roundProjection matrix also optimized.
This commit is contained in:
parent
03a348deb7
commit
80bd8f8117
3 changed files with 66 additions and 63 deletions
|
|
@ -58,7 +58,7 @@ protected:
|
|||
Box3F _calcClipSpaceAABB(const Frustum& f, const MatrixF& transform, F32 farDist);
|
||||
void _calcPlanesCullForShadowCasters(Vector< Vector<PlaneF> > &out, const Frustum &viewFrustum, const Point3F &_ligthDir);
|
||||
void _roundProjection(const MatrixF& lightMat, const MatrixF& cropMatrix, Point3F &offset, U32 splitNum);
|
||||
|
||||
void _adjustScaleAndOffset(Box3F& clipAABB, Point3F& scale, Point3F& offset);
|
||||
static const S32 MAX_SPLITS = 4;
|
||||
U32 mNumSplits;
|
||||
F32 mSplitDist[MAX_SPLITS+1]; // +1 because we store a cap
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue