SLProject 4.0.000
SLShadowMap Member List

This is the complete list of members for SLShadowMap, including all inherited members.

_cameraSLShadowMapprivate
_cascadesFactorSLShadowMapprivate
_depthBuffersSLShadowMapprivate
_frustumVAOSLShadowMapprivate
_halfSizeSLShadowMapprivate
_lightSLShadowMapprivate
_lightClipFarSLShadowMapprivate
_lightClipNearSLShadowMapprivate
_lightProjSLShadowMapprivate
_lightSpaceSLShadowMapprivate
_lightViewSLShadowMapprivate
_materialSLShadowMapprivate
_maxCascadesSLShadowMapprivate
_numCascadesSLShadowMapprivate
_projectionSLShadowMapprivate
_rayCountSLShadowMapprivate
_sizeSLShadowMapprivate
_textureSizeSLShadowMapprivate
_useCascadedSLShadowMapprivate
_useCubemapSLShadowMapprivate
camera()SLShadowMapinline
cascadesFactor(float factor)SLShadowMapinline
cascadesFactor()SLShadowMapinline
clipFar(SLfloat clipFar)SLShadowMapinline
clipNear(SLfloat clipNear)SLShadowMapinline
depthBuffer()SLShadowMapinline
depthBuffers()SLShadowMapinline
drawCallsSLShadowMapstatic
drawFrustum()SLShadowMap
drawNodesDirectionalCulling(SLVNode visibleNodes, SLSceneView *sv, SLMat4f &lightView)SLShadowMapprivate
drawNodesIntoDepthBufferRec(SLNode *node, SLSceneView *sv, SLMat4f &lightView)SLShadowMapprivate
drawRays()SLShadowMap
getShadowMapCascades(int numCascades, float camClipNear, float camClipFar)SLShadowMapprivate
lightClipFar()SLShadowMapinline
lightClipNear()SLShadowMapinline
lightCullingAdaptiveRec(SLNode *node, SLMat4f &lightProj, SLMat4f &lightView, SLPlane *lightFrustumPlanes, SLVNode &visibleNodes)SLShadowMapprivate
lightSpace()SLShadowMapinline
maxCascades()SLShadowMapinline
numCascades(int numCascades)SLShadowMapinline
numCascades()SLShadowMapinline
projection()SLShadowMapinline
rayCount(const SLVec2i &rayCount)SLShadowMapinline
rayCount()SLShadowMapinline
renderDirectionalLightCascaded(SLSceneView *sv, SLNode *root)SLShadowMapprivate
renderShadows(SLSceneView *sv, SLNode *root)SLShadowMap
size(const SLVec2f &size)SLShadowMapinline
size()SLShadowMapinline
SLShadowMap(SLLight *light, const SLfloat lightClipNear=0.1f, const SLfloat lightClipFar=20.0f, const SLVec2f &size=SLVec2f(8, 8), const SLVec2i &texSize=SLVec2i(1024, 1024))SLShadowMap
SLShadowMap(SLLight *light, SLCamera *camera, const SLVec2i &texSize=SLVec2i(1024, 1024), const SLint numCascades=4)SLShadowMap
textureSize(const SLVec2i &textureSize)SLShadowMapinline
textureSize()SLShadowMapinline
updateLightSpaces()SLShadowMapprivate
useCascaded() constSLShadowMapinline
useCubemap(SLbool useCubemap)SLShadowMapinline
useCubemap() constSLShadowMapinline
~SLShadowMap()SLShadowMap