This is the complete list of members for SLShadowMap, including all inherited members.
_camera | SLShadowMap | private |
_cascadesFactor | SLShadowMap | private |
_depthBuffers | SLShadowMap | private |
_frustumVAO | SLShadowMap | private |
_halfSize | SLShadowMap | private |
_light | SLShadowMap | private |
_lightClipFar | SLShadowMap | private |
_lightClipNear | SLShadowMap | private |
_lightProj | SLShadowMap | private |
_lightSpace | SLShadowMap | private |
_lightView | SLShadowMap | private |
_material | SLShadowMap | private |
_maxCascades | SLShadowMap | private |
_numCascades | SLShadowMap | private |
_projection | SLShadowMap | private |
_rayCount | SLShadowMap | private |
_size | SLShadowMap | private |
_textureSize | SLShadowMap | private |
_useCascaded | SLShadowMap | private |
_useCubemap | SLShadowMap | private |
camera() | SLShadowMap | inline |
cascadesFactor(float factor) | SLShadowMap | inline |
cascadesFactor() | SLShadowMap | inline |
clipFar(SLfloat clipFar) | SLShadowMap | inline |
clipNear(SLfloat clipNear) | SLShadowMap | inline |
depthBuffer() | SLShadowMap | inline |
depthBuffers() | SLShadowMap | inline |
drawCalls | SLShadowMap | static |
drawFrustum() | SLShadowMap | |
drawNodesDirectionalCulling(SLVNode visibleNodes, SLSceneView *sv, SLMat4f &lightView) | SLShadowMap | private |
drawNodesIntoDepthBufferRec(SLNode *node, SLSceneView *sv, SLMat4f &lightView) | SLShadowMap | private |
drawRays() | SLShadowMap | |
getShadowMapCascades(int numCascades, float camClipNear, float camClipFar) | SLShadowMap | private |
lightClipFar() | SLShadowMap | inline |
lightClipNear() | SLShadowMap | inline |
lightCullingAdaptiveRec(SLNode *node, SLMat4f &lightProj, SLMat4f &lightView, SLPlane *lightFrustumPlanes, SLVNode &visibleNodes) | SLShadowMap | private |
lightSpace() | SLShadowMap | inline |
maxCascades() | SLShadowMap | inline |
numCascades(int numCascades) | SLShadowMap | inline |
numCascades() | SLShadowMap | inline |
projection() | SLShadowMap | inline |
rayCount(const SLVec2i &rayCount) | SLShadowMap | inline |
rayCount() | SLShadowMap | inline |
renderDirectionalLightCascaded(SLSceneView *sv, SLNode *root) | SLShadowMap | private |
renderShadows(SLSceneView *sv, SLNode *root) | SLShadowMap | |
size(const SLVec2f &size) | SLShadowMap | inline |
size() | SLShadowMap | inline |
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) | SLShadowMap | inline |
textureSize() | SLShadowMap | inline |
updateLightSpaces() | SLShadowMap | private |
useCascaded() const | SLShadowMap | inline |
useCubemap(SLbool useCubemap) | SLShadowMap | inline |
useCubemap() const | SLShadowMap | inline |
~SLShadowMap() | SLShadowMap | |