28 #ifndef __ShadowCameraSetupPlaneOptimal_H__
29 #define __ShadowCameraSetupPlaneOptimal_H__
A viewpoint from which the scene will be rendered.
Representation of a dynamic light source in the scene.
Class encapsulating a standard 4x4 homogeneous matrix.
Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply.
Implements the plane optimal shadow camera algorithm.
virtual ~PlaneOptimalShadowCameraSetup()
Destructor.
virtual void getShadowCamera(const SceneManager *sm, const Camera *cam, const Viewport *vp, const Light *light, Camera *texCam, size_t iteration) const
Returns shadow camera configured to get 1-1 homography between screen and shadow map when restricted ...
Matrix4 computeConstrainedProjection(const Vector4 &pinhole, const vector< Vector4 >::type &fpoint, const vector< Vector2 >::type &constraint) const
helper function computing projection matrix given constraints
PlaneOptimalShadowCameraSetup(MovablePlane *plane)
Constructor – requires a plane of interest.
MovablePlane * mPlane
pointer to plane of interest
PlaneOptimalShadowCameraSetup()
Default constructor is private.
Manages the organisation and rendering of a 'scene' i.e.
This class allows you to plug in new ways to define the camera setup when rendering and projecting sh...
4-dimensional homogeneous vector.
An abstraction of a viewport, i.e.