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Ogre::ShadowTextureListener Struct Reference
Core » Scene

`#include <OgreSceneManager.h>`

Inheritance diagram for Ogre::ShadowTextureListener:
[legend]

## Public Member Functions

| ShadowTextureListener ()
virtual | ~ShadowTextureListener ()
virtual void | shadowTextureCasterPreViewProj (Light *light, Camera *camera, size_t iteration)
| This event occurs just before the view & projection matrices are set for rendering into a shadow texture.
virtual void | shadowTextureReceiverPreViewProj (Light *light, Frustum *frustum)
| This event occurs just before the view & projection matrices are set for re-rendering a shadow receiver.
virtual void | shadowTexturesUpdated (size_t numberOfShadowTextures)
| Event raised after all shadow textures have been rendered into for all queues / targets but before any other geometry has been rendered (including main scene geometry and any additional shadow receiver passes).
virtual bool | sortLightsAffectingFrustum (LightList &lightList)
| Hook to allow the listener to override the ordering of lights for the entire frustum.

## Constructor & Destructor Documentation

## ShadowTextureListener()

Ogre::ShadowTextureListener::ShadowTextureListener | ( |  | ) |

inline

## ~ShadowTextureListener()

virtual Ogre::ShadowTextureListener::~ShadowTextureListener | ( |  | ) |

inline virtual

## Member Function Documentation

## shadowTexturesUpdated()

virtual void Ogre::ShadowTextureListener::shadowTexturesUpdated | ( | size_t | numberOfShadowTextures | ) |

inline virtual

Event raised after all shadow textures have been rendered into for all queues / targets but before any other geometry has been rendered (including main scene geometry and any additional shadow receiver passes).

This callback is useful for those that wish to perform some additional processing on shadow textures before they are used to render shadows. For example you could perform some filtering by rendering the existing shadow textures into another alternative shadow texture with a shader.

Note
  This event will only be fired when texture shadows are in use.

Parameters

  numberOfShadowTextures | The number of shadow textures in use

## shadowTextureCasterPreViewProj()

virtual void Ogre::ShadowTextureListener::shadowTextureCasterPreViewProj | ( | Light * | light,
|  | Camera * | camera,
|  | size_t | iteration )

inline virtual

This event occurs just before the view & projection matrices are set for rendering into a shadow texture.

You can use this event hook to perform some custom processing, such as altering the camera being used for rendering the light's view, including setting custom view & projection matrices if you want to perform an advanced shadow technique.

Note
  This event will only be fired when texture shadows are in use.

Parameters

  light | Pointer to the light for which shadows are being rendered
  camera | Pointer to the camera being used to render
  iteration | For lights that use multiple shadow textures, the iteration number

## shadowTextureReceiverPreViewProj()

virtual void Ogre::ShadowTextureListener::shadowTextureReceiverPreViewProj | ( | Light * | light,
|  | Frustum * | frustum )

inline virtual

This event occurs just before the view & projection matrices are set for re-rendering a shadow receiver.

You can use this event hook to perform some custom processing, such as altering the projection frustum being used for rendering the shadow onto the receiver to perform an advanced shadow technique.

Note
  This event will only be fired when texture shadows are in use.

Parameters

  light | Pointer to the light for which shadows are being rendered
  frustum | Pointer to the projection frustum being used to project the shadow texture

## sortLightsAffectingFrustum()

virtual bool Ogre::ShadowTextureListener::sortLightsAffectingFrustum | ( | LightList & | lightList | ) |

inline virtual

Hook to allow the listener to override the ordering of lights for the entire frustum.

Whilst ordinarily lights are sorted per rendered object (MovableObject::queryLights), texture shadows adds another issue in that, given there is a finite number of shadow textures, we must choose which lights to render texture shadows from based on the entire frustum. These lights should always be listed first in every objects own list, followed by any other lights which will not cast texture shadows (either because they have shadow casting off, or there aren't enough shadow textures to service them).

This hook allows you to override the detailed ordering of the lights per frustum. The default ordering is shadow casters first (which you must also respect if you override this method), and ordered by distance from the camera within those 2 groups. Obviously the closest lights with shadow casting enabled will be listed first. Only lights within the range of the frustum will be in the list.

Parameters

  lightList | The list of lights within range of the frustum which you may sort.

Returns
  true if you sorted the list, false otherwise.

The documentation for this struct was generated from the following file:

- OgreSceneManager.h