reference

This documentation is automatically generated from the openFrameworks source code using doxygen and refers to the most recent release, version 0.12.0.

ofShadow Member List

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

_allocate()ofShadowprotected
_allocateFbo()ofShadowprotected
_checkFbos()ofShadowprotected
_checkSetup()ofShadowprotected
_drawFrustum(const glm::vec3 &aup, const glm::vec3 &aright, const glm::vec3 &afwd)ofShadowprotected
_updateNumShadows()ofShadowprotected
_updateTexDataIds()ofShadowprotectedstatic
areShadowsSupported()ofShadowstatic
beginDepth()ofShadow
beginDepth(GLenum aCubeFace)ofShadow
biasMatrixofShadowprotected
clear()ofShadow
dataofShadowprotected
disableAllShadows()ofShadowstatic
drawFrustum()ofShadow
enableAllShadows()ofShadowstatic
endDepth()ofShadow
endDepth(GLenum aCubeFace)ofShadow
getAreaTexId()ofShadowstatic
getBias()ofShadowinline
getData() constofShadowinline
getDepthMapFboId()ofShadow
getDepthMapHeight(int aLightType)ofShadowstatic
getDepthMapHeight()ofShadow
getDepthMapTexId()ofShadow
getDepthMapWidth(int aLightType)ofShadowstatic
getDepthMapWidth()ofShadow
getDepthShader(ofGLProgrammableRenderer &renderer) constofShadow
getDirectionalTexId()ofShadowstatic
getFarClip()ofShadowinline
getFrontFaceWindingOrder()ofShadowinline
getFrustumCorners(const glm::vec3 &aup, const glm::vec3 &aright, const glm::vec3 &afwd)ofShadow
getIsEnabled()ofShadowinline
getNearClip()ofShadowinline
getNormalBias()ofShadowinline
getNumShadowDepthPasses() constofShadow
getNumTotalPossibleShadows(int aLightType)ofShadowstatic
getPointTexId()ofShadowstatic
getSampleRadius()ofShadowinline
getShaderDefinesAsString()ofShadowstatic
getShadowTypeAsString(ofShadowType atype)ofShadowstatic
getShadowTypeAsString()ofShadow
getSpotTexId()ofShadowstatic
getStrength()ofShadowinline
getTextureTarget(int aLightType)ofShadowstatic
hasActiveShadows()ofShadowstatic
isGlCullingEnabled()ofShadowinline
isMultiCubeFacePass() constofShadow
isSingleOmniPass() constofShadow
mAreaLightHeightofShadowprotected
mAreaLightWidthofShadowprotected
mBEnableCullingofShadowprotected
mBSinglePassofShadowprotected
mDirectionalBoundsHeightofShadowprotected
mDirectionalBoundsWidthofShadowprotected
mFovofShadowprotected
mGlFrontFaceWindingOrderofShadowprotected
mLookAtMatsofShadowprotected
mOrthoScaleXofShadowprotected
mOrthoScaleYofShadowprotected
mShadowProjectionofShadowprotected
mViewProjMatsofShadowprotected
ofShadow()ofShadow
setAllShadowBias(float bias)ofShadowstatic
setAllShadowDepthResolutions(int awidth, int aheight)ofShadowstatic
setAllShadowNormalBias(float normalBias)ofShadowstatic
setAllShadowSampleRadius(float sampleRadius)ofShadowstatic
setAllShadowTypes(ofShadowType atype)ofShadowstatic
setAreaLightSize(float awidth, float aheight)ofShadowinline
setBias(float abias)ofShadowinline
setDepthMapResolution(int aLightType, int ares)ofShadowstatic
setDepthMapResolution(int aLightType, int awidth, int aheight)ofShadowstatic
setDirectionalBounds(float aWorldWidth, float aWorldHeight)ofShadow
setEnabled(bool ab)ofShadow
setFarClip(float afar)ofShadowinline
setFrontFaceWindingOrder(GLenum aw)ofShadowinline
setGlCullingEnabled(bool ab)ofShadowinline
setLightType(int atype)ofShadow
setNearClip(float anear)ofShadowinline
setNormalBias(float abias)ofShadowinline
setSampleRadius(float aradius)ofShadowinline
setShadowType(ofShadowType atype)ofShadowinline
setSingleOmniPass(bool ab)ofShadow
setStrength(float astrength)ofShadowinline
setupShadowDepthShader(ofShader &ashader, const std::string aShaderMain)ofShadow
setupShadowDepthShader(ofShader &ashader, int aLightType, const std::string aShaderMain)ofShadow
update(const ofLight &alight)ofShadow
updateDepth(const ofShader &shader, ofGLProgrammableRenderer &renderer) constofShadow
updateDepth(const ofShader &shader, GLenum aCubeFace, ofGLProgrammableRenderer &renderer) constofShadow
~ofShadow()ofShadow