update headers
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@@ -226,7 +226,7 @@ public:
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* @see ShadowCascades::computeLogSplits
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* @see ShadowCascades::computePracticalSplits
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*/
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float cascadeSplitPositions[3] = { 0.25f, 0.50f, 0.75f };
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float cascadeSplitPositions[3] = { 0.125f, 0.25f, 0.50f };
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/** Constant bias in world units (e.g. meters) by which shadows are moved away from the
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* light. 1mm by default.
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@@ -266,9 +266,29 @@ public:
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* Controls whether the shadow map should be optimized for resolution or stability.
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* When set to true, all resolution enhancing features that can affect stability are
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* disabling, resulting in significantly lower resolution shadows, albeit stable ones.
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*
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* Setting this flag to true always disables LiSPSM (see below).
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*
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* @see lispsm
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*/
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bool stable = false;
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/**
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* LiSPSM, or light-space perspective shadow-mapping is a technique allowing to better
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* optimize the use of the shadow-map texture. When enabled the effective resolution of
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* shadows is greatly improved and yields result similar to using cascades without the
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* extra cost. LiSPSM comes with some drawbacks however, in particular it is incompatible
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* with blurring because it effectively affects the blur kernel size.
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*
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* Blurring is only an issue when using ShadowType::VSM with a large blur or with
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* ShadowType::PCSS however.
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*
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* If these blurring artifacts become problematic, this flag can be used to disable LiSPSM.
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*
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* @see stable
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*/
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bool lispsm = true;
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/**
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* Constant bias in depth-resolution units by which shadows are moved away from the
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* light. The default value of 0.5 is used to round depth values up.
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@@ -328,6 +348,14 @@ public:
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*/
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uint8_t msaaSamples = 1;
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/**
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* When elvsm is set to true, "Exponential Layered VSM without Layers" are used. It is
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* an improvement to the default EVSM which suffers important light leaks. Enabling
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* ELVSM for a single shadowmap doubles the memory usage of all shadow maps.
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* ELVSM is mostly useful when large blurs are used.
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*/
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bool elvsm = false;
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/**
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* Blur width for the VSM blur. Zero do disable.
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* The maximum value is 125.
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@@ -418,9 +446,6 @@ public:
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* @param enable Enables or disables casting shadows from this Light.
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*
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* @return This Builder, for chaining calls.
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*
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* @warning
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* - Only a Type.DIRECTIONAL, Type.SUN, Type.SPOT, or Type.FOCUSED_SPOT light can cast shadows
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*/
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Builder& castShadows(bool enable) noexcept;
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