| 70 | } |
| 71 | |
| 72 | void PSSMLightShadowMap::_setNumSplits( U32 numSplits, U32 texSize ) |
| 73 | { |
| 74 | AssertFatal(numSplits > 0 && numSplits <= MAX_SPLITS, |
| 75 | avar("PSSMLightShadowMap::_setNumSplits() - Splits must be between 1 and %d!", MAX_SPLITS)); |
| 76 | |
| 77 | releaseTextures(); |
| 78 | |
| 79 | mNumSplits = numSplits; |
| 80 | mTexSize = texSize; |
| 81 | F32 texWidth, texHeight; |
| 82 | |
| 83 | // If the split count is less than 4 then do a |
| 84 | // 1xN layout of shadow maps... |
| 85 | if ( mNumSplits < 4 ) |
| 86 | { |
| 87 | texHeight = texSize; |
| 88 | texWidth = texSize * mNumSplits; |
| 89 | |
| 90 | for ( U32 i = 0; i < 4; i++ ) |
| 91 | { |
| 92 | mViewports[i].extent.set(texSize, texSize); |
| 93 | mViewports[i].point.set(texSize*i, 0); |
| 94 | } |
| 95 | } |
| 96 | else |
| 97 | { |
| 98 | // ... with 4 splits do a 2x2. |
| 99 | texWidth = texHeight = texSize * 2; |
| 100 | |
| 101 | for ( U32 i = 0; i < 4; i++ ) |
| 102 | { |
| 103 | F32 xOff = (i == 1 || i == 3) ? 0.5f : 0.0f; |
| 104 | F32 yOff = (i > 1) ? 0.5f : 0.0f; |
| 105 | mViewports[i].extent.set( texSize, texSize ); |
| 106 | mViewports[i].point.set( xOff * texWidth, yOff * texHeight ); |
| 107 | } |
| 108 | } |
| 109 | |
| 110 | mShadowMapTex.set( texWidth, texHeight, |
| 111 | ShadowMapFormat, &ShadowMapProfile, |
| 112 | "PSSMLightShadowMap" ); |
| 113 | } |
| 114 | |
| 115 | void PSSMLightShadowMap::_calcSplitPos(const Frustum& currFrustum) |
| 116 | { |