通过场景编辑器设置的阴影函数做个笔记
//设置阴影技术 默认SHADOWTYPE_NONE
setShadowTechnique(ShadowTechnique technique)
//设置阴影颜色
setShadowColour(const ColourValue& colour);
//设置有向灯光距离对阴影的挤压影响
setShadowDirectionalLightExtrusionDistance(Real dist)
//设置阴影显现的最远距离(距离相机的)
setShadowFarDistance(Real distance)
//设置阴影材质大小,默认512,数值越大锯齿越不明显
setShadowTextureSize(unsigned short size);
//阴影材质的详细参数设置
setShadowTextureConfig
(比如:mSceneMgr->setShadowTextureCount(3);
mSceneMgr->setShadowTextureConfig(0, 2048, 2048, PF_FLOAT32_R);
mSceneMgr->setShadowTextureConfig(1, 1024, 1024, PF_FLOAT32_R);
mSceneMgr->setShadowTextureConfig(2, 1024, 1024, PF_FLOAT32_R);)
//三个一起设置像素类型,默认类型PF_X8R8G8B8
(比如mSceneMgr->setShadowTexturePixelFormat(PF_X8R8G8B8);
mSceneMgr->setShadowTextureCasterMaterial(StringUtil::BLANK);
mSceneMgr->setShadowTextureReceiverMaterial(StringUtil::BLANK);)
setShadowTexturePixelFormat
setShadowTextureCasterMaterial
setShadowTextureReceiverMaterial
//多重采样设置
setShadowTextureFSAA
//阴影材质数,默认1,只能为一个灯产生阴影(我有点不明白,不设置此函数也可以多个灯多个影子啊,所以应该是一种阴影)
setShadowTextureCount
//每种灯设置不同类型的阴影材质索引,果真是一种阴影材质类型对应一种灯。默认都是1
setShadowTextureCountPerLightType
//有向灯阴影offset
setShadowDirLightTextureOffset
//阴影变淡的距离
setShadowTextureFadeStart(Real fadeStart)
setShadowTextureFadeEnd(Real fadeEnd)
//设置是否自己阴影自己,与setShadowTextureCasterMaterial and setShadowTextureReceiverMaterial联合使用
setShadowTextureSelfShadow(bool selfShadow)
setShadowTextureCasterMaterial
setShadowTextureReceiverMaterial
setShadowCasterRenderBackFaces
setShadowCameraSetup
setShadowUseInfiniteFarPlane
setShadowUseLightClipPlanes