1 | #pragma once
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2 | #include "RenderingRun.h"
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3 |
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4 | /**
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5 | @brief Base abstract class __declspec( dllexport ) that defines a rendering process of a light volume texture.
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6 |
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7 | Light volumes are used when self shadowing of particle systems should be simulated.
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8 | Each layer of the volume represents the amount of transmitted light. The current implementation uses four grayscale layers,
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9 | and places these layers to the four channel of the light volume texture.
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10 | */
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11 | class __declspec( dllexport ) LightVolumeRenderingRun : virtual public RenderingRun
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12 | {
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13 | public:
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14 | /**
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15 | @brief Constructor.
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16 |
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17 | @param startFrame adds an offset to the current frame number to help evenly distribute updates between frames
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18 | @param updateInterval update frequency
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19 | @param resolution the resolution of the light volume texture
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20 | @param textureDepth the number of layers (should be set to 1)
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21 | */
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22 | LightVolumeRenderingRun(unsigned long startFrame,
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23 | unsigned long updateInterval,
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24 | unsigned int resolution,
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25 | unsigned int textureDepth)
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26 | :RenderingRun(startFrame, updateInterval)
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27 | {
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28 | this->resolution = resolution;
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29 | this->textureDepth = textureDepth;
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30 | }
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31 |
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32 | virtual ~LightVolumeRenderingRun(){}
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33 |
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34 | protected:
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35 | //inherited
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36 | virtual void updateFrame(unsigned long frameNum) = 0;
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37 | /**
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38 | @brief Creates a light volume map.
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39 | */
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40 | virtual inline void createLightVolumeMap() = 0;
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41 | /**
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42 | @brief the resolution of the light volume map
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43 | */
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44 | unsigned int resolution;
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45 | /**
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46 | @brief number of layers (should be 1)
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47 | */
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48 | unsigned int textureDepth;
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49 |
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50 | };
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