[3255] | 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 downsampled color-cubemap.
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| 6 |
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| 7 | The resulting cubemap is a lower resolution variation of the color cube map. It is created with averaging the original cubemap.
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| 8 | The lower resolution cubemap can be convolved faster and can efficiently be used in effects like diffuse reflection.
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| 9 | */
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| 10 | class __declspec( dllexport ) ReducedCubeMapRenderingRun : virtual public RenderingRun
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| 11 | {
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| 12 | public:
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| 13 | /**
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| 14 | @brief Constructor.
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| 15 |
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| 16 | @param startFrame adds an offset to the current frame number to help evenly distribute updates between frames
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| 17 | @param updateInterval update frequency
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| 18 | @param resolution reduced cubemap resolution
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| 19 | @param useDistCalc flag to skip cube face update if object is far away
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| 20 | @param useFaceAngleCalc flag to skip cube face update if face is neglible
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| 21 | @param distTolerance distance tolerance used in face skip
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| 22 | @param angleTolerance angle tolerance used in face skip
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| 23 | @param updateAllFace defines if all cubemap faces should be updated in a frame or only one face per frame
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| 24 | */
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| 25 | ReducedCubeMapRenderingRun(unsigned long startFrame,
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| 26 | unsigned long updateInterval,
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| 27 | unsigned int resolution,
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| 28 | bool useDistCalc,
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| 29 | bool useFaceAngleCalc,
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| 30 | float distTolerance,
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| 31 | float angleTolerance,
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| 32 | bool updateAllFace);
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| 33 |
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| 34 |
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| 35 | virtual ~ReducedCubeMapRenderingRun(){}
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| 36 |
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| 37 | protected:
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| 38 | /**
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| 39 | @brief defines if all cubemap faces should be updated in a frame or only one face per frame
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| 40 | */
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| 41 | bool updateAllFace;
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| 42 | /**
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| 43 | @brief the number of the face to be updated
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| 44 | */
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| 45 | unsigned char currentFace;
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| 46 | /**
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| 47 | @brief the resolution of the cubemap texture that was created by this run
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| 48 | */
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| 49 | unsigned int resolution;
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| 50 | /**
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| 51 | @brief a flag to skip cube face update if object is far away or too small.
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| 52 |
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| 53 | @see distTolerance
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| 54 | */
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| 55 | bool useDistCalc;
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| 56 | /**
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| 57 | @brief a flag to skip cube face update the face is neglible.
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| 58 |
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| 59 | @see angleTolerance
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| 60 | */
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| 61 | bool useFaceAngleCalc;
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| 62 | /**
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| 63 | @brief A value used in face skip test.
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| 64 |
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| 65 | The higher this value gets the more precise, but slower the method will be.
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| 66 | */
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| 67 | float distTolerance;
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| 68 | /**
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| 69 | @brief A value used in face skip test.
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| 70 |
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| 71 | The higher this value gets the more precise, but slower the method will be.
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| 72 | */
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| 73 | float angleTolerance;
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| 74 |
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| 75 | /**
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| 76 | @brief Creates the reduced size cubemap texture.
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| 77 | */
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| 78 | virtual inline void createReducedCubeMap() = 0;
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| 79 | /**
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| 80 | @brief Updates one face of the cubemap.
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| 81 |
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| 82 | @param facenum the number of the face to be updated
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| 83 | */
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| 84 | virtual inline void updateCubeFace(int facenum) = 0;
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| 85 | /**
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| 86 | @brief Checks if a cubemap face needs to be updated.
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| 87 |
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| 88 | If the object we are updating the cubemap for is far from the camera, or too small, or
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| 89 | the given cubemapface does not have significant effect on the rendering the face can be skipped.
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| 90 |
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| 91 | @param facenum the number of the face to be checked
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| 92 | */
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| 93 | virtual bool faceNeedsUpdate(int facenum) = 0;
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| 94 | //inherited
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| 95 | virtual void updateFrame(unsigned long frameNum);
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| 96 |
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| 97 | };
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