source: GTP/branches/IllumWPdeliver2008dec/IlluminationWP/precompiled/include/OgreIllumModule/RenderingRuns/OgreFocusingMapRenderingRun.h @ 3255

Revision 3255, 2.1 KB checked in by szirmay, 15 years ago (diff)
Line 
1#pragma once
2
3//disable inheritance warning caused by multiple inheritance
4#if _WIN32
5#if _MSC_VER
6#pragma warning(disable: 4250)
7#endif
8#endif
9
10#include "OgreRenderingRun.h"
11#include "OgreSharedRuns.h"
12
13
14/**
15        @brief FocusingMapRenderingRun.
16
17        A run to help focusing light projections for shadow mapping.
18*/
19class __declspec( dllexport ) OgreFocusingMapRenderingRun : public OgreRenderingRun                                                                     
20{       
21public:
22
23        /**
24                @brief Constructor.
25                @param name                             the name of the focusing map texture to be created
26                @param lightMatrix      the light matrix to be focused
27                @param focusingMapSize  size of the focusing map               
28        */     
29        OgreFocusingMapRenderingRun(String name,
30                                                                Matrix4 lightMatrix,
31                                                                unsigned int focusingMapSize);
32
33        virtual ~OgreFocusingMapRenderingRun(){}
34        /**
35                @brief returns the name of the focusing texture
36        */
37        String getFocusingTextureName(){return name;}
38        /**
39                @brief gets the boundig box min-max points
40
41                These values are given in light space and can be used to adjust the light matrices to focuse on important objects only.
42        */
43        void getMinMax(Vector3& min, Vector3& max);
44        /**
45                @brief Sets the light matrix that should be  focused.
46        */
47        void setLightMatrix(Matrix4 &m){this->lightMatrix = m;}
48        /**
49                @brief Sets the player camera matrices.         
50        */
51        void setCameraMatrices(const Matrix4 &view, const Matrix4 &projection);
52
53        void freeAllResources();
54       
55protected:
56        /**
57                @brief light matrix to be focused       
58        */
59        Matrix4 lightMatrix;
60        /**
61                @brief fosusing map camera     
62        */
63        Camera* camera;
64       
65        /**
66                @brief the name of the focusing texture that was created by this run
67        */
68        String name;
69        /**
70                @brief a pointer to the focusing texture that was created by this run
71        */
72        Texture* focusingTexture;
73        /**
74                @brief the size of the focusing map
75        */
76        unsigned int focusingMapSize;
77
78        //inherited
79        void updateFrame(unsigned long frameNum);       
80        /**
81                @brief creates the focusing map texture
82        */
83        inline void createFocusingMap();
84        //inherited
85        bool needUpdate(unsigned long frameNum )
86        {
87                return true;
88        }
89
90};
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