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[1425] | 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 that defines a rendering process that creates depth map.
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| 6 |
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| 7 | The depth map stores the scene's camera space z coordinates (rendered from the player's view).
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| 8 | */
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| 9 | class PhaseTextureRenderingRun : virtual public RenderingRun
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| 10 | {
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| 11 | public:
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| 12 | /**
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| 13 | @brief Constructor.
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| 14 | */
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| 15 | PhaseTextureRenderingRun(unsigned int resolutionX,
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| 16 | unsigned int resolutionY)
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| 17 | :RenderingRun(1, 1)
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| 18 | {
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| 19 | this->resolutionX = resolutionX;
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| 20 | this->resolutionY = resolutionY;
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| 21 | }
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| 22 |
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| 23 | protected:
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| 24 | unsigned int resolutionX;
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| 25 | unsigned int resolutionY;
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| 26 | /**
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| 27 | @brief Creates the depth map texture.
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| 28 | */
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| 29 | virtual inline void createPhaseTexture() = 0;
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| 30 | //inherited
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| 31 | virtual void updateFrame(unsigned long frameNum) = 0;
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| 32 | };
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