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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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