// author: Barnabas Aszodi (BME-IIT) #include "Ogre.h" #include "OgreEffectWrapper.h" #include "ManagedOgreRenderTexturePass.h" #include "FinalRenderingRun.h" #include "VRMRenderFinalPass.h" #include "SoftShadowFinalRenderingRun.h" SoftShadowFinalRenderingRun::SoftShadowFinalRenderingRun(Entity* entity) :FinalRenderingRun(entity) { iNumberOfSamples = 0; } void SoftShadowFinalRenderingRun::renderSingleEntity(RenderTarget* backBuffer, CubeMapFaces cf) { } const String& SoftShadowFinalRenderingRun::getSoftShadowMapTexture() { return vRMRenderFinalPass->getMaterialName(); } unsigned int SoftShadowFinalRenderingRun::getSoftShadowFilteringRate() { return iNumberOfSamples; } void SoftShadowFinalRenderingRun::setSoftShadowFilteringRate(unsigned int usedNumberOfSamples) { iNumberOfSamples = usedNumberOfSamples; }