source: obsolete/trunk/BUTE/Ogre/PreComputingRuns/VRMRenderGeometryMapPass.cpp @ 126

Revision 126, 1.7 KB checked in by barsi, 20 years ago (diff)

Added a folder remotely

Line 
1//      author: Barnabas Aszodi (BME-IIT)
2
3#include "Ogre.h"
4#include "OgreEffectWrapper.h"
5#include "ManagedOgreRenderTexturePass.h"
6#include "VRMRenderGeometryMapPass.h"
7
8VRMRenderGeometryMapPass::VRMRenderGeometryMapPass(
9                        Root* mRoot,const String& renderTextureName,unsigned int width,unsigned int height,
10                        TextureType texType, PixelFormat internalFormat,
11                        const NameValuePairList *miscParams,
12                        bool fullScreenQuadRenderer):ManagedOgreRenderTexturePass(mRoot,renderTextureName,width,height,texType,internalFormat,miscParams,fullScreenQuadRenderer)
13{
14        effectWrapper->createMaterial("RenderGeometryTexture");
15}
16
17void VRMRenderGeometryMapPass::onRenderStart(NameValuePairList* namedParams){
18        effectWrapper->SetTechniqueToUse(0);
19        effectWrapper->BeginPass();
20        effectWrapper->SetVertexProgramParameters();
21        effectWrapper->SetMatrix("g_mLightViewTexBias",g_mLightViewTexBias);
22        effectWrapper->SetMatrix("g_mWorldViewProj",g_mWorldViewProj);
23        effectWrapper->SetFloatArray("g_vLightPos3f",g_vLightPos3f,3);
24}
25
26
27void VRMRenderGeometryMapPass::onRenderEnd(NameValuePairList* namedParams)
28{
29        effectWrapper->EndPass();
30}
31
32Matrix4 VRMRenderGeometryMapPass::getLightViewTexBias()
33{
34        return g_mLightViewTexBias;
35}
36
37void VRMRenderGeometryMapPass::setLightViewTexBias( Matrix4 matrix4 )
38{
39        g_mLightViewTexBias = matrix4;
40}
41
42Matrix4 VRMRenderGeometryMapPass::getWorldViewProj()
43{
44        return g_mWorldViewProj;
45}
46
47void VRMRenderGeometryMapPass::setWorldViewProj( Matrix4 matrix4 )
48{
49        g_mWorldViewProj = matrix4;
50}
51
52float* VRMRenderGeometryMapPass::getLightPos3f()
53{
54        return g_vLightPos3f;
55}
56
57void VRMRenderGeometryMapPass::setLightPos3f( float* vector3 )
58{
59        g_vLightPos3f = vector3;
60}
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