// author: Barnabas Aszodi (BME-IIT) #include "Ogre.h" #include "OgreEffectWrapper.h" #include "ManagedOgreRenderTexturePass.h" #include "VRMRenderDepthBufferMapPass.h" VRMRenderDepthBufferMapPass::VRMRenderDepthBufferMapPass( Root* mRoot,const String& renderTextureName,unsigned int width,unsigned int height, TextureType texType, PixelFormat internalFormat, const NameValuePairList *miscParams, bool fullScreenQuadRenderer):ManagedOgreRenderTexturePass(mRoot,renderTextureName,width,height,texType,internalFormat,miscParams,fullScreenQuadRenderer) { effectWrapper->createMaterial("RenderRoomColorDistance"); } void VRMRenderDepthBufferMapPass::onRenderStart(NameValuePairList* namedParams){ effectWrapper->SetTechniqueToUse(0); effectWrapper->BeginPass(); effectWrapper->SetVertexProgramParameters(); effectWrapper->SetMatrix("g_mLightViewTexBias",g_mLightViewTexBias); effectWrapper->SetMatrix("g_mWorldViewProj",g_mWorldViewProj); } void VRMRenderDepthBufferMapPass::onRenderEnd(NameValuePairList* namedParams) { effectWrapper->EndPass(); } Matrix4 VRMRenderDepthBufferMapPass::getLightViewTexBias() { return g_mLightViewTexBias; } void VRMRenderDepthBufferMapPass::setLightViewTexBias( Matrix4 matrix4 ) { g_mLightViewTexBias = matrix4; } Matrix4 VRMRenderDepthBufferMapPass::getWorldViewProj() { return g_mWorldViewProj; } void VRMRenderDepthBufferMapPass::setWorldViewProj( Matrix4 matrix4 ) { g_mWorldViewProj = matrix4; }