// author: Barnabas Aszodi (BME-IIT) #include "Ogre.h" #include "OgreEffectWrapper.h" #include "ManagedOgreRenderTexturePass.h" #include "FinalRenderingRun.h" #include "CAURenderFinalPass.h" #include "CausticFinalRenderingRun.h" CausticFinalRenderingRun::CausticFinalRenderingRun(Entity* entity) :FinalRenderingRun(entity) { iCausticMapUpdateInterval = 0; } void CausticFinalRenderingRun::renderSingleEntity(RenderTarget* backBuffer, CubeMapFaces cf) { } const String& CausticFinalRenderingRun::getCausticMapTexture() { return this->cAURenderFinalPass->getMaterialName(); } unsigned int CausticFinalRenderingRun::getCausticMapUpdateInterval() { return iCausticMapUpdateInterval; } void CausticFinalRenderingRun::setCausticMapUpdateInterval(unsigned int updateIntervalNumOfFrames) { iCausticMapUpdateInterval = updateIntervalNumOfFrames; }