source: trunk/BUTE/src/PreComputingRuns/VRMFilteringMapPass.cpp @ 126

Revision 126, 1.8 KB checked in by barsi, 19 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 "VRMFilteringMapPass.h"
7
8VRMFilteringMapPass::VRMFilteringMapPass(
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        numberOfSamples = 8;
16}
17
18void VRMFilteringMapPass::onRenderStart(NameValuePairList* namedParams){
19        effectWrapper->SetTechniqueToUse(0);
20        effectWrapper->BeginPass();
21        effectWrapper->SetVertexProgramParameters();
22        effectWrapper->SetMatrix("g_mLightViewTexBias",g_mLightViewTexBias);
23        effectWrapper->SetMatrix("g_mWorldViewProj",g_mWorldViewProj);
24        effectWrapper->SetFloatArray("g_vLightPos3f",g_vLightPos3f,3);
25}
26
27
28void VRMFilteringMapPass::onRenderEnd(NameValuePairList* namedParams)
29{
30        effectWrapper->EndPass();
31}
32
33Matrix4 VRMFilteringMapPass::getLightViewTexBias()
34{
35        return g_mLightViewTexBias;
36}
37
38void VRMFilteringMapPass::setLightViewTexBias( Matrix4 matrix4 )
39{
40        g_mLightViewTexBias = matrix4;
41}
42
43Matrix4 VRMFilteringMapPass::getWorldViewProj()
44{
45        return g_mWorldViewProj;
46}
47
48void VRMFilteringMapPass::setWorldViewProj( Matrix4 matrix4 )
49{
50        g_mWorldViewProj = matrix4;
51}
52
53float* VRMFilteringMapPass::getLightPos3f()
54{
55        return g_vLightPos3f;
56}
57
58void VRMFilteringMapPass::setLightPos3f( float* vector3 )
59{
60        g_vLightPos3f = vector3;
61}
62
63int VRMFilteringMapPass::getnumberOfSamples()
64{
65        return numberOfSamples;
66}
67
68void VRMFilteringMapPass::setLightPos3f( int nos )
69{
70        numberOfSamples = nos;
71}
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