#include <LightMapRenderingRun.h>
Inheritance diagram for LightMapRenderingRun:
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Constructor.
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Destructor. |
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Calculates radiosity mipmap levels.
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Chooses a shooter.
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Sets the number of iterations.
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Reimplemented from PreComputingRun. |
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Renders initial visibility and emission into their respective textures. |
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Iteration to calculate lightmap. Generates mipmaps, chooses a shooter then calculates visibility and radiosity for all 5 shooter hemicube sides. Finally it averages the current radiosity with the one calculated from the shooter. |
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Sets the number of iterations.
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Implements PreComputingRun. |
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Manages rendering to emission textures. |
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The entity to render. |
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Render to full or half screen. For hemicube shooting. |
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The number of iterations to do. |
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Calculates per iteration visibility texture. |
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The radiance of the shooter. Alpha is the area of the uniform disc to shoot from. |
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Render texture object for search passes, that require multiple render targets. |
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Render texture object for search passes, that require multiple render targets. |
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The number of mipmap levels. |
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Manages rendering to original visibility maps. |
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The power of the shooter divided by the texture area. |
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Averages the per pass radiosity textures. |
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Averages the per iteration radiosity textures. |
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Calculates per iteration actual radiosity texture. |
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'Mipmaps' the actual radiosity texture for searching and calculating total power. |
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Ends the search for the next shooter. |
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Searches the mipmaped actual radiosity textures for the next shooter.. |
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Starts the search for the next shooter. |