#include <EntityRenderingObject.h>
Public Member Functions | |
EntityRenderingObject (Entity *owner, unsigned long startFrame, const RenderingType &renderingType) | |
Constructor. | |
FinalRenderingRun * | getFinalRenderingRun () |
long | getTypeID (void) const |
Inherted from Ogre::UserDefinedObject. | |
const String & | getTypeName (void) const |
Inherted from Ogre::UserDefinedObject. | |
void | updateCausticMap (long frameCount) |
Perform preprocessing necessary in this frame. Update the Visibility Ratio Map. | |
void | updateEnvironmentCubes (long frameCount) |
Perform preprocessing necessary in this frame. Update the environment cubes. They are not always simultaneously updated, but can be set a different update interval. | |
void | updateLightMap (long frameCount) |
Perform preprocessing necessary in this frame. Update the Light Map. | |
void | updatePRM (long frameCount) |
Perform preprocessing necessary in this frame. Update the Precomputed Radiance Map. | |
void | updateVRM (long frameCount) |
Perform preprocessing necessary in this frame. Update the Visibility Ratio Map. | |
~EntityRenderingObject (void) | |
Destructor. | |
Static Public Attributes | |
static const long | entityRenderingObjectTypeId |
static const String | entityRenderingObjectTypeName |
Private Attributes | |
CausticMapRenderingRun * | causticMapRun |
DiffuseEnvironmentRun * | diffuseEnvironmentRun |
FinalRenderingRun * | finalRenderingRun |
FresnelEnvironmentRun * | fresnelEnvironmentRun |
LightMapRenderingRun * | lightMapRun |
PRMRun * | prmRun |
SpecularEnvironmentRun * | specularEnvironmentRun |
unsigned long | startFrame |
VRMRenderingRun * | vrmRun |
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Constructor.
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Destructor.
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Inherted from Ogre::UserDefinedObject.
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Inherted from Ogre::UserDefinedObject.
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Perform preprocessing necessary in this frame. Update the Visibility Ratio Map.
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Perform preprocessing necessary in this frame. Update the environment cubes. They are not always simultaneously updated, but can be set a different update interval.
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Perform preprocessing necessary in this frame. Update the Light Map.
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Perform preprocessing necessary in this frame. Update the Precomputed Radiance Map.
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Perform preprocessing necessary in this frame. Update the Visibility Ratio Map.
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Caustic Map represents illumination due to caustic effects. NULL if not used. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Diffuse Enviroment Map represents integrated environment radiance, weighted by Lambert shading BRDF. NULL if not used. |
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Ogre::UserDefinedObject subclass ID, for type reflection. |
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Ogre::UserDefinedObject subclass name, for type reflection. |
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Describes how the entity is rendered in the final rendering. Encapsulates a series of final passes, and provides an interface for setting uniform parameters and textures. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Diffuse Enviroment Map represents environment radiance. (For ideal reflections and refractions.) NULL if not used. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Light Map represents illumination due to static lighting. NULL if not used. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Precomputed Radiance Map represents indirect (self) illumination due to dynamic lights. NULL if not used. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Diffuse Enviroment Map represents integrated environment radiance, weighted by Phong shading BRDF. NULL if not used. |
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The frame number of the frame in which the entity was added. Update intervals date from this number. |
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The per-entity precomputing run, encapsulating a render-texture result, and the managed passes required to update the texture. The Visibility Ratio Map represents direct illumination due to area lights. NULL if not used. |