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OGRE_IllumModule Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
CausticMapRenderingRunGenerates a texture with caustic effect
CausticsFinalRenderingRunDraws the entity into the backbuffer
EffectWrapperWraps vertex and fragment shader setup. Convinience class based upon effect framework interfaces. (See D3D9 Effect framework or CGFX.)
EmissionMapPassManagerRenders emission map to a texture
EntityRenderingObjectThis class and the FinalRenderingRun class encapsulate the complete illumination model implemented in the illumination workpackage. A EntityRenderingObject instance is stored with all Entities
EnvMapFinalGatheringControlls the rendering of the Environment Mapping effect
EnvMapFinalGatheringPassPerforms the actual rendering of the Environment Mapping Effect
EnvMapPassPerforms the actual pre-processing steps for the Environment Mapping effect
FilteringPassFilters the shadow
FinalRenderingPassFinal rendering pass for light map rendering
FinalRenderingRunThis class and the EntityRenderingObject class encapsulate the complete illumination model implemented in the illumination workpackage
FresnelEnvironmentRunControlls the actual pre-processing steps for the Environment Mapping effect
IBLBlendAddIllumPassBlend-adds illumination for four directional light samples
IBLDepthMapPassRenders a depth map for a directional light sample
IBLRenderBlackPassRenders depth
IlluminationManagerA wrapper class for the illumination module data and functions
IlluminationManager::DirectionalLightPreProcDataAn Ogre directional light with a depth map
IlluminationManager::LightPreProcDataBase structure for illumination module light sources, augmenting Ogre::Light data, and separating Light types. Subclasses contain PreProcessingRuns for per light preprocessing data, or extended light information like soft shadow light radius
IlluminationManager::PointLightPreProcDataAn Ogre point light with a depth cube
IlluminationManager::SpotLightPreProcDataAn Ogre spot light with a depth map
ImageBasedLightingFinalRenderingRunRenders image based lighting
ImageLightingSamplesRunPrecomputing run that computes environment lighting samples
IterationVisibilityMapPassRenders visibility informations to a RGBF16 texture
LightMapFinalRenderingRunRenders the final image from the light map
LightMapRenderingRunComputes the indirect diffuse illumination for an entity (the level geometry, typically)
ManagedOgreRenderTexturePassManagedOgreRenderTexturePass encapsulates a hardware accelerated GPU driven render-to-texture pass
MultipleUserDefinedObjectHashmap for multiple user defined objects
NormalMapPassGenerates a texture of the surface normals
OrigVismapPassRenders patch index to a RGB16 texture
PhotonMapFilteringPassFilters the incoming unfiltered photon map texture using an area map and a normal map
PhotonMapFilteringRenderingRunComputes a filtered photon map texture for an entity
PreComputingRunPrecomputing run superclass. Subclasses store and update precompution results
PRMRunPrecomputing run that computes entry points and PRM
RadAveragingPassAverages the actual radiosity information texture with the results of the previous passes
RadiosityMapPassRenders radiosity informations to an RGBA128F texture
RadiosityMipmapPassRenders radiosity mipmap to a floating point 64 bit RGBA texture. Renders to a full screen quad
RenderCubeMapColorDistancePassGenerates a CubeMap to store color and distance information about the surrounding of the entity
RenderCubeMapUVPassGenerates a CubeMap to store UV information about the surrounding of the entity
RenderDepthBufferPassRenders the depthbuffer of a light
RenderFinalPassRenders the entity into the backbuffer
RenderGeometryPassCreates a texture to store geometry information from the entity
RenderingRunBase class for computation modules of the illumination workpackage
RenderingTypeA class capable of describing all implemented illumination modes that could be applied when rendering an entity
RenderPhotonHitPassCreates the Photon hit effects in the texture
RenderPhotonUVMapPassGenerates a texture to store UV information about the PhotonHits
RenderRefractObjectMapPassGenerates a texture to store color information about the refractor entity
RenderUmbraPassModify a texture to create umbra for the entity
SearchEndPassSearches to the bottom of radiosity mipmaps
SearchPassSearches to the bottom of radiosity mipmaps
SearchStartPassSearches the top level of the radiosity mipmaps
SoftShadowFinalRenderingRunRender the entity into the backbuffer with its final texture
SoftShadowMapRenderingRunGenerates soft shadow effect
VRMRenderingRunComputes the complete direct irradiance caused by 'area' light sources for an entity.

Generated on Mon Apr 18 10:59:26 2005 for OGRE_IllumModule by  doxygen 1.4.2