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RadiosityMapPass Class Reference

Renders radiosity informations to an RGBA128F texture. More...

#include <RadiosityMapPass.h>

Inheritance diagram for RadiosityMapPass:

ManagedOgreRenderTexturePass List of all members.

Public Member Functions

bool getFullScreen ()
 Gets whether render to full or half screen. For hemicube shooting.
Vector4 getLShoot ()
 Gets the current shooter radiance. Alpha is the area of the uniform disc to shoot from.
float getPy ()
 Gets the shooter luminance per texture size.
 RadiosityMapPass (Root *mRoot, unsigned int width, unsigned int height)
 Constructor.
void setFullScreen (bool fullScreen)
 Sets whether render to full or half screen. For hemicube shooting.
void setLShoot (Vector4 lShoot)
 Sets the current shooter radiance. Alpha is the area of the uniform disc to shoot from.
void setPy (float py)
 Sets the shooter luminance per texture size.
 ~RadiosityMapPass ()

Protected Member Functions

void onRenderEnd (NameValuePairList *namedParams=0)
void onRenderStart (NameValuePairList *namedParams=0)

Private Attributes

bool fullScreen
 Render to full or half screen. For hemicube shooting.
Vector4 lShoot
 The radiance of the current shooter. Alpha is the area of the uniform disc to shoot from.
float py
 The accumulated power.

Detailed Description

Renders radiosity informations to an RGBA128F texture.

SuperClass: ManagedOgreRenderTexturePass Class: RadiosityMapPass


Constructor & Destructor Documentation

RadiosityMapPass Root *  mRoot,
unsigned int  width,
unsigned int  height
 

Constructor.

Parameters:
mRoot The current ogre root object.
width The width of the render texture instance
height The height of the render texture instance

~RadiosityMapPass  ) 
 

Destructor.


Member Function Documentation

bool getFullScreen  )  [inline]
 

Gets whether render to full or half screen. For hemicube shooting.

Returns:
Render to full screen if true. Render to half screen if false.

Vector4 getLShoot  )  [inline]
 

Gets the current shooter radiance. Alpha is the area of the uniform disc to shoot from.

Returns:
The radiance of the current shooter. Alpha is the area of the uniform disc to shoot from.

float getPy  )  [inline]
 

Gets the shooter luminance per texture size.

Returns:
The shooter luminance per texture size.

void onRenderEnd NameValuePairList *  namedParams = 0  )  [protected, virtual]
 

See also:
ManagedOgreRenderTexturePass::onRenderEnd()

Reimplemented from ManagedOgreRenderTexturePass.

void onRenderStart NameValuePairList *  namedParams = 0  )  [protected, virtual]
 

See also:
ManagedOgreRenderTexturePass::onRenderStart()

Reimplemented from ManagedOgreRenderTexturePass.

void setFullScreen bool  fullScreen  )  [inline]
 

Sets whether render to full or half screen. For hemicube shooting.

Parameters:
fullScreen Render to full screen if true. Render to half screen if false.

void setLShoot Vector4  lShoot  )  [inline]
 

Sets the current shooter radiance. Alpha is the area of the uniform disc to shoot from.

Parameters:
lShoot The radiance. Alpha is the area of the uniform disc to shoot from.

void setPy float  py  )  [inline]
 

Sets the shooter luminance per texture size.

Parameters:
py The shooter luminance per texture size.


Member Data Documentation

bool fullScreen [private]
 

Render to full or half screen. For hemicube shooting.

Vector4 lShoot [private]
 

The radiance of the current shooter. Alpha is the area of the uniform disc to shoot from.

float py [private]
 

The accumulated power.


The documentation for this class was generated from the following file:
Generated on Mon Apr 18 10:59:28 2005 for OGRE_IllumModule by  doxygen 1.4.2