CausticMapRenderingRun | Generates a texture with caustic effect |
CausticsFinalRenderingRun | Draws the entity into the backbuffer |
EffectWrapper | Wraps vertex and fragment shader setup. Convinience class based upon effect framework interfaces. (See D3D9 Effect framework or CGFX.) |
EmissionMapPassManager | Renders emission map to a texture |
EntityRenderingObject | This class and the FinalRenderingRun class encapsulate the complete illumination model implemented in the illumination workpackage. A EntityRenderingObject instance is stored with all Entities |
EnvMapFinalGathering | Controlls the rendering of the Environment Mapping effect |
EnvMapFinalGatheringPass | Performs the actual rendering of the Environment Mapping Effect |
EnvMapPass | Performs the actual pre-processing steps for the Environment Mapping effect |
FilteringPass | Filters the shadow |
FinalRenderingPass | Final rendering pass for light map rendering |
FinalRenderingRun | This class and the EntityRenderingObject class encapsulate the complete illumination model implemented in the illumination workpackage |
FresnelEnvironmentRun | Controlls the actual pre-processing steps for the Environment Mapping effect |
IBLBlendAddIllumPass | Blend-adds illumination for four directional light samples |
IBLDepthMapPass | Renders a depth map for a directional light sample |
IBLRenderBlackPass | Renders depth |
IlluminationManager | A wrapper class for the illumination module data and functions |
IlluminationManager::DirectionalLightPreProcData | An Ogre directional light with a depth map |
IlluminationManager::LightPreProcData | Base 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::PointLightPreProcData | An Ogre point light with a depth cube |
IlluminationManager::SpotLightPreProcData | An Ogre spot light with a depth map |
ImageBasedLightingFinalRenderingRun | Renders image based lighting |
ImageLightingSamplesRun | Precomputing run that computes environment lighting samples |
IterationVisibilityMapPass | Renders visibility informations to a RGBF16 texture |
LightMapFinalRenderingRun | Renders the final image from the light map |
LightMapRenderingRun | Computes the indirect diffuse illumination for an entity (the level geometry, typically) |
ManagedOgreRenderTexturePass | ManagedOgreRenderTexturePass encapsulates a hardware accelerated GPU driven render-to-texture pass |
MultipleUserDefinedObject | Hashmap for multiple user defined objects |
NormalMapPass | Generates a texture of the surface normals |
OrigVismapPass | Renders patch index to a RGB16 texture |
PhotonMapFilteringPass | Filters the incoming unfiltered photon map texture using an area map and a normal map |
PhotonMapFilteringRenderingRun | Computes a filtered photon map texture for an entity |
PreComputingRun | Precomputing run superclass. Subclasses store and update precompution results |
PRMRun | Precomputing run that computes entry points and PRM |
RadAveragingPass | Averages the actual radiosity information texture with the results of the previous passes |
RadiosityMapPass | Renders radiosity informations to an RGBA128F texture |
RadiosityMipmapPass | Renders radiosity mipmap to a floating point 64 bit RGBA texture. Renders to a full screen quad |
RenderCubeMapColorDistancePass | Generates a CubeMap to store color and distance information about the surrounding of the entity |
RenderCubeMapUVPass | Generates a CubeMap to store UV information about the surrounding of the entity |
RenderDepthBufferPass | Renders the depthbuffer of a light |
RenderFinalPass | Renders the entity into the backbuffer |
RenderGeometryPass | Creates a texture to store geometry information from the entity |
RenderingRun | Base class for computation modules of the illumination workpackage |
RenderingType | A class capable of describing all implemented illumination modes that could be applied when rendering an entity |
RenderPhotonHitPass | Creates the Photon hit effects in the texture |
RenderPhotonUVMapPass | Generates a texture to store UV information about the PhotonHits |
RenderRefractObjectMapPass | Generates a texture to store color information about the refractor entity |
RenderUmbraPass | Modify a texture to create umbra for the entity |
SearchEndPass | Searches to the bottom of radiosity mipmaps |
SearchPass | Searches to the bottom of radiosity mipmaps |
SearchStartPass | Searches the top level of the radiosity mipmaps |
SoftShadowFinalRenderingRun | Render the entity into the backbuffer with its final texture |
SoftShadowMapRenderingRun | Generates soft shadow effect |
VRMRenderingRun | Computes the complete direct irradiance caused by 'area' light sources for an entity. |