#include <FilteringPass.h>
Inheritance diagram for FilteringPass:
Public Member Functions | |
FilteringPass (Root *mRoot, const String &renderTextureName, unsigned int width, unsigned int height, TextureType texType=TEX_TYPE_2D, PixelFormat internalFormat=PF_X8R8G8B8, const NameValuePairList *miscParams=0, bool fullScreenQuadRenderer=false) | |
Constructor. | |
~FilteringPass () | |
Destructor. | |
Protected Member Functions | |
float * | getLightPos3f () |
Returns the value of g_vLightPos3f. | |
Matrix4 | getLightViewTexBias () |
Returns the value of g_mLightViewTexBias matrix. | |
int | getnumberOfSamples () |
Returns the value of numberOfSamples. | |
Matrix4 | getWorldViewProj () |
Returns the value of g_mWorldViewProj matrix. | |
void | onRenderEnd (NameValuePairList *namedParams=0) |
void | onRenderStart (NameValuePairList *namedParams=0) |
void | setLightPos3f (int nos) |
Sets the value of numberOfSamples. | |
void | setLightPos3f (float *vector3) |
Sets the value of g_vLightPos3f. | |
void | setLightViewTexBias (Matrix4 matrix4) |
Sets the value of g_mLightViewTexBias matrix. | |
void | setWorldViewProj (Matrix4 matrix4) |
Sets the value of g_mWorldViewProj matrix. | |
Private Attributes | |
Matrix4 | g_mLightViewTexBias |
Contains the light view transformation matrix with bias. | |
Matrix4 | g_mWorldViewProj |
Contains the WoldViewProj matrix. | |
float * | g_vLightPos3f |
Contains the position of the Light. | |
int | numberOfSamples |
Contains the number of samples to be used. |
SuperClass: ManagedOgreRenderTexturePass Class: FilteringPass The instances of this class are to filter the hard shadow based on previously generated information. The resulting texture is a PF_FLOAT32_RGBA type texture
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Constructor. Constructor.
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Destructor.
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Returns the value of g_vLightPos3f.
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Returns the value of g_mLightViewTexBias matrix.
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Returns the value of numberOfSamples.
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Returns the value of g_mWorldViewProj matrix.
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Runs after the render-texture object is updated place all cleanup code here.
Reimplemented from ManagedOgreRenderTexturePass. |
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Runs before the render-texture object is updated place all shader setup here.
Reimplemented from ManagedOgreRenderTexturePass. |
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Sets the value of numberOfSamples.
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Sets the value of g_vLightPos3f.
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Sets the value of g_mLightViewTexBias matrix.
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Sets the value of g_mWorldViewProj matrix.
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Contains the light view transformation matrix with bias.
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Contains the WoldViewProj matrix.
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Contains the position of the Light.
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Contains the number of samples to be used.
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