OgreDepthShadowRecieverRenderTechnique Class Reference

DepthShadowRecieverRenderTechnique used in an OGRE environment. More...

Inheritance diagram for OgreDepthShadowRecieverRenderTechnique:

OgreRenderTechnique DepthShadowRecieverRenderTechnique RenderTechnique RenderTechnique List of all members.

Public Member Functions

 OgreDepthShadowRecieverRenderTechnique (int maxlights, String shadowVertexProgram, String shadowFragmentProgram, Pass *pass, OgreRenderable *parentRenderable, OgreTechniqueGroup *parentTechniqueGroup)
 Constructor.
 ~OgreDepthShadowRecieverRenderTechnique ()
 Destructor.
virtual void update (unsigned long frameNum)
 Updates the resources in the given frame.

Protected Attributes

int maxlights
 the maximum number of light sources to recieve shadow from
String shadowVertexProgram
 the vertex program to be used in the shadowing passes
String shadowFragmentProgram
 the fragment program to be used in the shadowing passes
std::vector< Pass * > passes

Detailed Description

DepthShadowRecieverRenderTechnique used in an OGRE environment.

This technique defines that the object will recieve shadows with the help of depth shadow maps. Each lightsource can have a depth map assigned to it. These are going to be refreshed only if shadow recievers are visible. It is the shadow reciever technique's resposibility to refresh them.

The shadows from each light are calculated in separate passes. Each pass will modulate the shaded image, so thes should be the last passes (but before caustic passes). The given Pass* parameter n the constructor defines the pass after which new shadow recieving passes will be added by the technique.


Constructor & Destructor Documentation

OgreDepthShadowRecieverRenderTechnique::OgreDepthShadowRecieverRenderTechnique int  maxlights,
String  shadowVertexProgram,
String  shadowFragmentProgram,
Pass *  pass,
OgreRenderable parentRenderable,
OgreTechniqueGroup parentTechniqueGroup
 

Constructor.

Parameters:
maxlights the maximum number of light sources to recieve shadow from
shadowVertexProgram the vertex program to be used in the shadowing passes
shadowFragmentProgram the fragment program to be used in the shadowing passes It should have one pass and the depth map of a light will be bound to the first sampler unit.
pass the pass after which shadowing passes should be added
parentRenderable the object to operate on
parentTechniqueGroup the TechniqueGroup this RenderedTechnique is attached to


Member Function Documentation

void OgreDepthShadowRecieverRenderTechnique::update unsigned long  frameNum  )  [virtual]
 

Updates the resources in the given frame.

A RenderTechnique is usually need some resources from several runs, so these runs will be updated.

Parameters:
frameNum the actual framenumber

Reimplemented from RenderTechnique.


Member Data Documentation

int OgreDepthShadowRecieverRenderTechnique::maxlights [protected]
 

the maximum number of light sources to recieve shadow from

During update the nearest light sources will be found and used.

std::vector<Pass*> OgreDepthShadowRecieverRenderTechnique::passes [protected]
 

new passes created by this technique

String OgreDepthShadowRecieverRenderTechnique::shadowFragmentProgram [protected]
 

the fragment program to be used in the shadowing passes

It should have one pass and the depth map of a light will be bound to the first sampler unit.


The documentation for this class was generated from the following files:
Generated on Thu Apr 27 17:29:40 2006 for GameTools Illumination Module by  doxygen 1.4.6-NO