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OGRE 2.3.1
Object-Oriented Graphics Rendering Engine
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#include <OgreIrradianceField.h>
Public Member Functions | |
IrradianceFieldSettings () | |
void | createSubsamples (void) |
uint8 | getBorderedDepthResolution () const |
uint8 | getBorderedIrradResolution () const |
Returns mIrradianceResolution + 2u, since we need to reserverve 1 pixel border around the probe for proper interpolation. | |
void | getDepthProbeFullResolution (uint32 &outWidth, uint32 &outHeight) const |
void | getIrradProbeFullResolution (uint32 &outWidth, uint32 &outHeight) const |
Vector3 | getNumProbes3f (void) const |
uint32 | getNumRaysPerIrradiancePixel (void) const |
const vector< Vector2 >::type & | getSubsamples (void) const |
uint32 | getTotalNumProbes (void) const |
bool | isRaster () const |
void | testValidity (void) |
Public Attributes | |
uint8 | mDepthProbeResolution |
Square resolution of a single probe, depth variance, e.g. 8u means each probe is 8x8. | |
uint8 | mIrradianceResolution |
Square resolution of a single probe, irradiance e.g. | |
uint32 | mNumProbes [3] |
Number of probes in all three XYZ axes. | |
uint16 | mNumRaysPerPixel |
Number of rays per pixel in terms of mDepthProbeResolution. | |
RasterParams | mRasterParams |
Use rasterization to generate light & depth data, instead of voxelization. | |
Ogre::IrradianceFieldSettings::IrradianceFieldSettings | ( | ) |
uint8 Ogre::IrradianceFieldSettings::getBorderedDepthResolution | ( | ) | const |
uint8 Ogre::IrradianceFieldSettings::getBorderedIrradResolution | ( | ) | const |
Returns mIrradianceResolution + 2u, since we need to reserverve 1 pixel border around the probe for proper interpolation.
This means a 8x8 probe actually occupies 10x10.
void Ogre::IrradianceFieldSettings::getDepthProbeFullResolution | ( | uint32 & | outWidth, |
uint32 & | outHeight | ||
) | const |
void Ogre::IrradianceFieldSettings::getIrradProbeFullResolution | ( | uint32 & | outWidth, |
uint32 & | outHeight | ||
) | const |
bool Ogre::IrradianceFieldSettings::isRaster | ( | ) | const |
References OGRE_ASSERT_LOW.
uint8 Ogre::IrradianceFieldSettings::mDepthProbeResolution |
Square resolution of a single probe, depth variance, e.g. 8u means each probe is 8x8.
uint8 Ogre::IrradianceFieldSettings::mIrradianceResolution |
Square resolution of a single probe, irradiance e.g.
4u means each probe is 4x4. Must be mIrradianceResolution <= mDepthProbeResolution mDepthProbeResolution must be multiple of mIrradianceResolution
uint32 Ogre::IrradianceFieldSettings::mNumProbes[3] |
Number of probes in all three XYZ axes.
Must be power of two
uint16 Ogre::IrradianceFieldSettings::mNumRaysPerPixel |
Number of rays per pixel in terms of mDepthProbeResolution.
e.g. if mNumRaysPerPixel = 4, mDepthProbeResolution = 16 and mIrradianceResolution = 8, then the depth texture has 4 rays per pixel, but the irradiance texture will have 16 rays per pixel
RasterParams Ogre::IrradianceFieldSettings::mRasterParams |
Use rasterization to generate light & depth data, instead of voxelization.