#include <OgreInstantRadiosity.h>
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| InstantRadiosity (SceneManager *sceneManager, HlmsManager *hlmsManager) |
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| ~InstantRadiosity () |
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void | build (void) |
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void | clear (void) |
| Clears everything, removing our VPLs.
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void | fillIrradianceVolume (IrradianceVolume *volume, Vector3 cellSize, Vector3 volumeOrigin, Real lightMaxPower, bool fadeAttenuationOverDistance) |
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void | freeMemory (void) |
| "build" will download meshes for raycasting.
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bool | getEnableDebugMarkers (void) const |
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bool | getUseIrradianceVolume (void) const |
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bool | getUseTextures (void) const |
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void | setEnableDebugMarkers (bool bEnable) |
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void | setUseIrradianceVolume (bool bUseIrradianceVolume) |
| Whether to use Irradiance Volume instead of VPLs.
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void | setUseTextures (bool bUseTextures) |
| Whether to evaluate diffuse & detail map textures.
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void | suggestIrradianceVolumeParameters (const Vector3 &inCellSize, Vector3 &outVolumeOrigin, Real &outLightMaxPower, uint32 &outNumBlocksX, uint32 &outNumBlocksY, uint32 &outNumBlocksZ) |
| Outputs suggested parameters for a volumetric texture that will encompass all VPLs.
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void | updateExistingVpls (void) |
| Does nothing if build hasn't been called yet.
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◆ AreaOfInterestVec
Areas of interest.
Only used for directional lights. Normally you don't want to use Instant Radiosity for empty landscapes because a regular environment map and simple math can take care of that. You want to focus on a particular building, or in different cities; but not everything. If left unfilled, the system will auto-calculate one (not recommended). See AreaOfInterest
◆ InstantRadiosity()
◆ ~InstantRadiosity()
Ogre::InstantRadiosity::~InstantRadiosity |
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◆ build()
void Ogre::InstantRadiosity::build |
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void |
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◆ clear()
void Ogre::InstantRadiosity::clear |
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void |
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Clears everything, removing our VPLs.
Does not freeMemory. You will have to call build again to get VPLs again.
◆ fillIrradianceVolume()
◆ freeMemory()
void Ogre::InstantRadiosity::freeMemory |
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void |
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"build" will download meshes for raycasting.
We will not free them after build (in case you want to build again). If you wish to free that memory, call this function.
◆ getEnableDebugMarkers()
bool Ogre::InstantRadiosity::getEnableDebugMarkers |
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void |
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const |
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inline |
◆ getUseIrradianceVolume()
bool Ogre::InstantRadiosity::getUseIrradianceVolume |
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void |
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const |
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inline |
◆ getUseTextures()
bool Ogre::InstantRadiosity::getUseTextures |
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void |
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const |
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inline |
◆ setEnableDebugMarkers()
void Ogre::InstantRadiosity::setEnableDebugMarkers |
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bool |
bEnable | ) |
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◆ setUseIrradianceVolume()
void Ogre::InstantRadiosity::setUseIrradianceVolume |
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bool |
bUseIrradianceVolume | ) |
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Whether to use Irradiance Volume instead of VPLs.
- Parameters
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bUseIrradianceVolume | Whether to use Irradiance Volume. |
◆ setUseTextures()
void Ogre::InstantRadiosity::setUseTextures |
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bool |
bUseTextures | ) |
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Whether to evaluate diffuse & detail map textures.
Disabling textures can speed up build() time and significantly reduce memory consumption, at the expense of more innacurate results (only material diffuse colour will be considered)
- Parameters
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bUseTextures | Whether to enable or disable using diffuse textures (and detail maps). |
◆ suggestIrradianceVolumeParameters()
Outputs suggested parameters for a volumetric texture that will encompass all VPLs.
They are suggestions, you don't have to follow them.
- Parameters
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inCellSize | The size of the voxel size. Doesn't have to match mCellSize. The suggested output parameters will be based on this input parameter. |
outVolumeOrigin | Where the volume should start. This value will be in the same unit of measure you are working with (your Items/Entities, mCellSize). If your Items and mCellSize are in centimeters, this value will be in cm. If you've been working in meters, it will be in meters. This value will be quantized to increments of mCellSize, and that's the only requirement (we'll quantize it for you if you change it later). |
outLightMaxPower | The maximum light power of the brightest VPL. Useful to maximize the quality of the 10-bits we use for the 3D texture. |
outNumBlocksX | The suggested with for the volume texture. Volume's width in units will be: outVolumeOrigin.x + mCellSize * outNumBlocksX; |
outNumBlocksY | The suggested with for the volume texture times 6. Volume's height in units will be: outVolumeOrigin.y + mCellSize * outNumBlocksY; |
outNumBlocksZ | The suggested depth for the volume texture times. Volume's depth in units will be: outVolumeOrigin.z + mCellSize * outNumBlocksZ; |
◆ updateExistingVpls()
void Ogre::InstantRadiosity::updateExistingVpls |
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void |
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Does nothing if build hasn't been called yet.
Updates VPLs with the latest changes made to all mVpl* variables. May create/remove VPL lights because of mVplThreshold
◆ mAoI
◆ mBias
Real Ogre::InstantRadiosity::mBias |
Value ideally in range (0; 1] When 1, the VPL is placed at exactly the location where the light ray hits the triangle.
At 0.99 it will be placed at 99% the distance from light to the location (i.e. moves away from the triangle). Using Bias can help with light bleeding, and also allows reducing mVplMaxRange (thus increasing performance) at the cost of lower accuracy but still "looking good".
◆ mCellSize
Real Ogre::InstantRadiosity::mCellSize |
Controls how we cluster multiple VPLs into one averaged VPL.
Smaller values generate more VPLs (reducing performance but improving quality). Bigger values result in less VPLs (higher performance, less quality)
◆ mFirstRq
uint8 Ogre::InstantRadiosity::mFirstRq |
◆ mLastRq
uint8 Ogre::InstantRadiosity::mLastRq |
◆ mLightMask
uint32 Ogre::InstantRadiosity::mLightMask |
◆ mMipmapBias
uint32 Ogre::InstantRadiosity::mMipmapBias |
◆ mNumRayBounces
size_t Ogre::InstantRadiosity::mNumRayBounces |
In range [0; inf).
Controls how many bounces we'll generate. Increases the total number of rays (i.e. more than mNumRays).
◆ mNumRays
size_t Ogre::InstantRadiosity::mNumRays |
Number of rays to trace.
More usually results in more accuracy. Sometimes really low values (e.g. 32 rays) may achieve convincing results with high performance, while high large values (e.g. 10000) achieve more accurate results.
◆ mNumSpreadIterations
uint32 Ogre::InstantRadiosity::mNumSpreadIterations |
◆ mSpreadThreshold
Real Ogre::InstantRadiosity::mSpreadThreshold |
◆ mSurvivingRayFraction
Real Ogre::InstantRadiosity::mSurvivingRayFraction |
In range (0; 1]; how many rays that fired in the previous bounce should survive for a next round of bounces.
◆ mVisibilityMask
uint32 Ogre::InstantRadiosity::mVisibilityMask |
◆ mVplConstAtten
Real Ogre::InstantRadiosity::mVplConstAtten |
◆ mVplIntensityRangeMultiplier
double Ogre::InstantRadiosity::mVplIntensityRangeMultiplier |
◆ mVplLinearAtten
Real Ogre::InstantRadiosity::mVplLinearAtten |
◆ mVplMaxRange
Real Ogre::InstantRadiosity::mVplMaxRange |
ANY CHANGE TO A mVpl* variable will take effect after calling updateExistingVpls (or calling build) How big each VPL should be.
Larger ranges leak light more but also are more accurate in the sections they lit correctly, but they are also get more expensive.
◆ mVplPowerBoost
Real Ogre::InstantRadiosity::mVplPowerBoost |
Tweaks how strong VPL lights should be.
In range (0; inf)
◆ mVplQuadAtten
Real Ogre::InstantRadiosity::mVplQuadAtten |
◆ mVplThreshold
Real Ogre::InstantRadiosity::mVplThreshold |
If all three components of the diffuse colour of a VPL light is below this threshold, the VPL is removed (useful for improving performance for VPLs that barely contribute to the scene).
◆ mVplUseIntensityForMaxRange
bool Ogre::InstantRadiosity::mVplUseIntensityForMaxRange |
When true, mVplIntensityRangeMultiplier will be used and each VPL will have a dynamic max range (can't exceed mVplMaxRange though), based on its intensity (smaller VPLs = shorter ranges, powerful VPLs = larger ranges)
The documentation for this class was generated from the following file: