#include <OgreIrradianceField.h>
◆ IrradianceFieldSettings()
Ogre::IrradianceFieldSettings::IrradianceFieldSettings |
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◆ createSubsamples()
void Ogre::IrradianceFieldSettings::createSubsamples |
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◆ getBorderedDepthResolution()
uint8 Ogre::IrradianceFieldSettings::getBorderedDepthResolution |
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const |
◆ getBorderedIrradResolution()
uint8 Ogre::IrradianceFieldSettings::getBorderedIrradResolution |
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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.
◆ getDepthProbeFullResolution()
void Ogre::IrradianceFieldSettings::getDepthProbeFullResolution |
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uint32 & |
outWidth, |
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uint32 & |
outHeight |
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◆ getIrradProbeFullResolution()
void Ogre::IrradianceFieldSettings::getIrradProbeFullResolution |
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uint32 & |
outWidth, |
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uint32 & |
outHeight |
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◆ getNumProbes3f()
Vector3 Ogre::IrradianceFieldSettings::getNumProbes3f |
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const |
◆ getNumRaysPerIrradiancePixel()
uint32 Ogre::IrradianceFieldSettings::getNumRaysPerIrradiancePixel |
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const |
◆ getSubsamples()
const vector<Vector2>::type& Ogre::IrradianceFieldSettings::getSubsamples |
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const |
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inline |
◆ getTotalNumProbes()
uint32 Ogre::IrradianceFieldSettings::getTotalNumProbes |
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const |
◆ isRaster()
bool Ogre::IrradianceFieldSettings::isRaster |
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const |
◆ testValidity()
void Ogre::IrradianceFieldSettings::testValidity |
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inline |
◆ mDepthProbeResolution
uint8 Ogre::IrradianceFieldSettings::mDepthProbeResolution |
Square resolution of a single probe, depth variance, e.g. 8u means each probe is 8x8.
◆ mIrradianceResolution
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
◆ mNumProbes
uint32 Ogre::IrradianceFieldSettings::mNumProbes[3] |
Number of probes in all three XYZ axes.
Must be power of two
◆ mNumRaysPerPixel
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
◆ mRasterParams
Use rasterization to generate light & depth data, instead of voxelization.
The documentation for this struct was generated from the following file: