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VR-Forces 4.10 Class Documentation
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DtWeatherFogFroxelGrid uses a frustum voxel grid to compute density/translucency at voxel locations based on fog volumes. More...

Classes | |
| class | FroxelGenerationJob |
| struct | Volume |
| A structure used to define a volume (bounds, transform, density). More... | |
Public Member Functions | |
| virtual | ~DtWeatherFogFroxelGrid () |
| DTOR. More... | |
| DtWeatherFogFroxelGrid ()=delete | |
| unimplemented private default constructor More... | |
| DtWeatherFogFroxelGrid (const DtWeatherFogFroxelGrid &)=delete | |
| Copy Constructor not implemented – Copy not allowed. More... | |
| DtWeatherFogFroxelGrid & | operator= (const DtWeatherFogFroxelGrid &)=delete |
| Assignment Operator not implemented – Copy not allowed. More... | |
| virtual void | initialize () |
| initializes or reinitializes the object. Called at startup and whenever More... | |
| virtual void | releaseGLObjects (osg::State *state) |
| handle destruction of graphics objects when the context is destroyed More... | |
| virtual bool | bindFogFroxelTexture (const int unit, const unsigned int renderContextId) |
| Binds the fog froxel texture object to the given texture unit for the given render context. More... | |
| virtual void | resetVolumes () |
| Resets all volumes. More... | |
| virtual void | addVolume (const osg::Vec3d &position, const osg::Matrixf &rotation, const float width, const float length, const float height, const float density) |
| Adds the given volume to be considered for density calculations. More... | |
| virtual void | updateForView (const osg::Matrixf &projMat, const osg::Matrixd &viewMat) |
| Updates the computed camera transforms. More... | |
| virtual float | maxGridDistance () const |
| Returns the maximum froxel grid distance out from the camera view. More... | |
Public Member Functions inherited from makVrv::DtVirtualBaseClass | |
| DtVirtualBaseClass () | |
| Do nothing constructor. More... | |
| virtual | ~DtVirtualBaseClass () |
| Virtual do nothing destructor. More... | |
Public Attributes | |
| friend | DtWeatherFogFroxelGridCreator |
Protected Member Functions | |
| DtWeatherFogFroxelGrid (DtDe &de) | |
| CTOR. only creator can create. More... | |
| virtual FroxelGenerationJob * | createJob () |
| wrapper around the job creation to make it easy to override later. More... | |
| virtual void | slot_reloadShaders () |
| reloads the compute shader More... | |
Protected Attributes | |
| DtDe & | myDe |
| DtOsgRenderer & | myOsgRenderer |
| GLuint | myVoxelTextureId |
| osg::ref_ptr< osg::Texture3D > | myVoxelTexture |
| osg::ref_ptr< FroxelGenerationJob > | myFroxelGenerationJob |
| osg::Matrixf | myProjMat |
| osg::Matrixd | myViewMat |
| std::vector< Volume * > | myVolumes |
| int | myActiveVolumes |
| float | myMaxGridDistance |
DtWeatherFogFroxelGrid uses a frustum voxel grid to compute density/translucency at voxel locations based on fog volumes.
The density/translucency values are computed using a compute shader and stored in a 3d texture that can be used by particle systems to modify their translucency and fade into the fog.
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DTOR.
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delete |
unimplemented private default constructor
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delete |
Copy Constructor not implemented – Copy not allowed.
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CTOR. only creator can create.
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delete |
Assignment Operator not implemented – Copy not allowed.
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initializes or reinitializes the object. Called at startup and whenever
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handle destruction of graphics objects when the context is destroyed
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Binds the fog froxel texture object to the given texture unit for the given render context.
Returns true if the froxel texture is enabled.
| unit | The texture unit to bind to. |
| renderContextId | The current render context used for drawing. |
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Resets all volumes.
Typically this would be called for each normal pass camera render.
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Adds the given volume to be considered for density calculations.
Typically this would be called for each normal pass camera render to add active (non-culled) volumes.
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Updates the computed camera transforms.
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Returns the maximum froxel grid distance out from the camera view.
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wrapper around the job creation to make it easy to override later.
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reloads the compute shader
| friend makVrv::DtWeatherFogFroxelGrid::DtWeatherFogFroxelGridCreator |
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