There can be many global illumination solutions.
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#include <GlobalIlluminationBase.hh>
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virtual void | Destroy ()=0 |
| Destroy the class.
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virtual void | Init ()=0 |
| Initialize the class.
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virtual void | SetEnabled (bool _enabled)=0 |
| Sets this GI solution as enabled.
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There can be many global illumination solutions.
gz/rendering/GlobalIlluminationBase.hh
This class is the base of them all for (most) shared settings
◆ ParticipatingVisualsFlags
Bitmask of which objects are considered by GI bounces. Note that all objects can receive indirect illumination.
However often only static objects can reflect/bounce/cast indirect illumination
Enumerator |
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DYNAMIC_VISUALS | Dynamic objects can bounce GI (depending on the solution, this may be slow)
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STATIC_VISUALS | Static objects can bounce GI.
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◆ GlobalIlluminationBase()
◆ ~GlobalIlluminationBase()
◆ BounceCount()
virtual uint32_t BounceCount |
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const |
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pure virtual |
Get number of bounces.
- Returns
- Number of bounces
◆ Build()
Build the internal structures required for producing GI This function may take significant time.
◆ Destroy()
◆ Enabled()
virtual bool Enabled |
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const |
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pure virtual |
Returns true if this GI configuration is currently enabled.
- Returns
- True if this GI solution is currently enabled
◆ Init()
◆ ParticipatingVisuals()
virtual uint32_t ParticipatingVisuals |
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const |
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pure virtual |
Visuals that can bounce GI.
- Returns
- See ParticipatingVisualsFlags
◆ SetBounceCount()
virtual void SetBounceCount |
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uint32_t | _bounceCount | ) |
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pure virtual |
Set the number of GI bounces. Very high number can cause a large performance impact.
- Parameters
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[in] | _bounceCount | Value in range [0; inf) |
◆ SetEnabled()
virtual void SetEnabled |
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bool | _enabled | ) |
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protectedpure virtual |
◆ SetParticipatingVisuals()
virtual void SetParticipatingVisuals |
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uint32_t | _mask | ) |
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pure virtual |
Set which visuals can bounce GI.
- Parameters
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[in] | _mask | See ParticipatingVisualsFlags |
◆ UpdateCamera()
virtual void UpdateCamera |
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pure virtual |
Called by Scene on an active GlobalIlluminationBase whenever first rendering happens for a new frame. This implies Build has been called already.
◆ UpdateLighting()
virtual void UpdateLighting |
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pure virtual |
The documentation for this class was generated from the following file: