Easy3D 2.6.1
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An implementation of the Eye Dome Lighting (EDL) technique. More...
#include <easy3d/renderer/eye_dome_lighting.h>
Public Member Functions | |
EyeDomeLighting (Camera *cam) | |
Constructor. | |
virtual | ~EyeDomeLighting () |
Destructor. | |
void | begin () |
Begins the EDL rendering process. | |
void | end () |
Ends the EDL rendering process. | |
An implementation of the Eye Dome Lighting (EDL) technique.
This class implements an EDL offscreen shading method, which is useful for rendering point clouds without normal information.
Two image resolutions are used.
This pass expects an initialized depth buffer and color buffer. Initialized buffers means they have been cleared with the farthest z-value and background color/gradient/transparent color. An opaque pass may have been performed right after the initialization.
Optimization tips: Rendering with multi-effects (e.g., shadowing, SSAO) can benefit from sharing the same geometry pass.
Example usage:
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explicit |
Constructor.
cam | The camera used in the view |