12 #ifndef BEASTRENDERPASS_H
13 #define BEASTRENDERPASS_H
139 #endif // __cplusplus
212 int32 pixelFilterSize,
float maxWorldDistance);
470 #endif // __cplusplus
472 #endif//BEASTRENDERPASS_H
Only indirect illumination (no direct illumination)
Definition: beastrenderpass.h:29
ILBStatus ILBSetAOSelfOcclusion(ILBRenderPassHandle pass, ILBAOSelfOcclusion selfOcclusion)
Sets how the AO pass should react to self occlusion.
ILBStatus ILBCreateLuaPass(ILBJobHandle job, ILBConstString name, ILBConstString scriptFile, ILBRenderPassHandle *pass)
Creates a LUA pass.
ILBBasisType
Basis type.
Definition: beastrenderpass.h:46
Only direct illumination (no indirect illumination)
Definition: beastrenderpass.h:24
This header is the base for getting platform consistent types for the Beast API.
ILBLightPassType
Light Pass Type.
Definition: beastrenderpass.h:119
const ILBCharType * ILBConstString
Beast api const string type.
Definition: beastapitypes.h:245
Handle for Beast jobs Intentionally hidden implementation.
Definition: beastapitypes.h:457
Self Occluded rays will continue beyond the originating object.
Definition: beastrenderpass.h:103
ILBStatus ILBCreateAmbientOcclusionPass(ILBJobHandle job, ILBConstString name, float maxDistance, float coneAngle, ILBRenderPassHandle *pass)
Creates an Ambient Occlusion render pass.
Stores both direct+indirect and indirect separately.
Definition: beastrenderpass.h:39
ILBStatus ILBCreateIlluminationPass(ILBJobHandle job, ILBConstString name, ILBIlluminationMode mode, ILBRenderPassHandle *pass)
Creates an Illumination render pass.
Half-Life 2 compatible basis.
Definition: beastrenderpass.h:58
ILBStatus ILBAddLightToPass(ILBLightPassEntryHandle entry, ILBLightHandle light)
Add a light to a light pass.
ILBStatus ILBEnableSignedDistanceField(ILBRenderPassHandle pass, int32 pixelFilterSize, float maxWorldDistance)
No support in physical rendering.
Unreal Engine 3 compatible basis.
Definition: beastrenderpass.h:63
ILBStatus ILBSetAOAdaptive(ILBRenderPassHandle pass, float accuracy, float smooth)
No support in physical rendering.
ILBStatus ILBCreateFullShadingPass(ILBJobHandle job, ILBConstString name, ILBRenderPassHandle *pass)
Creates a Full Shading render pass.
Both direct and indirect illumination.
Definition: beastrenderpass.h:34
ILBStatus ILBSetNondirectionalScale(ILBRenderPassHandle pass, float scale)
Scales the nondirectional influence of materials.
ILBStatus ILBSetLambertianClamp(ILBRenderPassHandle pass, float val)
Enable lambertian clamp on an RNM pass.
ILBStatus ILBNormalizeTextures(ILBRenderPassHandle pass, bool perChannel)
Normalizes the texture values to the 0..1 range.
Allows the user to enter the basis vectors manually.
Definition: beastrenderpass.h:73
Stores the full shading in the light map.
Definition: beastrenderpass.h:134
Allows negative RNM values.
Definition: beastrenderpass.h:83
ILBStatus ILBAddTargetToPass(ILBLightPassEntryHandle entry, ILBTargetEntityHandle target)
Add an affected target entity to a light pass.
Objects can self occlude.
Definition: beastrenderpass.h:113
ILBStatus ILBAddCustomBasisVector(ILBRenderPassHandle pass, const ILBVec3 *basisVector)
Adds a custom basis vector to be used with ILB_RB_CUSTOM.
ILBRNMAllowNegative
Allow Negative.
Definition: beastrenderpass.h:79
As ILB_AN_DISALLOW, and also culls lights below the horizon of each triangle.
Definition: beastrenderpass.h:93
ILBStatus ILBAddFullyBakedLight(ILBRenderPassHandle pass, ILBLightHandle light)
Add a light to be fully baked to a FullAndIndirectIllumination Pass.
Three dimensional geometric vector type.
Definition: beastapitypes.h:320
Stores the incoming light in the light map.
Definition: beastrenderpass.h:123
Unreal Engine 3 basis in untouched order.
Definition: beastrenderpass.h:68
ILBStatus ILBSetAOContrast(ILBRenderPassHandle pass, float contrast, float scale)
Sets the contrast and scale of an AO pass.
ILBStatus ILBSetResolutionScale(ILBRenderPassHandle pass, float scale)
Scales the resolution on all texture targets for the pass.
Handle for Beast render pass Intentionally hidden implementation.
Definition: beastapitypes.h:501
Handle for Light pass entry Intentionally hidden implementation.
Definition: beastapitypes.h:508
ILBStatus ILBSetAOUniformSampling(ILBRenderPassHandle pass)
Enables Uniform Sampling on an AO pass.
ILBStatus ILBCreateLightPass(ILBJobHandle job, ILBConstString name, ILBLightPassType type, ILBRenderPassHandle *pass)
Creates a Light render pass.
Self Occluded rays will be set to the environment.
Definition: beastrenderpass.h:108
ILBStatus ILBCreateIlluminationPassSH(ILBJobHandle job, ILBConstString name, ILBIlluminationMode mode, ILBRenderPassHandle *pass)
Creates an Illumination render pass with sh output.
ILBStatus ILBEnableAOBentNormals(ILBRenderPassHandle pass)
No support in physical rendering.
ILBIlluminationMode
Illumination Modes.
Definition: beastrenderpass.h:20
ILBStatus ILBCreateNormalPass(ILBJobHandle job, ILBConstString name, ILBRenderPassHandle *pass)
Creates a Normal render pass.
ILBAOSelfOcclusion
Self Occlusion Mode.
Definition: beastrenderpass.h:99
Handle for Beast target entities Intentionally hidden implementation.
Definition: beastapitypes.h:493
Stores the shadow mask.
Definition: beastrenderpass.h:129
Handle for Beast light sources Intentionally hidden implementation.
Definition: beastapitypes.h:436
Clamps negative RNM values to 0.
Definition: beastrenderpass.h:88
ILBRNMBasis
RNM Basis.
Definition: beastrenderpass.h:54
ILBStatus ILBCreateLightPassEntry(ILBRenderPassHandle pass, ILBLightPassEntryHandle *entry)
Creates a Light Pass Entry.
ILBStatus ILBCreateRNMPass(ILBJobHandle job, ILBConstString name, ILBIlluminationMode mode, int32 samples, ILBRNMBasis basis, ILBRenderPassHandle *pass)
Creates an RNM render pass.
ILBStatus ILBSetLambertianScale(ILBRenderPassHandle pass, float scale)
Sets the lambertian scale on a light pass.
ILBStatus ILBSetAONumRays(ILBRenderPassHandle pass, int32 minRay, int32 maxRay)
No support in physical rendering.
ILBStatus ILBIncludeNormalComponent(ILBRenderPassHandle pass)
Enables inclusion of a normal component in the RNM pass.
ILBStatus
Status codes for Beast API calls.
Definition: beastapitypes.h:153
ILBStatus ILBSetAllowNegative(ILBRenderPassHandle pass, ILBRNMAllowNegative allow)
Determines how the RNM pass handles light contributions that come from below the plane of the surface...
ILBStatus ILBRNMMatchNormalIntensity(ILBRenderPassHandle pass)
Scales the RNM values to the amplitude of the normal component.