Graphics: Make Background/RenderTechnique independent from Scene

Former-commit-id: d588a3bb74b08d79990a278ad2e399e9797755b4
This commit is contained in:
Lynix
2015-06-09 00:26:13 +02:00
parent e97cc666a1
commit 6f2f8d6390
32 changed files with 124 additions and 86 deletions

View File

@@ -130,14 +130,16 @@ NzDeferredFogPass::NzDeferredFogPass()
NzDeferredFogPass::~NzDeferredFogPass() = default;
bool NzDeferredFogPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
bool NzDeferredFogPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
{
NazaraUnused(sceneData);
m_workRTT->SetColorTarget(firstWorkTexture);
NzRenderer::SetTarget(m_workRTT);
NzRenderer::SetViewport(NzRecti(0, 0, m_dimensions.x, m_dimensions.y));
NzRenderer::SetShader(m_shader);
m_shader->SendVector(m_shaderEyePositionLocation, scene->GetViewer()->GetEyePosition());
m_shader->SendVector(m_shaderEyePositionLocation, viewer->GetEyePosition());
NzRenderer::SetRenderStates(m_states);
NzRenderer::SetTexture(0, m_workTextures[secondWorkTexture]);