Graphics: Make Background/RenderTechnique independent from Scene
Former-commit-id: d588a3bb74b08d79990a278ad2e399e9797755b4
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@@ -29,12 +29,11 @@ NzDeferredGeometryPass::NzDeferredGeometryPass()
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NzDeferredGeometryPass::~NzDeferredGeometryPass() = default;
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bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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bool NzDeferredGeometryPass::Process(const NzAbstractViewer* viewer, const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const
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{
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NazaraUnused(firstWorkTexture);
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NazaraUnused(secondWorkTexture);
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NzAbstractViewer* viewer = scene->GetViewer();
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bool instancingEnabled = m_deferredTechnique->IsInstancingEnabled();
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m_GBufferRTT->SetColorTargets({0, 1, 2}); // G-Buffer
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@@ -80,7 +79,7 @@ bool NzDeferredGeometryPass::Process(const NzScene* scene, unsigned int firstWor
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shaderUniforms = GetShaderUniforms(shader);
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// Couleur ambiante de la scène
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shader->SendColor(shaderUniforms->sceneAmbient, scene->GetAmbientColor());
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shader->SendColor(shaderUniforms->sceneAmbient, sceneData.ambientColor);
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// Position de la caméra
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shader->SendVector(shaderUniforms->eyePosition, viewer->GetEyePosition());
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