Deferred Shading update
-Deferred Shading now use a dynamics pass system -Forward Shading is now capable of rendering more than three lights (Multipass) Former-commit-id: 74ed0b998d72aa9eb3bd2aab938a75985ebb2bf6
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54
include/Nazara/Graphics/DeferredBloomPass.hpp
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54
include/Nazara/Graphics/DeferredBloomPass.hpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#pragma once
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#ifndef NAZARA_DEFERREDBLOOMPASS_HPP
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#define NAZARA_DEFERREDBLOOMPASS_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/ShaderProgram.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/TextureSampler.hpp>
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class NAZARA_API NzDeferredBloomPass : public NzDeferredRenderPass
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{
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public:
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NzDeferredBloomPass();
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virtual ~NzDeferredBloomPass();
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unsigned int GetBlurPassCount() const;
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float GetBrightLuminance() const;
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float GetBrightMiddleGrey() const;
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float GetBrightThreshold() const;
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NzTexture* GetTexture(unsigned int i) const;
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bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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bool Resize(const NzVector2ui& dimensions);
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void SetBlurPassCount(unsigned int passCount);
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void SetBrightLuminance(float luminance);
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void SetBrightMiddleGrey(float middleGrey);
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void SetBrightThreshold(float threshold);
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protected:
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NzRenderStates m_bloomStates;
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NzRenderTexture m_bloomRTT;
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NzShaderProgramRef m_bloomBrightProgram;
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NzShaderProgramRef m_bloomFinalProgram;
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NzShaderProgramRef m_gaussianBlurProgram;
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NzTextureRef m_bloomTextures[2];
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NzTextureSampler m_bilinearSampler;
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mutable bool m_uniformUpdated;
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float m_brightLuminance;
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float m_brightMiddleGrey;
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float m_brightThreshold;
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int m_gaussianBlurProgramFilterLocation;
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unsigned int m_blurPassCount;
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};
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#endif // NAZARA_DEFERREDBLOOMPASS_HPP
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