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
This commit is contained in:
Lynix
2013-12-28 10:22:03 +01:00
parent 6568cc7995
commit a332579c80
31 changed files with 2431 additions and 1354 deletions

View File

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// Copyright (C) 2013 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP
#define NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Renderer/ShaderProgram.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
class NzStaticMesh;
class NAZARA_API NzDeferredPhongLightingPass : public NzDeferredRenderPass
{
public:
NzDeferredPhongLightingPass();
virtual ~NzDeferredPhongLightingPass();
void EnableLightMeshesDrawing(bool enable);
bool IsLightMeshesDrawingEnabled() const;
bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
protected:
NzMeshRef m_cone;
NzMeshRef m_sphere;
NzShaderProgramRef m_directionalLightProgram;
NzShaderProgramRef m_pointLightProgram;
NzShaderProgramRef m_spotLightProgram;
NzTextureSampler m_pointSampler;
NzStaticMesh* m_coneMesh;
NzStaticMesh* m_sphereMesh;
bool m_lightMeshesDrawing;
};
#endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP