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_DEFERREDRENDERPASS_HPP
#define NAZARA_DEFERREDRENDERPASS_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Graphics/Enums.hpp>
#include <Nazara/Math/Vector2.hpp>
class NzDeferredRenderTechnique;
class NzDeferredRenderQueue;
class NzRenderBuffer;
class NzRenderTexture;
class NzScene;
class NzTexture;
class NAZARA_API NzDeferredRenderPass
{
friend NzDeferredRenderTechnique;
public:
NzDeferredRenderPass();
virtual ~NzDeferredRenderPass();
void Enable(bool enable);
virtual void Initialize(NzDeferredRenderTechnique* technique);
bool IsEnabled() const;
virtual bool Process(const NzScene* scene, unsigned int workTexture, unsigned sceneTexture) const = 0;
virtual bool Resize(const NzVector2ui& GBufferSize);
protected:
NzVector2ui m_dimensions;
NzDeferredRenderTechnique* m_deferredTechnique;
NzDeferredRenderQueue* m_renderQueue;
NzRenderBuffer* m_depthStencilBuffer;
NzRenderTexture* m_GBufferRTT;
NzRenderTexture* m_workRTT;
NzTexture* m_GBuffer[4];
NzTexture* m_workTextures[2];
private:
bool m_enabled;
};
#endif // NAZARA_DEFERREDRENDERPASS_HPP