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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@@ -23,8 +23,6 @@ class NzStaticMesh;
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class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourceListener
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{
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friend class NzDeferredRenderTechnique;
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public:
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NzDeferredRenderQueue(NzForwardRenderQueue* forwardQueue);
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~NzDeferredRenderQueue();
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@@ -37,10 +35,6 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc
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void Clear(bool fully);
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private:
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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void OnResourceReleased(const NzResource* resource, int index) override;
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struct SkeletalData
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{
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///TODO
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@@ -84,6 +78,10 @@ class NAZARA_API NzDeferredRenderQueue : public NzAbstractRenderQueue, NzResourc
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LightContainer pointLights;
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LightContainer spotLights;
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NzForwardRenderQueue* m_forwardQueue;
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private:
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bool OnResourceDestroy(const NzResource* resource, int index) override;
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void OnResourceReleased(const NzResource* resource, int index) override;
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};
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#endif // NAZARA_DEFERREDRENDERQUEUE_HPP
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