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

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