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
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
#include <Nazara/Graphics/Debug.hpp>
NzDeferredRenderPass::NzDeferredRenderPass() :
m_enabled(true)
{
}
NzDeferredRenderPass::~NzDeferredRenderPass() = default;
void NzDeferredRenderPass::Enable(bool enable)
{
m_enabled = enable;
}
void NzDeferredRenderPass::Initialize(NzDeferredRenderTechnique* technique)
{
m_deferredTechnique = technique;
m_renderQueue = static_cast<NzDeferredRenderQueue*>(technique->GetRenderQueue());
m_depthStencilBuffer = technique->GetDepthStencilBuffer();
m_GBufferRTT = technique->GetGBufferRTT();
for (unsigned int i = 0; i < 3; ++i)
m_GBuffer[i] = technique->GetGBuffer(i);
m_workRTT = technique->GetWorkRTT();
for (unsigned int i = 0; i < 2; ++i)
m_workTextures[i] = technique->GetWorkTexture(i);
}
bool NzDeferredRenderPass::IsEnabled() const
{
return m_enabled;
}
bool NzDeferredRenderPass::Resize(const NzVector2ui& dimensions)
{
m_dimensions = dimensions;
return true;
}