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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48
src/Nazara/Graphics/DeferredRenderPass.cpp
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48
src/Nazara/Graphics/DeferredRenderPass.cpp
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// Copyright (C) 2013 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Core/Error.hpp>
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#include <Nazara/Graphics/DeferredRenderTechnique.hpp>
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#include <Nazara/Graphics/Debug.hpp>
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NzDeferredRenderPass::NzDeferredRenderPass() :
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m_enabled(true)
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{
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}
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NzDeferredRenderPass::~NzDeferredRenderPass() = default;
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void NzDeferredRenderPass::Enable(bool enable)
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{
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m_enabled = enable;
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}
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void NzDeferredRenderPass::Initialize(NzDeferredRenderTechnique* technique)
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{
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m_deferredTechnique = technique;
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m_renderQueue = static_cast<NzDeferredRenderQueue*>(technique->GetRenderQueue());
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m_depthStencilBuffer = technique->GetDepthStencilBuffer();
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m_GBufferRTT = technique->GetGBufferRTT();
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for (unsigned int i = 0; i < 3; ++i)
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m_GBuffer[i] = technique->GetGBuffer(i);
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m_workRTT = technique->GetWorkRTT();
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for (unsigned int i = 0; i < 2; ++i)
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m_workTextures[i] = technique->GetWorkTexture(i);
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}
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bool NzDeferredRenderPass::IsEnabled() const
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{
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return m_enabled;
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}
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bool NzDeferredRenderPass::Resize(const NzVector2ui& dimensions)
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{
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m_dimensions = dimensions;
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return true;
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}
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