// Copyright (C) 2015 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_DEFERREDPHONGLIGHTINGPASS_HPP #define NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP #include #include #include #include #include #include class NzStaticMesh; class NAZARA_API NzDeferredPhongLightingPass : public NzDeferredRenderPass { public: NzDeferredPhongLightingPass(); virtual ~NzDeferredPhongLightingPass(); void EnableLightMeshesDrawing(bool enable); bool IsLightMeshesDrawingEnabled() const; bool Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const; protected: NzLightUniforms m_directionalLightUniforms; NzLightUniforms m_pointSpotLightUniforms; NzMeshRef m_cone; NzMeshRef m_sphere; NzShaderRef m_directionalLightShader; NzShaderRef m_pointSpotLightShader; NzTextureSampler m_pointSampler; NzStaticMesh* m_coneMesh; NzStaticMesh* m_sphereMesh; bool m_lightMeshesDrawing; int m_directionalLightShaderEyePositionLocation; int m_directionalLightShaderSceneAmbientLocation; int m_pointSpotLightShaderDiscardLocation; int m_pointSpotLightShaderEyePositionLocation; int m_pointSpotLightShaderSceneAmbientLocation; }; #endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP