// 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_DEFERREDGEOMETRYPASS_HPP #define NAZARA_DEFERREDGEOMETRYPASS_HPP #include #include #include #include #include class NAZARA_GRAPHICS_API NzDeferredGeometryPass : public NzDeferredRenderPass { public: NzDeferredGeometryPass(); virtual ~NzDeferredGeometryPass(); bool Process(const NzSceneData& sceneData, unsigned int firstWorkTexture, unsigned secondWorkTexture) const; bool Resize(const NzVector2ui& dimensions); protected: struct ShaderUniforms; const ShaderUniforms* GetShaderUniforms(const NzShader* shader) const; void OnShaderInvalidated(const NzShader* shader) const; struct ShaderUniforms { NazaraSlot(NzShader, OnShaderUniformInvalidated, shaderUniformInvalidatedSlot); NazaraSlot(NzShader, OnShaderRelease, shaderReleaseSlot); int eyePosition; int sceneAmbient; int textureOverlay; }; mutable std::unordered_map m_shaderUniforms; NzRenderStates m_clearStates; NzShaderRef m_clearShader; }; #endif // NAZARA_DEFERREDGEOMETRYPASS_HPP