// 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 #include #include #include #include namespace Nz { DeferredRenderPass::DeferredRenderPass() : m_enabled(true) { } DeferredRenderPass::~DeferredRenderPass() = default; void DeferredRenderPass::Enable(bool enable) { m_enabled = enable; } void DeferredRenderPass::Initialize(DeferredRenderTechnique* technique) { m_deferredTechnique = technique; m_renderQueue = static_cast(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 DeferredRenderPass::IsEnabled() const { return m_enabled; } bool DeferredRenderPass::Resize(const Vector2ui& dimensions) { m_dimensions = dimensions; return true; } }