* Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Add new render queues proof of concept + scissoring support (WIP) * Graphics: Adapt basic sprites rendering to new render queue system * Graphics: Fix layers when rendering sprites * Graphics/RenderQueue: Fix sprite default overlay * Graphics: Enable scissor test by default * SDK/Widgets: Enable scissoring on widgets * Graphics: Handle almost everything with the new renderqueues system Todo: - Billboard rendering - Proper model rendering * Graphics/RenderQueue: Billboard drawing now works (WIP) At 1/4 of previous code performances due to individually process of billboards * Graphics/RenderQueues: Add full support for billboards * Graphics/RenderQueue: Cleanup and improve billboard rendering * Graphics/RenderQueue: Fix model drawing * Examples/Particles: Fix lighting on space station * Graphics: Cleanup forward render queue/technique * Fix compilation under Linux * Graphics/ForwardRenderTechnique: Fix case when scissoring is enabled on material but disabled on element * Add support for Deferred Shading * SDK/Widgets: Fix widget rendering * Graphics: Remove legacy code from render queues * Graphics: Fix some objects sometimes not showing up due to broken scissor box * Fix compilation error * Sdk/GraphicsGraphics: Fix bounding volume * SDK/World: Fix self-assignation * Update changelog for render queues
58 lines
1.4 KiB
C++
58 lines
1.4 KiB
C++
// Copyright (C) 2017 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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#pragma once
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#ifndef NAZARA_DEFERREDRENDERPASS_HPP
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#define NAZARA_DEFERREDRENDERPASS_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Math/Vector2.hpp>
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namespace Nz
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{
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class DeferredRenderTechnique;
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class DeferredProxyRenderQueue;
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class RenderTexture;
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class Texture;
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struct SceneData;
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class NAZARA_GRAPHICS_API DeferredRenderPass
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{
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friend DeferredRenderTechnique;
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public:
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DeferredRenderPass();
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DeferredRenderPass(const DeferredRenderPass&) = delete;
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virtual ~DeferredRenderPass();
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void Enable(bool enable);
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virtual void Initialize(DeferredRenderTechnique* technique);
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bool IsEnabled() const;
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virtual bool Process(const SceneData& sceneData, unsigned int workTexture, unsigned int sceneTexture) const = 0;
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virtual bool Resize(const Vector2ui& GBufferSize);
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DeferredRenderPass& operator=(const DeferredRenderPass&) = delete;
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protected:
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Vector2ui m_dimensions;
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DeferredRenderTechnique* m_deferredTechnique;
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DeferredProxyRenderQueue* m_renderQueue;
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RenderTexture* m_GBufferRTT;
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RenderTexture* m_workRTT;
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Texture* m_depthStencilTexture;
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Texture* m_GBuffer[4];
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Texture* m_workTextures[2];
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private:
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bool m_enabled;
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};
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}
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#endif // NAZARA_DEFERREDRENDERPASS_HPP
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