-Added GRAPHICS_MAX_LIGHTPERPASS macro -Added glGetActiveUniform OpenGL function -Added (Uber)ShaderLibrary -Added (Uber)ShaderName parameter to models -Changed uniform system -Fixed Node copying -Moved Material class to Graphics module -Optimized lights -Remade Shader class -Renamed Node::Invalidate to Node::InvalidateNode -Renamed ShaderProgram to Shader Former-commit-id: 15f0cad52969e91a2442e7d750ba2dc412f3549d
30 lines
861 B
C++
30 lines
861 B
C++
// Copyright (C) 2014 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_DEFERREDGEOMETRYPASS_HPP
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#define NAZARA_DEFERREDGEOMETRYPASS_HPP
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#include <Nazara/Prerequesites.hpp>
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#include <Nazara/Graphics/DeferredRenderPass.hpp>
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#include <Nazara/Renderer/RenderStates.hpp>
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#include <Nazara/Renderer/Shader.hpp>
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class NAZARA_API NzDeferredGeometryPass : public NzDeferredRenderPass
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{
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public:
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NzDeferredGeometryPass();
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virtual ~NzDeferredGeometryPass();
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bool Process(const NzScene* scene, unsigned int firstWorkTexture, unsigned secondWorkTexture) const;
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bool Resize(const NzVector2ui& dimensions);
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protected:
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NzRenderStates m_clearStates;
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NzShaderRef m_clearShader;
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};
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#endif // NAZARA_DEFERREDGEOMETRYPASS_HPP
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