NazaraEngine/include/Nazara/Graphics/DeferredPhongLightingPass.hpp

53 lines
1.6 KiB
C++

// Copyright (C) 2017 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 <Nazara/Prerequisites.hpp>
#include <Nazara/Graphics/DeferredRenderPass.hpp>
#include <Nazara/Graphics/Light.hpp>
#include <Nazara/Renderer/Shader.hpp>
#include <Nazara/Renderer/TextureSampler.hpp>
#include <Nazara/Utility/Mesh.hpp>
namespace Nz
{
class StaticMesh;
class NAZARA_GRAPHICS_API DeferredPhongLightingPass : public DeferredRenderPass
{
public:
DeferredPhongLightingPass();
virtual ~DeferredPhongLightingPass();
void EnableLightMeshesDrawing(bool enable);
bool IsLightMeshesDrawingEnabled() const;
bool Process(const SceneData& sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const override;
protected:
LightUniforms m_directionalLightUniforms;
LightUniforms m_pointSpotLightUniforms;
MeshRef m_cone;
MeshRef m_sphere;
ShaderRef m_directionalLightShader;
ShaderRef m_pointSpotLightShader;
TextureSampler m_pointSampler;
StaticMesh* m_coneMesh;
StaticMesh* m_sphereMesh;
bool m_lightMeshesDrawing;
int m_directionalLightShaderEyePositionLocation;
int m_directionalLightShaderSceneAmbientLocation;
int m_pointSpotLightShaderDiscardLocation;
int m_pointSpotLightShaderEyePositionLocation;
int m_pointSpotLightShaderSceneAmbientLocation;
};
}
#endif // NAZARA_DEFERREDPHONGLIGHTINGPASS_HPP