Graphics class that represents the pass for depth of field in deferred rendering.
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RenderTexture | m_dofRTT |
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RenderStates | m_states |
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ShaderConstRef | m_dofShader |
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ShaderConstRef | m_gaussianBlurShader |
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TextureRef | m_dofTextures [2] |
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TextureSampler | m_bilinearSampler |
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TextureSampler | m_pointSampler |
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int | m_gaussianBlurShaderFilterLocation |
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Vector2ui | m_dimensions |
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DeferredRenderTechnique * | m_deferredTechnique |
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DeferredRenderQueue * | 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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Graphics class that represents the pass for depth of field in deferred rendering.
◆ Process()
bool Nz::DeferredDOFPass::Process |
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const SceneData & |
sceneData, |
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unsigned int |
firstWorkTexture, |
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unsigned int |
secondWorkTexture |
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) |
| const |
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overridevirtual |
Processes the work on the data while working with textures.
- Returns
- true
- Parameters
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sceneData | Data for the scene |
firstWorkTexture | Index of the first texture to work with |
firstWorkTexture | Index of the second texture to work with |
Implements Nz::DeferredRenderPass.
◆ Resize()
bool Nz::DeferredDOFPass::Resize |
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const Vector2ui & |
dimensions | ) |
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overridevirtual |
Resizes the texture sizes.
- Returns
- true If successful
- Parameters
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dimensions | Dimensions for the compute texture |
Reimplemented from Nz::DeferredRenderPass.
The documentation for this class was generated from the following files: