Nazara Engine
0.4
A fast, complete, cross-platform API designed for game development
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Graphics class that represents the pass for fog in deferred rendering. More...
Public Member Functions | |
DeferredFogPass () | |
Constructs a DeferredFogPass object by default. | |
bool | Process (const SceneData &sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const override |
Processes the work on the data while working with textures. More... | |
Public Member Functions inherited from Nz::DeferredRenderPass | |
DeferredRenderPass () | |
Constructs a DeferredRenderPass object by default. | |
DeferredRenderPass (const DeferredRenderPass &)=delete | |
void | Enable (bool enable) |
Enables the deferred rendering. More... | |
virtual void | Initialize (DeferredRenderTechnique *technique) |
Initializes the deferred forward pass which needs the deferred technique. More... | |
bool | IsEnabled () const |
Checks whether the deferred rendering is enabled. More... | |
virtual bool | Resize (const Vector2ui &GBufferSize) |
Resizes the texture sizes. More... | |
DeferredRenderPass & | operator= (const DeferredRenderPass &)=delete |
Protected Attributes | |
RenderStates | m_states |
ShaderRef | m_shader |
TextureSampler | m_pointSampler |
int | m_shaderEyePositionLocation |
Protected Attributes inherited from Nz::DeferredRenderPass | |
Vector2ui | m_dimensions |
DeferredRenderTechnique * | m_deferredTechnique |
DeferredRenderQueue * | m_renderQueue |
RenderTexture * | m_GBufferRTT |
RenderTexture * | m_workRTT |
Texture * | m_depthStencilTexture |
Texture * | m_GBuffer [4] |
Texture * | m_workTextures [2] |
Graphics class that represents the pass for fog in deferred rendering.
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overridevirtual |
Processes the work on the data while working with textures.
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.