Graphics class that represents the pass for geometries in deferred rendering.
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std::unordered_map< const Shader *, ShaderUniforms > | m_shaderUniforms |
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RenderStates | m_clearStates |
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ShaderRef | m_clearShader |
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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 geometries in deferred rendering.
◆ GetShaderUniforms()
const DeferredGeometryPass::ShaderUniforms * Nz::DeferredGeometryPass::GetShaderUniforms |
( |
const Shader * |
shader | ) |
const |
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protected |
Gets the uniforms of a shader.
- Returns
- Uniforms of the shader
- Parameters
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shader | Shader to get uniforms from |
◆ OnShaderInvalidated()
void Nz::DeferredGeometryPass::OnShaderInvalidated |
( |
const Shader * |
shader | ) |
const |
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protected |
Handle the invalidation of a shader.
- Parameters
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shader | Shader being invalidated |
◆ Process()
bool Nz::DeferredGeometryPass::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
- false
- 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::DeferredGeometryPass::Resize |
( |
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: