Graphics class that represents the pass for phong lighting in deferred rendering.
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LightUniforms | m_directionalLightUniforms |
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LightUniforms | m_pointSpotLightUniforms |
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MeshRef | m_cone |
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MeshRef | m_sphere |
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ShaderRef | m_directionalLightShader |
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ShaderRef | m_pointSpotLightShader |
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TextureSampler | m_pointSampler |
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StaticMesh * | m_coneMesh |
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StaticMesh * | m_sphereMesh |
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bool | m_lightMeshesDrawing |
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int | m_directionalLightShaderEyePositionLocation |
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int | m_directionalLightShaderSceneAmbientLocation |
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int | m_pointSpotLightShaderDiscardLocation |
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int | m_pointSpotLightShaderEyePositionLocation |
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int | m_pointSpotLightShaderSceneAmbientLocation |
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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 phong lighting in deferred rendering.
◆ EnableLightMeshesDrawing()
void Nz::DeferredPhongLightingPass::EnableLightMeshesDrawing |
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bool |
enable | ) |
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Enables the drawing of meshes with light.
- Parameters
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enable | Should meshes with light parameter be drawed |
◆ IsLightMeshesDrawingEnabled()
bool Nz::DeferredPhongLightingPass::IsLightMeshesDrawingEnabled |
( |
| ) |
const |
Checks whether the drawing of meshes with light is enabled.
- Returns
- true If it is the case
◆ Process()
bool Nz::DeferredPhongLightingPass::Process |
( |
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.
The documentation for this class was generated from the following files: