6e8fbca745
match the genesis editor version 1.3.0.653.
92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
/****************************************************************************
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef DEFERREDLIGHTINGPASS_RENDERPIPELINE_H_
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#define DEFERREDLIGHTINGPASS_RENDERPIPELINE_H_
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#include "rendersystem/base/PrimitiveGroup.h"
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#include "rendersystem/base/RenderDeviceTypes.h"
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namespace RenderBase
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{
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class PrimitiveGroup;
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}
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namespace Graphic
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{
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class Light;
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class Camera;
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class Material;
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struct ActiveLightInfo;
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class PipelineParamters;
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class DeferredLightingPass : public Core::RefCounted
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{
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__DeclareClass(DeferredLightingPass);
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public:
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DeferredLightingPass();
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~DeferredLightingPass();
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void Init();
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void RenderActiveLights(PipelineParamters& params);
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private:
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class _MeshInfo
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{
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public:
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RenderBase::PrimitiveHandle mPrimHandle;
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GPtr<Material> mMaterial;
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RenderBase::GPUProgramHandle* mShaderHandle;
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bool isInit();
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_MeshInfo()
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: mShaderHandle(NULL)
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{
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}
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};
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void _buildSunLight();
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void _buildDirectionalLight();
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void _buildPointLight();
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void _buildSpotLight();
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void _renderSunLight(const ActiveLightInfo& activeLight);
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void _renderLight(const ActiveLightInfo& activeLight);
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void _renderDirectionalLight(const ActiveLightInfo& activeLight);
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void _renderPointLight(const ActiveLightInfo& activeLight);
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void _renderSpotLight(const ActiveLightInfo& activeLight);
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void _calSpotWorld(const Light* light, Math::matrix44& trans);
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_MeshInfo mSunLightMesh;
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_MeshInfo mDirectionalLightMesh;
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_MeshInfo mPointLightMesh;
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_MeshInfo mSpotLightMesh;
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};
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inline bool DeferredLightingPass::_MeshInfo::isInit()
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{
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return mPrimHandle.IsValid();
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}
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}
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#endif //DEFERREDLIGHTINGPASS_RENDERPIPELINE_H_
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