42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
#ifndef DrawFinalPass_h__
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#define DrawFinalPass_h__
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#include "IRenderer.h"
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#include "DrawFinalPassState.h"
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#include "LightCullingPass.h"
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#include "FrameBuffer.h"
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#include "ShaderProgram.h"
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#include "Util/UnorderedMapVec2.h"
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#include "Texture.h"
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class DrawFinalPass
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{
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public:
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DrawFinalPass(IRenderer* renderer, LightCullingPass* lightCullingPass);
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~DrawFinalPass() { }
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void InitializeTextures();
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void InitializeFrameBuffers();
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void InitializeShaderPrograms();
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void Draw(RenderScene& scene);
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//Todo: Should not be public
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FrameBuffer m_BloomFrameBuffer;
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GLuint m_BloomTexture;
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GLuint m_SceneTexture;
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GLuint m_DepthBuffer;
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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void GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps) const;
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Texture* m_WhiteTexture;
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Texture* m_BlackTexture;
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Texture* TEMP_glowTestTexture;
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const IRenderer* m_Renderer;
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const LightCullingPass* m_LightCullingPass;
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ShaderProgram* m_ForwardPlusProgram;
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};
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#endif |