Timestamp:
Nov 18, 2022, 8:59:18 PM (21 months ago)
Author:
Vladislav Belov
Message:

Moves post processing out of scene rendering to avoid framebuffer pass duplicate.

Comments By: phosit, Stan

Differential Revision: https://code.wildfiregames.com/D4827

File:
1 edited

Legend:

Unmodified
Added
Removed
  • ps/trunk/source/renderer/SceneRenderer.h

    r26858 r27232  
    2222#include "graphics/ShaderDefines.h"
    2323#include "graphics/ShaderProgramPtr.h"
     24
    2425#include "ps/Singleton.h"
    2526#include "renderer/backend/IDeviceCommandContext.h"
     
    9596
    9697    /**
    97      * Render the given scene immediately.
    98      * @param scene a Scene object describing what should be rendered.
    99      */
    100     void RenderScene(Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene);
     98     * Enumerate and submit all objects of the given scene which should be rendered.
     99     * Must be called before RenderScene.
     100     */
     101    void PrepareScene(
     102        Renderer::Backend::IDeviceCommandContext* deviceCommandContext, Scene& scene);
     103
     104    /**
     105     * Render submitted objects of the previously given scene.
     106     */
     107    void RenderScene(
     108        Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
     109
     110    /**
     111     * Render overlays of the previously given scene.
     112     * Must be called after RenderScene.
     113     */
     114    void RenderSceneOverlays(
     115        Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
    101116
    102117    /**
     
    194209    void SubmitNonRecursive(CModel* model) override;
    195210
     211
     212
     213
     214
     215
     216
     217
    196218    // render any batched objects
    197219    void RenderSubmissions(
     
    273295    int m_CurrentCullGroup;
    274296
     297
     298
    275299    // current lighting setup
    276300    CLightEnv* m_LightEnv;
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