Voxellancer
0.3
A game about voxels in space
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defaultrenderpipeline.h
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#pragma once
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#include <memory>
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#include <string>
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#include <vector>
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#include "renderpipeline.h"
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#include "property/property.h"
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class
FrameBuffer
;
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class
RenderPass
;
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class
ScreenQuad
;
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class
PostProcessingPass
;
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class
DefaultRenderPipeline
:
public
RenderPipeline
{
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public
:
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DefaultRenderPipeline
();
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virtual
void
apply(
FrameBuffer
& frameBuffer,
const
RenderMetaData
& metadata)
override
;
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virtual
void
setup()
override
;
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virtual
int
bufferCount()
override
;
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void
addFXAA();
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void
addEmissivenessBlurVertical();
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void
addEmissivenessBlurHorizontal();
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void
addFinalization();
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protected
:
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std::shared_ptr<ScreenQuad> m_quad;
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std::shared_ptr<PostProcessingPass> m_fxaa;
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std::shared_ptr<PostProcessingPass> m_finalization;
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Property<std::string>
m_antialiasing;
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};
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RenderPipeline
Definition:
renderpipeline.h:18
RenderMetaData
Definition:
rendermetadata.h:9
RenderPass
Definition:
renderpass.h:15
FrameBuffer
Definition:
framebuffer.h:17
DefaultRenderPipeline
Definition:
defaultrenderpipeline.h:20
Property< std::string >
PostProcessingPass
Definition:
postprocessingpass.h:25
ScreenQuad
Definition:
screenquad.h:15
src
display
rendering
defaultrenderpipeline.h
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