VoxelEngine
 
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CompositePass.h
1#pragma once
2
3#include "../RenderPass.h"
4
5#include <LWGL/render/ShaderProgram.h>
6
7namespace engine {
8
9 // TODO this should be private pass always at the end of the pipeline?
10 class CompositePass : public RenderPass {
11 public:
12 CompositePass(glm::ivec2 resolution)
13 : RenderPass(resolution, RenderPass::Composite),
14 m_compositeShader(
15 "resources/shaders/utility/FullscreenQuad.vert",
16 "resources/shaders/CompositeFrag.glsl",
17 "Composite"
18 ) {
19 init();
20 }
21 void beforeRender(Engine& engine, uint8_t pass) override;
22 void afterRender(Engine& engine, uint8_t pass) override {}
23
24 private:
25 gl::ShaderProgram m_compositeShader;
26
27 void init();
28 };
29} // namespace engine
Definition CompositePass.h:10
Definition Engine.h:36
Definition RenderPass.h:19