Oxygen Engine
Modern C++ 3D Engine using OpenGL
Loading...
Searching...
No Matches
depth_prepass.h
1#ifndef OE_RENDER_PIPELINE_DEPTH_PREPASS
2#define OE_RENDER_PIPELINE_DEPTH_PREPASS
3
4#include "../pipeline.h"
5
7{
11 class DepthPrepass : public Pass
12 {
13 public:
14 void init();
15
16 std::shared_ptr<oe::render::Framebuffer> getFramebuffer();
17
18 oe::render::PipelineOutput handle(oe::render::Manager& render_manager);
19
20 private:
21 std::shared_ptr<oe::render::Framebuffer> _framebuffer;
22 };
23}
24
25#endif
Definition framebuffer.h:43
Render manager.
Definition manager.h:22
Definition pipeline.h:131
In this pass, we only need the cutoff alpha of fragment to determine depth of solid objects.
Definition depth_prepass.h:12
Predefined Pass and helpers for the Pipeline.
Definition blur_manager.h:8