Oxygen Engine
Modern C++ 3D Engine using OpenGL
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depth_prepass.h
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#ifndef OE_RENDER_PIPELINE_DEPTH_PREPASS
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#define OE_RENDER_PIPELINE_DEPTH_PREPASS
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#include "../pipeline.h"
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namespace
oe::render::pipeline
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{
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class
DepthPrepass
:
public
Pass
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{
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public
:
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void
init()
override
;
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std::shared_ptr<oe::render::Framebuffer> getFramebuffer();
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oe::render::PipelineOutput handle(
const
oe::render::PipelineInput
&& input)
override
;
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private
:
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std::shared_ptr<oe::render::Framebuffer> _framebuffer;
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};
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}
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#endif
oe::render::pipeline::DepthPrepass
In this pass, we only need the cutoff alpha of fragment to determine depth of solid objects.
Definition
depth_prepass.h:12
oe::render::pipeline
Predefined Pass and helpers for the Pipeline.
Definition
blur_manager.h:8
oe::render::PipelineInput
Definition
pipeline.h:15
OxygenEngine
render
pipeline
depth_prepass.h
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