Esempio n. 1
0
PostShaderStage::RenderPassDataPtr
PostShaderStage::RenderPassData::create(
    const std::string         &       szVertexProgram,
    const std::string         &       szFragmentProgram,
          bool                        bIsLastPass,
          UInt32                      uiIndex,
          Int32                       iPixelWidth,
          Int32                       iPixelHeight,
          PostShaderStageData *       pStageData,
    const Vec2f               &       vFBOSize,
          TextureObjChunk     * const pSceneColorTex,
          TextureObjChunk     * const pSceneDepthTex,
    const RenderPassVector    &       vPasses,
          FrameBufferObject   * const pSceneFBO)
{
    return RenderPassDataPtr(new RenderPassData(szVertexProgram,
                                                szFragmentProgram,
                                                bIsLastPass,
                                                uiIndex,
                                                iPixelWidth,
                                                iPixelHeight,
                                                pStageData,
                                                vFBOSize,
                                                pSceneColorTex,
                                                pSceneDepthTex,
                                                vPasses,
                                                pSceneFBO));
}
Esempio n. 2
0
PostShaderStage::RenderPassDataPtr
PostShaderStage::RenderPassData::create(const std::string& VertexProgram,
                                        const std::string& FragmentProgram,
                                        bool isLastPass,
                                        UInt32 Index,
                                        Int32 iPixelWidth,
                                        Int32 iPixelHeight,
                                        PostShaderStageData *StageData,
                                        const Vec2f& FBOSize,
                                        TextureObjChunk* const SceneColorTex,
                                        TextureObjChunk* const SceneDepthTex,
                                        const RenderPassVector& Passes,
                                        FrameBufferObject* const SceneFBO)
{
    return RenderPassDataPtr(new RenderPassData(VertexProgram,
                                                FragmentProgram,
                                                isLastPass,
                                                Index,
                                                iPixelWidth,
                                                iPixelHeight,
                                                StageData,
                                                FBOSize,
                                                SceneColorTex,
                                                SceneDepthTex,
                                                Passes,
                                                SceneFBO));
}