Includes a fix to get lights to render more correctly in the reflection pass. Also includes a helper function to force a render from a passed in transform and frustum.

This commit is contained in:
Areloch 2017-07-07 02:55:56 -05:00
parent 412c0380f4
commit 212fc80dfc
4 changed files with 265 additions and 12 deletions

View file

@ -29,6 +29,15 @@
#ifndef _MMATRIX_H_
#include "math/mMatrix.h"
#endif
#ifndef _GFXTARGET_H_
#include "gfx/gfxTarget.h"
#endif
#ifndef _MATHUTIL_FRUSTUM_H_
#include "math/util/frustum.h"
#endif
#ifndef _COLOR_H_
#include "core/color.h"
#endif
struct CameraQuery;
@ -37,6 +46,10 @@ struct CameraQuery;
/// scene ONLY - new guis, no damage flashes.
void GameRenderWorld();
/// Does a full, top-to-bottom call to render a frame. This does all the setup to make a render happen
/// Allowing setting of a intended render target, a view transform, the view frustum, resolution, objects-to-render typemask, and the clear color
void renderFrame(GFXTextureTargetRef* target, MatrixF transform, Frustum frustum, U32 typeMask, ColorI canvasClearColor);
/// Renders overlays such as damage flashes, white outs, and water masks.
/// These are usually a color applied over the entire screen.
void GameRenderFilters(const CameraQuery& camq);