| Class | Description |
|---|---|
| AccumPass | |
| Compositor |
Full screen compositor
Implementation example: Fragment code: uniform sampler2D diffuseSpecMap; uniform sampler2D lightFactorsMap; varying vec2 vUv; void main() { vec4 diffuseSpec = texture2D(lightFactorsMap, vUv); vec4 lightFactors = texture2D(lightFactorsMap, vUv); vec4 finalColor = diffuseSpec * lightFactors; gl_FragColor = vec4(finalColor.rgb + finalColor.a, 1.0); } Implementation: new Compositor(gl, fragmentStream) { |
| DeferredLight | |
| Filter |
Blur implemented with either vertex/fragment shader or compute shader (if available)
|
| Framebuffer | |
| GBuffer |
A
Framebuffer with 4 render target suitable for deferred rendering:diffuse position normal depth |
| RenderTarget | |
| ShadowMap | |
| ShadowMap.ShadowMapCommand |
| Enum | Description |
|---|---|
| Filter.Kernel | |
| RenderTarget.Type | |
| ShadowMap.ShadowFilter |
Bonzai Engine 1.3.4 11/12/2015 - A Java OpenGL engine and tools for Windows/Mac/Linux/Android
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