//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsRenderBeastPrerequisites.h" namespace bs { namespace ct { /** @addtogroup RenderBeast * @{ */ /** Contains static textures required for various render techniques. */ class RendererTextures { public: /** Initializes the renderer textures. Must be called before using the textures. */ static void startUp(); /** Cleans up renderer textures. */ static void shutDown(); /** * 2D 2-channel texture containing a pre-integrated G and F factors of the microfactet BRDF. This is an * approximation used for image based lighting, so we can avoid sampling environment maps for each light. Works in * tandem with the importance sampled reflection cubemaps. * * (u, v) = (NoV, roughness) * (r, g) = (scale, bias) */ static SPtr preintegratedEnvGF; /** Tileable 4x4 texture to be used for randomization in SSAO rendering. */ static SPtr ssaoRandomization4x4; /** Cubemap containing indirect lighting, when no other is available. */ static SPtr defaultIndirect; }; /** @} */ }}