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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). 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<Texture> preintegratedEnvGF;
- /** Tileable 4x4 texture to be used for randomization in SSAO rendering. */
- static SPtr<Texture> ssaoRandomization4x4;
- /** Cubemap containing indirect lighting, when no other is available. */
- static SPtr<Texture> defaultIndirect;
- };
- /** @} */
- }}
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