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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsRenderBeastPrerequisites.h"
- #include "BsRenderer.h"
- #include "BsRenderQueue.h"
- namespace BansheeEngine
- {
- /** @addtogroup RenderBeast
- * @{
- */
- /** Texture filtering options for RenderBeast. */
- enum class RenderBeastFiltering
- {
- Bilinear, /**< Sample linearly in X and Y directions within a texture mip level. */
- Trilinear, /**< Sample bilinearly and also between texture mip levels to hide the mip transitions. */
- Anisotropic /**< High quality dynamic filtering that improves quality of angled surfaces */
- };
- /** A set of options used for controlling the rendering of the RenderBeast renderer. */
- struct BS_BSRND_EXPORT RenderBeastOptions : public CoreRendererOptions
- {
- /** Type of filtering to use for all textures on scene elements. */
- RenderBeastFiltering filtering = RenderBeastFiltering::Anisotropic;
- /**
- * Maximum number of samples to be used when performing anisotropic filtering. Only relevant if #filtering is set to
- * RenderBeastFiltering::Anisotropic.
- */
- UINT32 anisotropyMax = 16;
- /**
- * Number of samples per pixel. More samples means less aliasing but this may seriously increase fillrate and memory
- * consumption on the GPU.
- */
- UINT32 msaa = 1;
- /**
- * All colors output from shaders will be automatically converted to gamma space when written to render target(s).
- * Normally used when the renderer performs calculations in linear space.
- */
- bool gammaCorrect = true;
- /**
- * High dynamic range allows light intensity to be more correctly recorded when rendering by allowing for a larger
- * range of values. The stored light is then converted into visible colors using a tone mapping operator depending
- * on average scene brightness.
- */
- bool hdr = false;
- /**
- * Controls if and how a render queue groups renderable objects by material in order to reduce number of state
- * changes. Sorting by material can reduce CPU usage but could increase overdraw.
- */
- StateReduction stateReductionMode = StateReduction::Distance;
- };
- /** @} */
- }
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