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+// Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
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+// All rights reserved.
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+// Code licensed under the BSD License.
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+// http://www.anki3d.org/LICENSE
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+
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+#pragma once
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+
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+#include <AnKi/Renderer/RendererObject.h>
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+#include <AnKi/Renderer/Utils/TraditionalDeferredShading.h>
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+#include <AnKi/Collision/Forward.h>
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+
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+namespace anki {
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+
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+/// @addtogroup renderer
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+/// @{
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+
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+inline NumericCVar<F32> g_indirectDiffuseClipmap0MetersCVar("R", "IndirectDiffuseClipmap0Meters", 20.0, 10.0, 50.0, "The size of the 1st clipmap");
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+inline NumericCVar<U32> g_indirectDiffuseClipmap0CellsPerCubicMeterCVar("R", "IndirectDiffuseClipmap0CellsPerCubicMeter", 1, 1, 10 * 3,
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+ "Cell count per cubic meter");
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+
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+/// Ambient global illumination passes.
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+class IndirectDiffuseProbes2 : public RendererObject
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+{
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+public:
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+ Error init();
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+
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+ void populateRenderGraph(RenderingContext& ctx);
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+
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+private:
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+ static constexpr U32 kClipmapLevelCount = 3;
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+
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+ Array<TexturePtr, kClipmapLevelCount> m_clipmapLevelTextures;
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+};
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+/// @}
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+
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+} // end namespace anki
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