// Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #pragma once #include #include namespace anki { // Forward class Renderer; class Ms; class Is; class Fs; class Lf; class Ssao; class Sslf; class Tm; class Bloom; class Pps; class Dbg; class Tiler; class Ir; class Refl; /// Cut the job submition into multiple chains. We want to avoid feeding /// GL with a huge job chain const U RENDERER_COMMAND_BUFFERS_COUNT = 2; /// Computes the 'a' and 'b' numbers for linearizeDepthOptimal inline void computeLinearizeDepthOptimal(F32 near, F32 far, F32& a, F32& b) { a = (far + near) / (2.0 * near); b = (near - far) / (2.0 * near); } } // end namespace anki