// Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #pragma once #include #include #include namespace anki { /// @addtogroup renderer /// @{ /// Resolves shadowmaps into a single texture. class ShadowmapsResolve : public RendererObject { public: ShadowmapsResolve(Renderer* r) : RendererObject(r) { registerDebugRenderTarget("SM_resolve"); } ~ShadowmapsResolve(); Error init(); void populateRenderGraph(RenderingContext& ctx); void getDebugRenderTarget([[maybe_unused]] CString rtName, Array& handles, [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override { ANKI_ASSERT(rtName == "SM_resolve"); handles[0] = m_runCtx.m_rt; } RenderTargetHandle getRt() const { return m_runCtx.m_rt; } public: ShaderProgramResourcePtr m_prog; ShaderProgramPtr m_grProg; RenderTargetDescription m_rtDescr; FramebufferDescription m_fbDescr; Bool m_quarterRez = false; class { public: RenderTargetHandle m_rt; } m_runCtx; Error initInternal(); void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx); }; /// @} } // namespace anki