// Copyright (C) 2009-2021, Panagiotis Christopoulos Charitos and contributors. // All rights reserved. // Code licensed under the BSD License. // http://www.anki3d.org/LICENSE #pragma once #include namespace anki { /// @addtogroup renderer /// @{ /// Screen space reflections. class Ssr : public RendererObject { public: Ssr(Renderer* r) : RendererObject(r) { registerDebugRenderTarget("SSR"); } ~Ssr(); ANKI_USE_RESULT Error init(const ConfigSet& cfg); /// Populate the rendergraph. void populateRenderGraph(RenderingContext& ctx); RenderTargetHandle getRt() const { return m_runCtx.m_rt; } private: ShaderProgramResourcePtr m_prog; Array m_grProg; TexturePtr m_rt; ImageResourcePtr m_noiseImage; Array m_workgroupSize = {}; U32 m_maxSteps = 32; U32 m_depthLod = 0; U32 m_firstStepPixels = 16; class { public: RenderTargetHandle m_rt; } m_runCtx; ANKI_USE_RESULT Error initInternal(const ConfigSet& cfg); void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx); void getDebugRenderTarget(CString rtName, RenderTargetHandle& handle, ShaderProgramPtr& optionalShaderProgram) const override { ANKI_ASSERT(rtName == "SSR"); handle = m_runCtx.m_rt; } }; /// @} } // end namespace anki