// Copyright (C) 2009-present, 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 /// @{ ANKI_CVAR(BoolCVar, Render, ShadowmapResolveQuarterRez, ANKI_PLATFORM_MOBILE, "Shadowmapping resolve quality") /// Resolves shadowmaps into a single texture. class ShadowmapsResolve : public RendererObject { public: ShadowmapsResolve() { registerDebugRenderTarget("ResolvedShadows"); } Error init(); void populateRenderGraph(RenderingContext& ctx); void getDebugRenderTarget([[maybe_unused]] CString rtName, Array& handles, [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override { ANKI_ASSERT(rtName == "ResolvedShadows"); handles[0] = m_runCtx.m_rt; } RenderTargetHandle getRt() const { return m_runCtx.m_rt; } public: ShaderProgramResourcePtr m_prog; Array m_grProgs; RenderTargetDesc m_rtDescr; Bool m_quarterRez = false; ImageResourcePtr m_noiseImage; class { public: RenderTargetHandle m_rt; } m_runCtx; void run(RenderPassWorkContext& rgraphCtx, RenderingContext& ctx); }; /// @} } // namespace anki