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- // Copyright (C) 2009-2020, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <anki/renderer/RendererObject.h>
- namespace anki
- {
- /// @addtogroup renderer
- /// @{
- /// Parameters to be passed to TraditionalDeferredLightShading::drawLights.
- class TraditionalDeferredLightShadingDrawInfo
- {
- public:
- Mat4 m_viewProjectionMatrix;
- Mat4 m_invViewProjectionMatrix;
- Vec4 m_cameraPosWSpace;
- UVec4 m_viewport;
- Vec2 m_gbufferTexCoordsScale;
- Vec2 m_gbufferTexCoordsBias;
- Vec2 m_lightbufferTexCoordsScale;
- Vec2 m_lightbufferTexCoordsBias;
- F32 m_cameraNear;
- F32 m_cameraFar;
- DirectionalLightQueueElement* m_directionalLight ANKI_DEBUG_CODE(= numberToPtr<DirectionalLightQueueElement*>(1));
- ConstWeakArray<PointLightQueueElement> m_pointLights;
- ConstWeakArray<SpotLightQueueElement> m_spotLights;
- CommandBufferPtr m_commandBuffer;
- Bool m_computeSpecular = false;
- };
- /// Helper for drawing using traditional deferred shading.
- class TraditionalDeferredLightShading : public RendererObject
- {
- public:
- TraditionalDeferredLightShading(Renderer* r);
- ~TraditionalDeferredLightShading();
- ANKI_USE_RESULT Error init();
- /// Run the light shading. It will iterate over the lights and draw them. It doesn't bind anything related to
- /// GBuffer or the output buffer.
- void drawLights(TraditionalDeferredLightShadingDrawInfo& info);
- private:
- ShaderProgramResourcePtr m_lightProg;
- Array<ShaderProgramPtr, 2> m_plightGrProg;
- Array<ShaderProgramPtr, 2> m_slightGrProg;
- Array<ShaderProgramPtr, 2> m_dirLightGrProg;
- /// @name Meshes of light volumes.
- /// @{
- MeshResourcePtr m_plightMesh;
- MeshResourcePtr m_slightMesh;
- /// @}
- static void bindVertexIndexBuffers(MeshResourcePtr& mesh, CommandBufferPtr& cmdb, U32& indexCount);
- };
- /// @}
- } // end namespace anki
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