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- // Copyright (C) 2009-2016, Panagiotis Christopoulos Charitos.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <anki/Gr.h>
- #include <anki/util/Ptr.h>
- 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
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