ShadowmapsResolve.h 1.3 KB

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  1. // Copyright (C) 2009-2022, Panagiotis Christopoulos Charitos and contributors.
  2. // All rights reserved.
  3. // Code licensed under the BSD License.
  4. // http://www.anki3d.org/LICENSE
  5. #pragma once
  6. #include <AnKi/Renderer/RendererObject.h>
  7. #include <AnKi/Resource/ImageResource.h>
  8. #include <AnKi/Gr.h>
  9. namespace anki {
  10. /// @addtogroup renderer
  11. /// @{
  12. /// Resolves shadowmaps into a single texture.
  13. class ShadowmapsResolve : public RendererObject
  14. {
  15. public:
  16. ShadowmapsResolve(Renderer* r)
  17. : RendererObject(r)
  18. {
  19. registerDebugRenderTarget("SM_resolve");
  20. }
  21. ~ShadowmapsResolve();
  22. Error init();
  23. void populateRenderGraph(RenderingContext& ctx);
  24. void getDebugRenderTarget([[maybe_unused]] CString rtName,
  25. Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
  26. [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override
  27. {
  28. ANKI_ASSERT(rtName == "SM_resolve");
  29. handles[0] = m_runCtx.m_rt;
  30. }
  31. RenderTargetHandle getRt() const
  32. {
  33. return m_runCtx.m_rt;
  34. }
  35. public:
  36. ShaderProgramResourcePtr m_prog;
  37. ShaderProgramPtr m_grProg;
  38. RenderTargetDescription m_rtDescr;
  39. FramebufferDescription m_fbDescr;
  40. Bool m_quarterRez = false;
  41. class
  42. {
  43. public:
  44. RenderTargetHandle m_rt;
  45. } m_runCtx;
  46. Error initInternal();
  47. void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx);
  48. };
  49. /// @}
  50. } // namespace anki