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- // Copyright (C) 2009-2022, 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>
- #include <AnKi/Resource/ImageResource.h>
- #include <AnKi/Gr.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- /// Resolves shadowmaps into a single texture.
- class ShadowmapsResolve : public RendererObject
- {
- public:
- ShadowmapsResolve(Renderer* r)
- : RendererObject(r)
- {
- registerDebugRenderTarget("SM_resolve");
- }
- ~ShadowmapsResolve();
- Error init();
- void populateRenderGraph(RenderingContext& ctx);
- void getDebugRenderTarget([[maybe_unused]] CString rtName,
- Array<RenderTargetHandle, kMaxDebugRenderTargets>& handles,
- [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override
- {
- ANKI_ASSERT(rtName == "SM_resolve");
- handles[0] = m_runCtx.m_rt;
- }
- RenderTargetHandle getRt() const
- {
- return m_runCtx.m_rt;
- }
- public:
- ShaderProgramResourcePtr m_prog;
- ShaderProgramPtr m_grProg;
- RenderTargetDescription m_rtDescr;
- FramebufferDescription m_fbDescr;
- Bool m_quarterRez = false;
- class
- {
- public:
- RenderTargetHandle m_rt;
- } m_runCtx;
- Error initInternal();
- void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx);
- };
- /// @}
- } // namespace anki
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