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- // Copyright (C) 2009-2021, 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
- /// @{
- /// Applies SSAO and decals to the GBuffer. It's a seperate pass because it requres the depth buffer.
- class GBufferPost : public RendererObject
- {
- public:
- GBufferPost(Renderer* r)
- : RendererObject(r)
- {
- }
- ~GBufferPost();
- ANKI_USE_RESULT Error init(const ConfigSet& cfg);
- /// Populate the rendergraph.
- void populateRenderGraph(RenderingContext& ctx);
- private:
- ShaderProgramResourcePtr m_prog;
- ShaderProgramPtr m_grProg;
- FramebufferDescription m_fbDescr;
- ANKI_USE_RESULT Error initInternal(const ConfigSet& cfg);
- void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx);
- };
- /// @}
- } // end namespace anki
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