LightShading.h 1.4 KB

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  1. // Copyright (C) 2009-2021, 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. namespace anki {
  9. /// @addtogroup renderer
  10. /// @{
  11. /// Clustered deferred light pass.
  12. class LightShading : public RendererObject
  13. {
  14. public:
  15. LightShading(Renderer* r);
  16. ~LightShading();
  17. ANKI_USE_RESULT Error init(const ConfigSet& initializer);
  18. void populateRenderGraph(RenderingContext& ctx);
  19. RenderTargetHandle getRt() const
  20. {
  21. return m_runCtx.m_rt;
  22. }
  23. private:
  24. class
  25. {
  26. public:
  27. RenderTargetDescription m_rtDescr;
  28. FramebufferDescription m_fbDescr;
  29. // Light shaders
  30. ShaderProgramResourcePtr m_prog;
  31. Array<ShaderProgramPtr, 2> m_grProg;
  32. } m_lightShading;
  33. class
  34. {
  35. public:
  36. ShaderProgramResourcePtr m_prog;
  37. ShaderProgramPtr m_grProg;
  38. } m_applyIndirect;
  39. class
  40. {
  41. public:
  42. ShaderProgramResourcePtr m_prog;
  43. ShaderProgramPtr m_grProg;
  44. } m_applyFog;
  45. class
  46. {
  47. public:
  48. RenderTargetHandle m_rt;
  49. } m_runCtx; ///< Run context.
  50. ANKI_USE_RESULT Error initLightShading(const ConfigSet& config);
  51. ANKI_USE_RESULT Error initApplyFog(const ConfigSet& config);
  52. ANKI_USE_RESULT Error initApplyIndirect(const ConfigSet& config);
  53. void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx);
  54. };
  55. /// @}
  56. } // end namespace anki