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, RenderTargetHandle& handle,
  25. [[maybe_unused]] ShaderProgramPtr& optionalShaderProgram) const override
  26. {
  27. ANKI_ASSERT(rtName == "SM_resolve");
  28. handle = m_runCtx.m_rt;
  29. }
  30. RenderTargetHandle getRt() const
  31. {
  32. return m_runCtx.m_rt;
  33. }
  34. public:
  35. ShaderProgramResourcePtr m_prog;
  36. ShaderProgramPtr m_grProg;
  37. RenderTargetDescription m_rtDescr;
  38. FramebufferDescription m_fbDescr;
  39. Bool m_quarterRez = false;
  40. class
  41. {
  42. public:
  43. RenderTargetHandle m_rt;
  44. } m_runCtx;
  45. Error initInternal();
  46. void run(const RenderingContext& ctx, RenderPassWorkContext& rgraphCtx);
  47. };
  48. /// @}
  49. } // namespace anki