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- // Copyright (C) 2009-present, 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/Renderer/Utils/GpuVisibility.h>
- #include <AnKi/Gr.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- ANKI_CVAR(BoolCVar, Render, VisualizeGiProbes, false, "Visualize GI probes")
- ANKI_CVAR(BoolCVar, Render, VisualizeReflectionProbes, false, "Visualize reflection probes")
- /// G buffer stage. It populates the G buffer
- class GBuffer : public RendererObject
- {
- public:
- GBuffer()
- {
- registerDebugRenderTarget("GBufferNormals");
- registerDebugRenderTarget("GBufferAlbedo");
- registerDebugRenderTarget("GBufferVelocity");
- registerDebugRenderTarget("GBufferRoughness");
- registerDebugRenderTarget("GBufferMetallic");
- registerDebugRenderTarget("GBufferSubsurface");
- registerDebugRenderTarget("GBufferEmission");
- }
- ~GBuffer();
- Error init();
- void importRenderTargets(RenderingContext& ctx);
- /// Populate the rendergraph.
- void populateRenderGraph(RenderingContext& ctx);
- RenderTargetHandle getColorRt(U idx) const
- {
- return m_runCtx.m_colorRts[idx];
- }
- RenderTargetHandle getDepthRt() const
- {
- return m_runCtx.m_crntFrameDepthRt;
- }
- RenderTargetHandle getPreviousFrameDepthRt() const
- {
- return m_runCtx.m_prevFrameDepthRt;
- }
- const RenderTargetHandle& getHzbRt() const
- {
- return m_runCtx.m_hzbRt;
- }
- void getDebugRenderTarget(CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
- DebugRenderTargetDrawStyle& drawStyle) const override;
- /// Returns a buffer with indices of the visible AABBs. Used in debug drawing.
- const GpuVisibilityOutput& getVisibilityOutput() const
- {
- return m_runCtx.m_visOut;
- }
- private:
- Array<RenderTargetDesc, kGBufferColorRenderTargetCount> m_colorRtDescrs;
- Array<TexturePtr, 2> m_depthRts;
- TexturePtr m_hzbRt;
- ShaderProgramResourcePtr m_visualizeProbeProg;
- ShaderProgramPtr m_visualizeGiProbeGrProg;
- ShaderProgramPtr m_visualizeReflProbeGrProg;
- class
- {
- public:
- Array<RenderTargetHandle, kGBufferColorRenderTargetCount> m_colorRts;
- RenderTargetHandle m_crntFrameDepthRt;
- RenderTargetHandle m_prevFrameDepthRt;
- RenderTargetHandle m_hzbRt;
- GpuVisibilityOutput m_visOut;
- } m_runCtx;
- };
- /// @}
- } // end namespace anki
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