IndirectDiffuse.h 1.3 KB

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  1. // Copyright (C) 2009-present, 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. namespace anki {
  8. /// @addtogroup renderer
  9. /// @{
  10. ANKI_CVAR2(BoolCVar, Render, Rt, IndirectDiffuse, false, "Enable RT GI")
  11. class IndirectDiffuse : public RendererObject
  12. {
  13. public:
  14. IndirectDiffuse()
  15. {
  16. registerDebugRenderTarget("IndirectDiffuse");
  17. }
  18. Error init();
  19. void populateRenderGraph(RenderingContext& ctx);
  20. void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
  21. [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override
  22. {
  23. handles[0] = m_runCtx.m_rt;
  24. drawStyle = DebugRenderTargetDrawStyle::kTonemap;
  25. }
  26. RenderTargetHandle getRt() const
  27. {
  28. return m_runCtx.m_rt;
  29. }
  30. public:
  31. ShaderProgramResourcePtr m_sbtProg;
  32. ShaderProgramResourcePtr m_mainProg;
  33. ShaderProgramResourcePtr m_missProg;
  34. ShaderProgramPtr m_sbtBuildGrProg;
  35. ShaderProgramPtr m_libraryGrProg;
  36. U32 m_sbtRecordSize = 0;
  37. U32 m_rayGenShaderGroupIdx = 0;
  38. U32 m_missShaderGroupIdx = 0;
  39. RenderTargetDesc m_transientRtDesc1;
  40. class
  41. {
  42. public:
  43. RenderTargetHandle m_rt;
  44. } m_runCtx;
  45. };
  46. /// @}
  47. } // namespace anki