LensFlare.h 1.2 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. #include <AnKi/Gr.h>
  8. #include <AnKi/Resource/ImageResource.h>
  9. namespace anki {
  10. /// @addtogroup renderer
  11. /// @{
  12. ANKI_CVAR2(NumericCVar<U8>, Render, LensFlare, MaxSpritesPerFlare, 8, 4, 255, "Max sprites per lens flare")
  13. /// Lens flare rendering pass. Part of forward shading.
  14. class LensFlare : public RendererObject
  15. {
  16. public:
  17. Error init();
  18. void runDrawFlares(const RenderingContext& ctx, CommandBuffer& cmdb);
  19. void populateRenderGraph(RenderingContext& ctx);
  20. /// Get it to set a dependency.
  21. BufferHandle getIndirectDrawBuffer() const
  22. {
  23. return m_runCtx.m_indirectBuffHandle;
  24. }
  25. private:
  26. // Occlusion test
  27. ShaderProgramResourcePtr m_updateIndirectBuffProg;
  28. ShaderProgramPtr m_updateIndirectBuffGrProg;
  29. // Sprite billboards
  30. ShaderProgramResourcePtr m_realProg;
  31. ShaderProgramPtr m_realGrProg;
  32. U8 m_maxSpritesPerFlare;
  33. class
  34. {
  35. public:
  36. BufferView m_indirectBuff;
  37. BufferHandle m_indirectBuffHandle;
  38. } m_runCtx;
  39. Error initInternal();
  40. };
  41. /// @}
  42. } // end namespace anki