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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/Gr.h>
- #include <AnKi/Resource/ImageResource.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- ANKI_CVAR2(NumericCVar<U8>, Render, LensFlare, MaxSpritesPerFlare, 8, 4, 255, "Max sprites per lens flare")
- /// Lens flare rendering pass. Part of forward shading.
- class LensFlare : public RendererObject
- {
- public:
- Error init();
- void runDrawFlares(const RenderingContext& ctx, CommandBuffer& cmdb);
- void populateRenderGraph(RenderingContext& ctx);
- /// Get it to set a dependency.
- BufferHandle getIndirectDrawBuffer() const
- {
- return m_runCtx.m_indirectBuffHandle;
- }
- private:
- // Occlusion test
- ShaderProgramResourcePtr m_updateIndirectBuffProg;
- ShaderProgramPtr m_updateIndirectBuffGrProg;
- // Sprite billboards
- ShaderProgramResourcePtr m_realProg;
- ShaderProgramPtr m_realGrProg;
- U8 m_maxSpritesPerFlare;
- class
- {
- public:
- BufferView m_indirectBuff;
- BufferHandle m_indirectBuffHandle;
- } m_runCtx;
- Error initInternal();
- };
- /// @}
- } // end namespace anki
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