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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/Resource/ImageResource.h>
- #include <AnKi/Gr.h>
- namespace anki {
- /// @addtogroup renderer
- /// @{
- ANKI_CVAR(BoolCVar, Render, ShadowmapResolveQuarterRez, ANKI_PLATFORM_MOBILE, "Shadowmapping resolve quality")
- /// Resolves shadowmaps into a single texture.
- class ShadowmapsResolve : public RendererObject
- {
- public:
- ShadowmapsResolve()
- {
- registerDebugRenderTarget("ResolvedShadows");
- }
- Error init();
- void populateRenderGraph(RenderingContext& ctx);
- void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
- [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override
- {
- ANKI_ASSERT(rtName == "ResolvedShadows");
- handles[0] = m_runCtx.m_rt;
- }
- RenderTargetHandle getRt() const
- {
- return m_runCtx.m_rt;
- }
- public:
- ShaderProgramResourcePtr m_prog;
- Array<ShaderProgramPtr, 3> m_grProgs;
- RenderTargetDesc m_rtDescr;
- Bool m_quarterRez = false;
- ImageResourcePtr m_noiseImage;
- class
- {
- public:
- RenderTargetHandle m_rt;
- } m_runCtx;
- void run(RenderPassWorkContext& rgraphCtx, RenderingContext& ctx);
- };
- /// @}
- } // namespace anki
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