ShadowmapsResolve.h 1.4 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/Resource/ImageResource.h>
  8. #include <AnKi/Gr.h>
  9. namespace anki {
  10. /// @addtogroup renderer
  11. /// @{
  12. ANKI_CVAR(BoolCVar, Render, ShadowmapResolveQuarterRez, ANKI_PLATFORM_MOBILE, "Shadowmapping resolve quality")
  13. /// Resolves shadowmaps into a single texture.
  14. class ShadowmapsResolve : public RendererObject
  15. {
  16. public:
  17. ShadowmapsResolve()
  18. {
  19. registerDebugRenderTarget("ResolvedShadows");
  20. }
  21. Error init();
  22. void populateRenderGraph(RenderingContext& ctx);
  23. void getDebugRenderTarget([[maybe_unused]] CString rtName, Array<RenderTargetHandle, U32(DebugRenderTargetRegister::kCount)>& handles,
  24. [[maybe_unused]] DebugRenderTargetDrawStyle& drawStyle) const override
  25. {
  26. ANKI_ASSERT(rtName == "ResolvedShadows");
  27. handles[0] = m_runCtx.m_rt;
  28. }
  29. RenderTargetHandle getRt() const
  30. {
  31. return m_runCtx.m_rt;
  32. }
  33. public:
  34. ShaderProgramResourcePtr m_prog;
  35. Array<ShaderProgramPtr, 3> m_grProgs;
  36. RenderTargetDesc m_rtDescr;
  37. Bool m_quarterRez = false;
  38. ImageResourcePtr m_noiseImage;
  39. class
  40. {
  41. public:
  42. RenderTargetHandle m_rt;
  43. } m_runCtx;
  44. void run(RenderPassWorkContext& rgraphCtx, RenderingContext& ctx);
  45. };
  46. /// @}
  47. } // namespace anki