LightShading.h 1.2 KB

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  1. // Copyright (C) 2009-2021, 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. namespace anki
  9. {
  10. /// @addtogroup renderer
  11. /// @{
  12. /// Clustered deferred light pass.
  13. class LightShading : public RendererObject
  14. {
  15. public:
  16. LightShading(Renderer* r);
  17. ~LightShading();
  18. ANKI_USE_RESULT Error init(const ConfigSet& initializer);
  19. void populateRenderGraph(RenderingContext& ctx);
  20. RenderTargetHandle getRt() const
  21. {
  22. return m_runCtx.m_rt;
  23. }
  24. private:
  25. class
  26. {
  27. public:
  28. RenderTargetDescription m_rtDescr;
  29. FramebufferDescription m_fbDescr;
  30. // Light shaders
  31. ShaderProgramResourcePtr m_prog;
  32. Array<ShaderProgramPtr, 2> m_grProg;
  33. } m_lightShading;
  34. class
  35. {
  36. public:
  37. ShaderProgramResourcePtr m_prog;
  38. ShaderProgramPtr m_grProg;
  39. } m_applyFog;
  40. class
  41. {
  42. public:
  43. RenderTargetHandle m_rt;
  44. RenderingContext* m_ctx;
  45. } m_runCtx; ///< Run context.
  46. ANKI_USE_RESULT Error initLightShading(const ConfigSet& config);
  47. ANKI_USE_RESULT Error initApplyFog(const ConfigSet& config);
  48. void run(RenderPassWorkContext& rgraphCtx);
  49. };
  50. /// @}
  51. } // end namespace anki