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- // Copyright (C) 2009-2021, 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>
- namespace anki
- {
- /// @addtogroup renderer
- /// @{
- /// Clustered deferred light pass.
- class LightShading : public RendererObject
- {
- public:
- LightShading(Renderer* r);
- ~LightShading();
- ANKI_USE_RESULT Error init(const ConfigSet& initializer);
- void populateRenderGraph(RenderingContext& ctx);
- RenderTargetHandle getRt() const
- {
- return m_runCtx.m_rt;
- }
- private:
- class
- {
- public:
- RenderTargetDescription m_rtDescr;
- FramebufferDescription m_fbDescr;
- // Light shaders
- ShaderProgramResourcePtr m_prog;
- Array<ShaderProgramPtr, 2> m_grProg;
- } m_lightShading;
- class
- {
- public:
- ShaderProgramResourcePtr m_prog;
- ShaderProgramPtr m_grProg;
- } m_applyFog;
- class
- {
- public:
- RenderTargetHandle m_rt;
- RenderingContext* m_ctx;
- } m_runCtx; ///< Run context.
- ANKI_USE_RESULT Error initLightShading(const ConfigSet& config);
- ANKI_USE_RESULT Error initApplyFog(const ConfigSet& config);
- void run(RenderPassWorkContext& rgraphCtx);
- };
- /// @}
- } // end namespace anki
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