1//************************************ bs::framework - Copyright 2018 Marko Pintera **************************************//
2//*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********//
3#pragma once
4
5#include "BsRenderBeastPrerequisites.h"
6#include "Renderer/BsRenderer.h"
7#include "Renderer/BsRenderQueue.h"
8
9namespace bs { namespace ct
10{
11 /** @addtogroup RenderBeast
12 * @{
13 */
14
15 /** Texture filtering options for RenderBeast. */
16 enum class RenderBeastFiltering
17 {
18 Bilinear, /**< Sample linearly in X and Y directions within a texture mip level. */
19 Trilinear, /**< Sample bilinearly and also between texture mip levels to hide the mip transitions. */
20 Anisotropic /**< High quality dynamic filtering that improves quality of angled surfaces */
21 };
22
23 /** A set of options used for controlling the rendering of the RenderBeast renderer. */
24 struct RenderBeastOptions : public RendererOptions
25 {
26 /** Type of filtering to use for all textures on scene elements. */
27 RenderBeastFiltering filtering = RenderBeastFiltering::Anisotropic;
28
29 /**
30 * Maximum number of samples to be used when performing anisotropic filtering. Only relevant if #filtering is set to
31 * RenderBeastFiltering::Anisotropic.
32 */
33 UINT32 anisotropyMax = 16;
34
35 /**
36 * Controls if and how a render queue groups renderable objects by material in order to reduce number of state
37 * changes. Sorting by material can reduce CPU usage but could increase overdraw.
38 */
39 StateReduction stateReductionMode = StateReduction::Distance;
40
41 /**
42 * Determines the maximum shadow map size, in pixels. The system might decide to use smaller resolution maps for
43 * shadows far away, but will never increase the resolution past the provided value.
44 */
45 UINT32 shadowMapSize = 2048;
46 };
47
48 /** @} */
49}}