| 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 | |
| 7 | namespace bs { namespace ct |
| 8 | { |
| 9 | /** @addtogroup RenderBeast |
| 10 | * @{ |
| 11 | */ |
| 12 | |
| 13 | /** Contains static textures required for various render techniques. */ |
| 14 | class RendererTextures |
| 15 | { |
| 16 | public: |
| 17 | /** Initializes the renderer textures. Must be called before using the textures. */ |
| 18 | static void startUp(); |
| 19 | |
| 20 | /** Cleans up renderer textures. */ |
| 21 | static void shutDown(); |
| 22 | |
| 23 | /** |
| 24 | * 2D 2-channel texture containing a pre-integrated G and F factors of the microfactet BRDF. This is an |
| 25 | * approximation used for image based lighting, so we can avoid sampling environment maps for each light. Works in |
| 26 | * tandem with the importance sampled reflection cubemaps. |
| 27 | * |
| 28 | * (u, v) = (NoV, roughness) |
| 29 | * (r, g) = (scale, bias) |
| 30 | */ |
| 31 | static SPtr<Texture> preintegratedEnvGF; |
| 32 | |
| 33 | /** Tileable 4x4 texture to be used for randomization in SSAO rendering. */ |
| 34 | static SPtr<Texture> ssaoRandomization4x4; |
| 35 | |
| 36 | /** Cubemap containing indirect lighting, when no other is available. */ |
| 37 | static SPtr<Texture> defaultIndirect; |
| 38 | }; |
| 39 | |
| 40 | /** @} */ |
| 41 | }} |