| 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 | }} |