XLE  v0.02.0
Classes | Public Types | Public Member Functions | Public Attributes | List of all members
SceneEngine::LightingResolveContext Class Reference

The LightingResolveContext is used by lighting operations during the gbuffer resolve step More...

#include <LightingParser.h>

Classes

struct  Pass
 

Public Types

typedef void ResolveFn(MetalContext *, LightingParserContext &, LightingResolveContext &, unsigned resolvePass)
 

Public Member Functions

Pass::Enum GetCurrentPass () const
 
bool UseMsaaSamplers () const
 
unsigned GetSamplingCount () const
 
MainTargetsBoxGetMainTargets () const
 
void AppendResolve (std::function< ResolveFn > &&fn)
 
void SetPass (Pass::Enum newPass)
 
 LightingResolveContext (MainTargetsBox &mainTargets)
 

Public Attributes

RenderCore::Metal::ShaderResourceView _tiledLightingResult
 
RenderCore::Metal::ShaderResourceView _ambientOcclusionResult
 
RenderCore::Metal::ShaderResourceView _screenSpaceReflectionsResult
 
std::vector< std::function< ResolveFn > > _queuedResolveFunctions
 

Detailed Description

The LightingResolveContext is used by lighting operations during the gbuffer resolve step

Don't confuse with LightingParserContext. This is a different context object, representing a sub-step during the larger lighting parser process. During the lighting resolve step, we take the complete gbuffer, and generate the "lighting buffer" There are typically a number of steps to perform, for effects like reflections, indirect lighting and atmosphere attenuation


The documentation for this class was generated from the following files: