41 std::array<PlanarResources, PLANAR_PROBE_MAX> resources_;
43 Texture radiance_tx_ = {
"planar.radiance_tx"};
44 Texture depth_tx_ = {
"planar.depth_tx"};
49 bool update_probes_ =
false;
52 bool do_display_draw_ =
false;
54 PassSimple viewport_display_ps_ = {
"PlanarProbeModule.Viewport Display"};
77 return update_probes_;
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object for example to give variation to multiple instances of an object Point Retrieve information about points in a point cloud Retrieve the edges of an object as it appears to Cycles topology will always appear triangulated Convert a blackbody temperature to an RGB value Normal Generate a perturbed normal from an RGB normal map image Typically used for faking highly detailed surfaces Generate an OSL shader from a file or text data block Image Texture
in reality light always falls off quadratically Particle Retrieve the data of the particle that spawned the object instance
A running instance of the engine.
void set_view(const draw::View &main_view, int2 main_view_extent)
void viewport_draw(View &view, GPUFrameBuffer *view_fb)
friend class PlanarProbePipeline
void bind_resources(PassType &pass)
PlanarProbeModule(Instance &instance)
#define PLANAR_PROBE_DEPTH_TEX_SLOT
#define PLANAR_PROBE_RADIANCE_TEX_SLOT
#define PLANAR_PROBE_BUF_SLOT
detail::Pass< command::DrawCommandBuf > PassSimple
constexpr GPUSamplerState no_filter
draw::StorageArrayBuffer< PlanarProbeDisplayData > PlanarProbeDisplayDataBuf
draw::UniformArrayBuffer< PlanarProbeData, PLANAR_PROBE_MAX > PlanarProbeDataBuf
draw::UniformBuffer< ClipPlaneData > ClipPlaneBuf
VecBase< int32_t, 2 > int2
static constexpr GPUSamplerState default_sampler()