Two Res Frambuffer¶
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class TwoResFramebuffer¶
A framebuffer class for mixed-resolution rendering.
Public Functions
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virtual void RestoreDeviceObjects(crossplatform::RenderPlatform*)¶
Platform-dependent function called when initializing the framebuffer.
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virtual void InvalidateDeviceObjects()¶
Platform-dependent function called when uninitializing the water framebuffer.
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void SetProjection(const float *p)¶
Assign the current frame’s projection matrix for this buffer. Just for debugging.
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void SetCubeFrustumRange(int i, vec4 r)¶
Set the range of the cubemap that’s in the current frustum.
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uint4 GetCubeIntegerFrustumRange(int i) const¶
Get the range in terms of the buffer size as integers.
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virtual void DeactivateDepth(crossplatform::GraphicsDeviceContext&)¶
Deactivate the depth buffer.
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void CompleteFrame(long long framenumber)¶
This must be called to ensure that the amortization struct is up to date.
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void RenderDepthBuffers(crossplatform::GraphicsDeviceContext &deviceContext, crossplatform::Texture *depthTexture, const crossplatform::Viewport *viewport, int x0, int y0, int dx, int dy)¶
Debugging onscreen info:
- Parameters:
deviceContext – [inout] Context for the device.
depthTexture – The main depth texture.
viewport – The viewport in use for the depth texture.
x0 – The left edge of area to use for the debug display.
y0 – The top of this debug display.
dx – The width of the display.
dy – The height of the display.
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void UpdatePixelOffset(const crossplatform::ViewStruct &viewStruct)¶
Update the pixel offset for the specified view.
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void Swap()¶
Swap stochastic texture buffers.
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crossplatform::Texture *GetStochasticDepthTexture(int idx = -1)¶
Returns the low-res depth texture.
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crossplatform::Texture *GetUpdateTexture(int idx)¶
A texture that shows what texels are up to date. Where the value is zero, we should fill all the values.
Public Members
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vec2 pixelOffset¶
Offset in pixels from top-left of the low-res view to top-left of the full-res.
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virtual void RestoreDeviceObjects(crossplatform::RenderPlatform*)¶