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Nebula
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#include "foundation/stdneb.h"#include "coregraphics/pipeline.h"#include "ddgicontext.h"#include <cstdint>#include "clustering/clustercontext.h"#include "coregraphics/meshloader.h"#include "coregraphics/meshresource.h"#include "frame/default.h"#include "graphics/cameracontext.h"#include "graphics/view.h"#include "lighting/lightcontext.h"#include "raytracing/raytracingcontext.h"#include "coregraphics/shaperenderer.h"#include "render/gi/shaders/probe_update.h"#include "render/gi/shaders/probe_finalize.h"#include "render/gi/shaders/gi_volume_cull.h"#include "render/gi/shaders/probe_relocate_and_classify.h"#include "graphics/globalconstants.h"#include "render/gi/shaders/probe_debug.h"#include <render/raytracing/shaders/raytracetest.h>#include "options.h"#include "core/cvar.h"Namespaces | |
| namespace | GI |
| The DDGI context is responsible for managing the GI volumes used to apply indirect light in the scene. | |
Functions | |
| GI::__ImplementContext (DDGIContext, DDGIContext::ddgiVolumeAllocator) struct UpdateVolume | |
| Math::vec4 | GI::SphericalFibonacci (float index, float numSamples) |
| Core::CVar* g_debug_ddgi = Core::CVarCreate(Core::CVar_Int, "g_debug_ddgi", "0", "Draw DDGI probes") |
| Core::CVar* g_debug_ddgi_probe_size = Core::CVarCreate(Core::CVar_Float, "g_debug_ddgi_probe_size", "0.01f", "Set size of DDGI probes") |