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 "gi/shaders/probe_update.h"
#include "gi/shaders/probe_finalize.h"
#include "gi/shaders/gi_volume_cull.h"
#include "gi/shaders/probe_relocate_and_classify.h"
#include "graphics/globalconstants.h"
#include "gi/shaders/probe_debug.h"
#include <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") |