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deferred_rt.h
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#ifndef DEFERRED_RT_H
#define DEFERRED_RT_H
class ITexture;
float GetDepthMapDepthResolution( float zDelta );
void DefRTsOnModeChanged();
void InitDeferredRTs( bool bInitial = false );
ITexture *GetDefRT_Normals();
ITexture *GetDefRT_Depth();
ITexture *GetDefRT_Albedo();
ITexture *GetDefRT_Specular();
ITexture *GetDefRT_LightCtrl();
ITexture *GetDefRT_Lightaccum();
ITexture *GetDefRT_VolumePrepass();
ITexture *GetDefRT_VolumetricsBuffer( int index );
ITexture *GetDefRT_RadiosityBuffer( int index );
ITexture *GetDefRT_RadiosityNormal( int index );
int GetShadowResolution_Spot();
int GetShadowResolution_Point();
#if DEFCFG_ADAPTIVE_SHADOWMAP_LOD
int GetShadowResolution_Spot_LOD1();
int GetShadowResolution_Spot_LOD2();
int GetShadowResolution_Point_LOD1();
int GetShadowResolution_Point_LOD2();
#endif
#if DEFCFG_ADAPTIVE_SHADOWMAP_LOD
int GetShadowResolution_Point_LOD1()
{
return deferred_rt_shadowpoint_lod1_res.GetInt();
}
int GetShadowResolution_Point_LOD2()
{
return deferred_rt_shadowpoint_lod2_res.GetInt();
}
#endif
ITexture *GetShadowColorRT_Ortho( int index );
ITexture *GetShadowDepthRT_Ortho( int index );
ITexture *GetShadowColorRT_Proj( int index );
ITexture *GetShadowDepthRT_Proj( int index );
ITexture *GetShadowColorRT_DP( int index );
ITexture *GetShadowDepthRT_DP( int index );
ITexture *GetProjectableVguiRT( int index );
ITexture *GetRadiosityAlbedoRT_Ortho( int index );
ITexture *GetRadiosityNormalRT_Ortho( int index );
#endif