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    Class DynamicDiffuseGlobalIlluminationPass

    Dynamic Diffuse Global Illumination rendering pass.

    Inheritance
    Singleton
    RendererPass
    DynamicDiffuseGlobalIlluminationPass
    Inherited Members
    RendererPassBase::_hasValidResources
    RendererPassBase::checkIfSkipPass()
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Object::Flags
    Singleton::Instance()
    RendererPassBase::invalidateResources()
    RendererPassBase::IsReady()
    Object::OnDeleteObject()
    RendererPassBase::RendererPassBase()
    Singleton::Singleton()
    Object::~Object()
    Singleton::~Singleton()
    Assembly: FlaxEngine.dll
    File: Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.h
    Syntax
    public class DynamicDiffuseGlobalIlluminationPass : public RendererPass

    Constructors

    GPU_CB_STRUCT(ConstantsData { Float4 ProbesOriginAndSpacing[4];Int4 ProbesScrollOffsets[4];uint32 ProbesCounts[3];uint32 CascadesCount;float IrradianceGamma;float ProbeHistoryWeight;float RayMaxDistance;float IndirectLightingIntensity;Float3 ViewPos;uint32 RaysCount;Float3 FallbackIrradiance;float Padding0;})

    Declaration
    public GPU_CB_STRUCT(ConstantsData { Float4 ProbesOriginAndSpacing[4];Int4 ProbesScrollOffsets[4];uint32 ProbesCounts[3];uint32 CascadesCount;float IrradianceGamma;float ProbeHistoryWeight;float RayMaxDistance;float IndirectLightingIntensity;Float3 ViewPos;uint32 RaysCount;Float3 FallbackIrradiance;float Padding0;})
    Parameters
    ConstantsData { Float4 ProbesOriginAndSpacing[4];Int4 ProbesScrollOffsets[4];uint32 ProbesCounts[3];uint32 CascadesCount;float IrradianceGamma;float ProbeHistoryWeight;float RayMaxDistance;float IndirectLightingIntensity;Float3 ViewPos;uint32 RaysCount;Float3 FallbackIrradiance;float Padding0;} DynamicDiffuseGlobalIlluminationPass_GPU_CB_STRUCT_ConstantsData___Float4_ProbesOriginAndSpacing_4__Int4_ProbesScrollOffsets_4__uint32_ProbesCounts_3__uint32_CascadesCount_float_IrradianceGamma_float_ProbeHistoryWeight_float_RayMaxDistance_float_IndirectLightingIntensity_Float3_ViewPos_uint32_RaysCount_Float3_FallbackIrradiance_float_Padding0___

    Methods

    Dispose()

    Cleanup service data.

    Declaration
    public virtual void Dispose() override
    Overrides
    RendererPassBase::Dispose()

    Get(const RenderBuffers* buffers, BindingData& result)

    Gets the DDGI binding data (only if enabled).

    Declaration
    public bool Get(const RenderBuffers* buffers, BindingData& result)
    Parameters
    RenderBuffers buffers

    The rendering context buffers.

    BindingData result

    The result DDGI data for binding to the shaders.

    Returns
    bool

    True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.

    Init()

    Initialize service.

    Declaration
    public virtual bool Init() override
    Returns
    bool

    Overrides
    RendererPassBase::Init()

    Render(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)

    Renders the DDGI.

    Declaration
    public bool Render(RenderContext& renderContext, GPUContext* context, GPUTextureView* lightBuffer)
    Parameters
    RenderContext renderContext

    The rendering context.

    GPUContext context

    The GPU context.

    GPUTextureView lightBuffer

    The light accumulation buffer (input and output).

    Returns
    bool

    True if failed to render (platform doesn't support it, out of video memory, disabled feature or effect is not ready), otherwise false.

    setupResources()

    Declaration
    protected virtual bool setupResources() override
    Returns
    bool

    Overrides
    RendererPassBase::setupResources()

    ToString()

    Gets the string representation of this object.

    Declaration
    public virtual String ToString() const override
    Returns
    String

    Overrides
    Object::ToString()
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