ADD: Texture Cache
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@@ -30,11 +30,12 @@ struct SDL_Window;
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class AssetManager;
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class RenderGraph;
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class RayTracingManager;
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class TextureCache;
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struct ShadowSettings
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{
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// 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only
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uint32_t mode = 0;
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uint32_t mode = 2;
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bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0)
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uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3)
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float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1)
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@@ -56,6 +57,7 @@ public:
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// Per-frame and subsystem pointers for modules to use without VulkanEngine
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FrameResources* currentFrame = nullptr; // set by engine each frame
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uint32_t frameIndex = 0; // incremented by engine each frame
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EngineStats* stats = nullptr; // points to engine stats
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ComputeManager* compute = nullptr; // compute subsystem
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PipelineManager* pipelines = nullptr; // graphics pipeline manager
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@@ -90,4 +92,7 @@ public:
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// Convenience alias (singular) requested
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AssetManager* getAsset() const { return assets; }
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RenderGraph* getRenderGraph() const { return renderGraph; }
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// Streaming subsystems (engine-owned)
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TextureCache* textures = nullptr; // texture streaming + cache
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};
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