update external headers
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@@ -284,6 +284,28 @@ struct AmbientOcclusionOptions {
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} ssct;
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};
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/**
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* Options for Temporal Multi-Sample Anti-aliasing (MSAA)
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* @see setMultiSampleAntiAliasingOptions()
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*/
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struct MultiSampleAntiAliasingOptions {
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bool enabled = false; //!< enables or disables msaa
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/**
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* sampleCount number of samples to use for multi-sampled anti-aliasing.\n
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* 0: treated as 1
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* 1: no anti-aliasing
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* n: sample count. Effective sample could be different depending on the
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* GPU capabilities.
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*/
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uint8_t sampleCount = 4;
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/**
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* custom resolve improves quality for HDR scenes, but may impact performance.
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*/
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bool customResolve = false;
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};
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/**
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* Options for Temporal Anti-aliasing (TAA)
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* @see setTemporalAntiAliasingOptions()
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@@ -294,6 +316,18 @@ struct TemporalAntiAliasingOptions {
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bool enabled = false; //!< enables or disables temporal anti-aliasing
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};
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/**
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* Options for Screen-space Reflections.
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* @see setScreenSpaceReflectionsOptions()
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*/
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struct ScreenSpaceReflectionsOptions {
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float thickness = 0.5f; //!< ray thickness, in world units
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float bias = 0.01f; //!< bias, in world units, to prevent self-intersections
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float maxDistance = 3.0f; //!< maximum distance, in world units, to raycast
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float stride = 1.0f; //!< stride, in texels, for samples along the ray.
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bool enabled = false;
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};
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/**
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* List of available post-processing anti-aliasing techniques.
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* @see setAntiAliasing, getAntiAliasing, setSampleCount
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@@ -317,7 +351,9 @@ enum class Dithering : uint8_t {
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*/
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enum class ShadowType : uint8_t {
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PCF, //!< percentage-closer filtered shadows (default)
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VSM //!< variance shadows
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VSM, //!< variance shadows
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DPCF, //!< PCF with contact hardening simulation
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PCSS //!< PCF with soft shadows and contact hardening
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};
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/**
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@@ -339,13 +375,6 @@ struct VsmShadowOptions {
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*/
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bool mipmapping = false;
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/**
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* EVSM exponent.
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* The maximum value permissible is 5.54 for a shadow map in fp16, or 42.0 for a
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* shadow map in fp32. Currently the shadow map bit depth is always fp16.
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*/
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float exponent = 5.54f;
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/**
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* VSM minimum variance scale, must be positive.
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*/
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@@ -357,6 +386,27 @@ struct VsmShadowOptions {
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float lightBleedReduction = 0.15f;
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};
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/**
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* View-level options for DPCF and PCSS Shadowing.
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* @see setSoftShadowOptions()
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* @warning This API is still experimental and subject to change.
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*/
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struct SoftShadowOptions {
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/**
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* Globally scales the penumbra of all DPCF and PCSS shadows
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* Acceptable values are greater than 0
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*/
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float penumbraScale = 1.0f;
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/**
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* Globally scales the computed penumbra ratio of all DPCF and PCSS shadows.
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* This effectively controls the strength of contact hardening effect and is useful for
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* artistic purposes. Higher values make the shadows become softer faster.
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* Acceptable values are equal to or greater than 1.
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*/
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float penumbraRatioScale = 1.0f;
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};
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} // namespace filament
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#endif //TNT_FILAMENT_OPTIONS_H
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