Use offscreen render pass, refactoring and cleanup
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3 changed files with 84 additions and 88 deletions
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@ -191,7 +191,6 @@ public:
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// This is necessary as the offscreen frame buffer attachments use formats different to those from the example render pass
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void prepareOffscreenRenderpass()
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{
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// todo: no color attachment required
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VkAttachmentDescription attchmentDescription{};
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attchmentDescription.format = DEPTH_FORMAT;
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attchmentDescription.samples = VK_SAMPLE_COUNT_1_BIT;
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@ -432,7 +431,7 @@ public:
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}
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}
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void loadMeshes()
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void loadAssets()
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{
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loadMesh(getAssetPath() + "models/vulkanscene_shadow.dae", &meshes.scene, vertexLayout, 4.0f);
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}
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@ -892,8 +891,8 @@ public:
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void prepare()
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{
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VulkanExampleBase::prepare();
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loadAssets();
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generateQuad();
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loadMeshes();
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prepareOffscreenFramebuffer();
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setupVertexDescriptions();
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prepareUniformBuffers();
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