diff --git a/base/vulkanframebuffer.hpp b/base/VulkanFrameBuffer.hpp similarity index 98% rename from base/vulkanframebuffer.hpp rename to base/VulkanFrameBuffer.hpp index 9a11cdaf..e591c8c5 100644 --- a/base/vulkanframebuffer.hpp +++ b/base/VulkanFrameBuffer.hpp @@ -15,7 +15,7 @@ #include "VulkanDevice.hpp" #include "vulkantools.h" -namespace vk +namespace vks { /** * @brief Encapsulates a single frame buffer attachment @@ -95,7 +95,7 @@ namespace vk VkFramebuffer framebuffer; VkRenderPass renderPass; VkSampler sampler; - std::vector attachments; + std::vector attachments; /** * Default constructor @@ -132,9 +132,9 @@ namespace vk * * @return Index of the new attachment */ - uint32_t addAttachment(vk::AttachmentCreateInfo createinfo) + uint32_t addAttachment(vks::AttachmentCreateInfo createinfo) { - vk::FramebufferAttachment attachment; + vks::FramebufferAttachment attachment; attachment.format = createinfo.format; diff --git a/deferredshadows/deferredshadows.cpp b/deferredshadows/deferredshadows.cpp index 1e2f06e8..f4366714 100644 --- a/deferredshadows/deferredshadows.cpp +++ b/deferredshadows/deferredshadows.cpp @@ -21,7 +21,7 @@ #include #include "vulkanexamplebase.h" #include "vulkanbuffer.hpp" -#include "vulkanframebuffer.hpp" +#include "VulkanFramebuffer.hpp" #include "VulkanTexture.hpp" #include "VulkanModel.hpp" @@ -156,9 +156,9 @@ public: struct { // Framebuffer resources for the deferred pass - vk::Framebuffer *deferred; + vks::Framebuffer *deferred; // Framebuffer resources for the shadow pass - vk::Framebuffer *shadow; + vks::Framebuffer *shadow; } frameBuffers; struct { @@ -237,7 +237,7 @@ public: // light sources' point of view to the layers of the depth attachment in one single pass void shadowSetup() { - frameBuffers.shadow = new vk::Framebuffer(vulkanDevice); + frameBuffers.shadow = new vks::Framebuffer(vulkanDevice); frameBuffers.shadow->width = SHADOWMAP_DIM; frameBuffers.shadow->height = SHADOWMAP_DIM; @@ -246,7 +246,7 @@ public: // Each layer corresponds to one of the lights // The actual output to the separate layers is done in the geometry shader using shader instancing // We will pass the matrices of the lights to the GS that selects the layer by the current invocation - vk::AttachmentCreateInfo attachmentInfo = {}; + vks::AttachmentCreateInfo attachmentInfo = {}; attachmentInfo.format = SHADOWMAP_FORMAT; attachmentInfo.width = SHADOWMAP_DIM; attachmentInfo.height = SHADOWMAP_DIM; @@ -275,13 +275,13 @@ public: // Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders void deferredSetup() { - frameBuffers.deferred = new vk::Framebuffer(vulkanDevice); + frameBuffers.deferred = new vks::Framebuffer(vulkanDevice); frameBuffers.deferred->width = FB_DIM; frameBuffers.deferred->height = FB_DIM; // Four attachments (3 color, 1 depth) - vk::AttachmentCreateInfo attachmentInfo = {}; + vks::AttachmentCreateInfo attachmentInfo = {}; attachmentInfo.width = FB_DIM; attachmentInfo.height = FB_DIM; attachmentInfo.layerCount = 1; diff --git a/vulkanExamples.sln b/vulkanExamples.sln index 137583c8..453b7884 100644 --- a/vulkanExamples.sln +++ b/vulkanExamples.sln @@ -86,7 +86,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Base", "Base", "{09B9A54B-F base\VulkanDevice.hpp = base\VulkanDevice.hpp base\vulkanexamplebase.cpp = base\vulkanexamplebase.cpp base\vulkanexamplebase.h = base\vulkanexamplebase.h - base\vulkanframebuffer.hpp = base\vulkanframebuffer.hpp + base\VulkanFrameBuffer.hpp = base\VulkanFrameBuffer.hpp base\vulkanheightmap.hpp = base\vulkanheightmap.hpp base\VulkanInitializers.hpp = base\VulkanInitializers.hpp base\VulkanModel.hpp = base\VulkanModel.hpp