Moved VulkanFrameBuffer to vks namespce (Refs #260)
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3 changed files with 12 additions and 12 deletions
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@ -21,7 +21,7 @@
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#include <vulkan/vulkan.h>
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#include "vulkanexamplebase.h"
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#include "vulkanbuffer.hpp"
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#include "vulkanframebuffer.hpp"
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#include "VulkanFramebuffer.hpp"
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#include "VulkanTexture.hpp"
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#include "VulkanModel.hpp"
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@ -156,9 +156,9 @@ public:
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struct
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{
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// Framebuffer resources for the deferred pass
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vk::Framebuffer *deferred;
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vks::Framebuffer *deferred;
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// Framebuffer resources for the shadow pass
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vk::Framebuffer *shadow;
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vks::Framebuffer *shadow;
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} frameBuffers;
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struct {
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@ -237,7 +237,7 @@ public:
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// light sources' point of view to the layers of the depth attachment in one single pass
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void shadowSetup()
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{
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frameBuffers.shadow = new vk::Framebuffer(vulkanDevice);
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frameBuffers.shadow = new vks::Framebuffer(vulkanDevice);
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frameBuffers.shadow->width = SHADOWMAP_DIM;
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frameBuffers.shadow->height = SHADOWMAP_DIM;
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@ -246,7 +246,7 @@ public:
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// Each layer corresponds to one of the lights
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// The actual output to the separate layers is done in the geometry shader using shader instancing
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// We will pass the matrices of the lights to the GS that selects the layer by the current invocation
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vk::AttachmentCreateInfo attachmentInfo = {};
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vks::AttachmentCreateInfo attachmentInfo = {};
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attachmentInfo.format = SHADOWMAP_FORMAT;
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attachmentInfo.width = SHADOWMAP_DIM;
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attachmentInfo.height = SHADOWMAP_DIM;
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@ -275,13 +275,13 @@ public:
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// Prepare the framebuffer for offscreen rendering with multiple attachments used as render targets inside the fragment shaders
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void deferredSetup()
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{
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frameBuffers.deferred = new vk::Framebuffer(vulkanDevice);
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frameBuffers.deferred = new vks::Framebuffer(vulkanDevice);
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frameBuffers.deferred->width = FB_DIM;
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frameBuffers.deferred->height = FB_DIM;
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// Four attachments (3 color, 1 depth)
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vk::AttachmentCreateInfo attachmentInfo = {};
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vks::AttachmentCreateInfo attachmentInfo = {};
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attachmentInfo.width = FB_DIM;
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attachmentInfo.height = FB_DIM;
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attachmentInfo.layerCount = 1;
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