Moved VulkanFrameBuffer to vks namespce (Refs #260)

This commit is contained in:
saschawillems 2017-02-12 10:27:40 +01:00
parent 70f4daff5d
commit f917ea6640
3 changed files with 12 additions and 12 deletions

View file

@ -21,7 +21,7 @@
#include <vulkan/vulkan.h>
#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;