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Character renderer is fully Vulkan.
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parent
83b576e8d9
commit
dea52744a4
3 changed files with 282 additions and 7 deletions
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@ -58,7 +58,8 @@ public:
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void update(float deltaTime, const glm::vec3& cameraPos = glm::vec3(0.0f));
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, const Camera& camera);
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void renderShadow(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
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bool initializeShadow(VkRenderPass shadowRenderPass);
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void renderShadow(VkCommandBuffer cmd, const glm::mat4& lightSpaceMatrix);
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void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
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void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
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@ -261,6 +262,15 @@ private:
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// Maximum bones supported
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static constexpr int MAX_BONES = 240;
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// Shadow pipeline resources
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VkPipeline shadowPipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout shadowPipelineLayout_ = VK_NULL_HANDLE;
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VkDescriptorSetLayout shadowParamsLayout_ = VK_NULL_HANDLE;
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VkDescriptorPool shadowParamsPool_ = VK_NULL_HANDLE;
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VkDescriptorSet shadowParamsSet_ = VK_NULL_HANDLE;
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VkBuffer shadowParamsUBO_ = VK_NULL_HANDLE;
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VmaAllocation shadowParamsAlloc_ = VK_NULL_HANDLE;
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};
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} // namespace rendering
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