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Copy pathShadowMapGenerationPass.hpp
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executable file
·55 lines (39 loc) · 1.54 KB
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#pragma once
#include "RenderPass.hpp"
#include <vector>
#include "Actor.hpp"
class ShadowMapGenerationPass : public RenderPass
{
private:
VkImage VarianceShadowMap;
VkImageView VarianceShadowMapView;
VkDeviceMemory VarianceShadowMapMemory;
VkImage DepthBuffer;
VkImageView DepthBufferView;
VkDeviceMemory DepthBufferMemory;
VkShaderModule ShadowMapGenerationVertexShaderModule;
VkShaderModule ShadowMapGenerationFragmentShaderModule;
std::vector<VkPipelineShaderStageCreateInfo> ShaderStages;
VkPipelineLayout ShadowMapGenerationPipelineLayout{};
VkPipeline ShadowMapGenerationPipeline{};
VkRenderPass ShadowMapGenerationRenderPass;
static constexpr uint32_t ShadowMapResolution = 2048;
VkFramebuffer ShadowMapGenerationFramebuffer{};
VkBuffer LightSpaceUniformBuffer;
VkDeviceMemory LightSpaceUniformBufferMemory;
VkDescriptorSetLayout LightSpaceDescriptorSetLayout;
VkDescriptorPool LightSpaceDescriptorPool;
std::vector<VkDescriptorSet> LightSpaceDescriptorSets;
public:
ShadowMapGenerationPass(VkDevice Device, const uint32_t GraphicsQueueIndex, const VkPhysicalDeviceMemoryProperties2& DeviceMemoryProperties);
virtual void FreeGPUResources() override;
virtual void SetupShaders() override;
virtual void SetupPipeline() override;
void RecordCommandBuffer(VkCommandBuffer CommandBuffer, const std::vector<SceneActor>& Actors);
virtual ~ShadowMapGenerationPass() = default;
struct
{
VkBuffer* LightSpaceUniformBuffer;
VkImageView* VarianceShadowMap;
} SharedResources;
};