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Now we can see where each object is (there's no way to tell them apart yet.) The rendering is also extremely inefficient, so don't be surprised if it slows down on your computer.
28 lines
527 B
C++
28 lines
527 B
C++
#pragma once
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#include "pass.h"
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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class RenderManager;
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class Device;
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class AppState;
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class ObjectPass : public RendererPass
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{
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public:
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ObjectPass(RenderManager *renderer, AppState *appState);
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void render(VkCommandBuffer commandBuffer, Camera &camera) override;
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private:
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void createPipeline();
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VkPipeline m_pipeline = nullptr;
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VkPipelineLayout m_pipelineLayout = nullptr;
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RenderManager *m_renderer;
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Device &m_device;
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AppState *m_appState;
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};
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