Accommodated animation when shadows are in the scene
This commit is contained in:
parent
33c2b1fd73
commit
e9dee89b17
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@ -0,0 +1,37 @@
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#version 450
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#extension GL_KHR_vulkan_glsl : enable
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//#include "ShaderDescriptorDefinitions.glsl"
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layout(location = 0) in vec3 aVertexPos;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 9) in uvec4 aBoneIndices;
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layout(location = 10) in vec4 aBoneWeights;
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layout(location = 11) in uint firstBoneIndex;
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layout(set = 1, binding = 0) uniform CameraData
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{
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vec4 position;
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mat4 vpMat;
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mat4 viewMat;
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mat4 projMat;
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} cameraData;
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layout (std430, set = 2, binding = 1) buffer AnimBoneMatrices
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{
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mat4 data[];
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} BoneMatrices;
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void main()
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{
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// // Compute bone matrix
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// mat4 boneMatrix = BoneMatrices.data[firstBoneIndex + aBoneIndices[0]] * aBoneWeights[0];
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// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[1]] * aBoneWeights[1];
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// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[2]] * aBoneWeights[2];
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// boneMatrix += BoneMatrices.data[firstBoneIndex + aBoneIndices[3]] * aBoneWeights[3];
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// clip space for rendering
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gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
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// gl_Position = cameraData.vpMat * worldTransform * boneMatrix * vec4 (aVertexPos, 1.0f);
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}
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Binary file not shown.
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Name: ShadowMapAnim_VS
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ID: 39393999
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Type: 2
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@ -7,9 +7,6 @@ layout(location = 2) in vec3 aNormal;
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layout(location = 3) in vec3 aTangent;
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layout(location = 3) in vec3 aTangent;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 4) in mat4 worldTransform;
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layout(location = 8) in uvec2 integerData;
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layout(location = 8) in uvec2 integerData;
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layout(location = 9) in uvec4 aBoneIndices;
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layout(location = 10) in vec4 aBoneWeights;
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layout(location = 11) in uint firstBoneIndex;
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layout(location = 0) out struct
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layout(location = 0) out struct
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{
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{
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@ -17,6 +17,7 @@ of DigiPen Institute of Technology is prohibited.
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Graphics/Descriptors/SHVkDescriptorPool.h"
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#include "Graphics/Descriptors/SHVkDescriptorPool.h"
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#include "Graphics/Commands/SHVkCommandBuffer.h"
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namespace SHADE
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namespace SHADE
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{
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{
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@ -108,11 +109,19 @@ namespace SHADE
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}
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}
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}
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}
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void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/) noexcept
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void SHSuperBatch::Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline /*= true*/, Handle<SHVkPipeline> nonAnimPipeline/* = {}*/, Handle<SHVkPipeline> animPipeline/* = {}*/) noexcept
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{
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{
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// Build all batches
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// Build all batches
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for (auto& batch : batches)
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for (auto& batch : batches)
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{
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{
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if (!bindBatchPipeline)
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{
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if (batch.IsAnimated())
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cmdBuffer->BindPipeline(animPipeline);
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else
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cmdBuffer->BindPipeline(nonAnimPipeline);
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}
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batch.Draw(cmdBuffer, frameIndex, bindBatchPipeline);
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batch.Draw(cmdBuffer, frameIndex, bindBatchPipeline);
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}
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}
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}
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}
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@ -57,7 +57,7 @@ namespace SHADE
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void Clear() noexcept;
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void Clear() noexcept;
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void UpdateBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
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void UpdateBuffers(uint32_t frameIndex, Handle<SHVkDescriptorPool> descPool);
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void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
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void Build(Handle<SHVkLogicalDevice> device, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
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void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true) noexcept;
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void Draw(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex, bool bindBatchPipeline = true, Handle<SHVkPipeline> nonAnimPipeline = {}, Handle<SHVkPipeline> animPipeline = {}) noexcept;
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/*-----------------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------------*/
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/* Getter Functions */
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/* Getter Functions */
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@ -14,6 +14,7 @@ namespace SHADE
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std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::predefinedLayouts;
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std::vector<Handle<SHVkDescriptorSetLayout>> SHGraphicsPredefinedData::predefinedLayouts;
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SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState;
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SHVertexInputState SHGraphicsPredefinedData::defaultVertexInputState;
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SHVertexInputState SHGraphicsPredefinedData::shadowMapVertexInputState;
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SHVertexInputState SHGraphicsPredefinedData::shadowMapVertexInputState;
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SHVertexInputState SHGraphicsPredefinedData::shadowMapAnimVertexInputState;
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std::vector<SHGraphicsPredefinedData::PerSystem> SHGraphicsPredefinedData::perSystemData;
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std::vector<SHGraphicsPredefinedData::PerSystem> SHGraphicsPredefinedData::perSystemData;
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@ -333,6 +334,17 @@ namespace SHADE
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shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
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shadowMapVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D)});
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shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
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shadowMapVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
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shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) });
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shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
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shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::UINT32_4D) }, 9, 9); // Attribute bone indices at index 5
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shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_4D) }, 10, 10); // Attribute bone weights at index 6
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shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::UINT32_1D) }, 11, 11); // Instance bone matrix first index at index 7
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//shadowMapAnimVertexInputState.AddBinding(false, false, { SHVertexAttribute(SHAttribFormat::FLOAT_3D) });
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//shadowMapAnimVertexInputState.AddBinding(true, true, { SHVertexAttribute(SHAttribFormat::MAT_4D) }, 4, 4); // Transform at binding 4 - 7 (4 slots)
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}
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}
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void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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void SHGraphicsPredefinedData::Init(Handle<SHVkLogicalDevice> logicalDevice) noexcept
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@ -368,6 +380,11 @@ namespace SHADE
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return shadowMapVertexInputState;
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return shadowMapVertexInputState;
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}
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}
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SHVertexInputState const& SHGraphicsPredefinedData::GetShadowMapAnimViState(void) noexcept
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{
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return shadowMapAnimVertexInputState;
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}
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SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept
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SHGraphicsPredefinedData::PerSystem const& SHGraphicsPredefinedData::GetSystemData(SystemType systemType) noexcept
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{
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{
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return perSystemData[static_cast<uint32_t>(systemType)];
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return perSystemData[static_cast<uint32_t>(systemType)];
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//! vertex input state for shadow mapping
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//! vertex input state for shadow mapping
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static SHVertexInputState shadowMapVertexInputState;
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static SHVertexInputState shadowMapVertexInputState;
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//! vertex input state for shadow mapping
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static SHVertexInputState shadowMapAnimVertexInputState;
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//! Predefined data for each type of system
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//! Predefined data for each type of system
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static std::vector<PerSystem> perSystemData;
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static std::vector<PerSystem> perSystemData;
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static std::vector<Handle<SHVkDescriptorSetLayout>> GetPredefinedDescSetLayouts (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes types) noexcept;
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static std::vector<Handle<SHVkDescriptorSetLayout>> GetPredefinedDescSetLayouts (SHGraphicsPredefinedData::PredefinedDescSetLayoutTypes types) noexcept;
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static SHVertexInputState const& GetDefaultViState (void) noexcept;
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static SHVertexInputState const& GetDefaultViState (void) noexcept;
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static SHVertexInputState const& GetShadowMapViState (void) noexcept;
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static SHVertexInputState const& GetShadowMapViState (void) noexcept;
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static SHVertexInputState const& GetShadowMapAnimViState (void) noexcept;
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static PerSystem const& GetSystemData (SystemType systemType) noexcept;
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static PerSystem const& GetSystemData (SystemType systemType) noexcept;
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static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept;
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static SHDescriptorMappings::MapType const& GetMappings (SystemType systemType) noexcept;
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//static PerSystem const& GetBatchingSystemData(void) noexcept;
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//static PerSystem const& GetBatchingSystemData(void) noexcept;
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SHFreetypeInstance::Init();
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SHFreetypeInstance::Init();
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SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/DeferredComposite_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMapAnim_VS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/ShadowMap_FS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAO_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
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//SHAssetManager::CompileAsset("../../Assets/Shaders/SSAOBlur_CS.glsl", false);
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static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
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static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
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static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
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static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
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static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
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static constexpr AssetID SHADOW_MAP_VS = 44646107; shadowMapVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_VS);
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static constexpr AssetID SHADOW_MAP_ANIM_VS = 39393999; shadowMapAnimVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_ANIM_VS);
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static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
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static constexpr AssetID SHADOW_MAP_FS = 45925790; shadowMapFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(SHADOW_MAP_FS);
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static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
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static constexpr AssetID TRAJECTORY_VS = 41042628; trajectoryVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_VS);
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static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
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static constexpr AssetID TRAJECTORY_FS = 45635685; trajectoryFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TRAJECTORY_FS);
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SHGraphicsPredefinedData::SystemType::BATCHING,
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SHGraphicsPredefinedData::SystemType::BATCHING,
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SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
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SHGraphicsPredefinedData::GetShadowMapViState(), rasterState
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);
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);
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tempLibrary.CreateGraphicsPipelines
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(
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{ shadowMapAnimVS, shadowMapFS }, shadowMapNode->GetRenderpass(), shadowMapDrawSubpass,
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SHGraphicsPredefinedData::SystemType::BATCHING_ANIM,
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SHGraphicsPredefinedData::GetShadowMapAnimViState(), rasterState
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);
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shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, shadowMapDrawSubpass });
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shadowMapPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapVS, shadowMapFS, shadowMapDrawSubpass });
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shadowMapAnimPipeline = tempLibrary.GetGraphicsPipeline({ shadowMapAnimVS, shadowMapFS, shadowMapDrawSubpass });
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}
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}
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shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline); // set companion subpass and pipeline
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shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline
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shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline); // set companion subpass and pipeline
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shadowMapDrawSubpass->AddCompanionSubpass(gBufferWriteVfxSubpass, shadowMapPipeline, shadowMapAnimPipeline); // set companion subpass and pipeline
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// add the shadow map and the blurred version to the lighting system
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// add the shadow map and the blurred version to the lighting system
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uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapBlurredResourceName), EVENT_DATA->lightEntity);
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uint32_t const NEW_SHADOW_MAP_INDEX = lightingSubSystem->AddShadowMap(renderGraph->GetRenderGraphResource(shadowMapBlurredResourceName), EVENT_DATA->lightEntity);
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Handle<SHVkShaderModule> renderToSwapchainVS;
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Handle<SHVkShaderModule> renderToSwapchainVS;
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Handle<SHVkShaderModule> renderToSwapchainFS;
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Handle<SHVkShaderModule> renderToSwapchainFS;
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Handle<SHVkShaderModule> shadowMapVS;
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Handle<SHVkShaderModule> shadowMapVS;
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Handle<SHVkShaderModule> shadowMapAnimVS;
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Handle<SHVkShaderModule> shadowMapFS;
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Handle<SHVkShaderModule> shadowMapFS;
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Handle<SHVkShaderModule> trajectoryVS;
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Handle<SHVkShaderModule> trajectoryVS;
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Handle<SHVkShaderModule> trajectoryFS;
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Handle<SHVkShaderModule> trajectoryFS;
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Handle<SHVkPipeline> debugDrawFilledPipeline;
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Handle<SHVkPipeline> debugDrawFilledPipeline;
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Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
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Handle<SHVkPipeline> debugDrawFilledDepthPipeline;
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Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
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Handle<SHVkPipeline> shadowMapPipeline; // initialized only when a shadow map is needed
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Handle<SHVkPipeline> shadowMapAnimPipeline; // initialized only when a shadow map is needed
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Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
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Handle<SHVkDescriptorSetGroup> genericAndTextureDescSet;
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for (auto& companion : companionSubpasses)
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for (auto& companion : companionSubpasses)
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{
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{
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// if not bind pipeline for companion and and execute draw command
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// if not bind pipeline for companion and and execute draw command
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commandBuffer->BindPipeline(companion.pipeline);
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//commandBuffer->BindPipeline(companion.nonAnimPipeline);
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companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false);
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companion.subpass->superBatch->Draw(commandBuffer, frameIndex, false, companion.nonAnimPipeline, companion.animPipeline);
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}
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}
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}
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}
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}
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}
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subpassIndex = index;
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subpassIndex = index;
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}
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}
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void SHSubpass::AddCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept
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void SHSubpass::AddCompanionSubpass(Handle<SHSubpass> companion, Handle<SHVkPipeline> nonAnimPipeline, Handle<SHVkPipeline> animPipeline) noexcept
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{
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{
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companionSubpasses.push_back(CompanionSubpass{companion, pipeline});
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companionSubpasses.push_back(CompanionSubpass{companion, nonAnimPipeline, animPipeline});
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//companionSubpass.companion = companion;
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//companionSubpass.companion = companion;
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//companionSubpass.pipeline = pipeline;
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//companionSubpass.pipeline = pipeline;
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}
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}
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// subpass whose data will be borrowed to draw
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// subpass whose data will be borrowed to draw
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Handle<SHSubpass> subpass;
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Handle<SHSubpass> subpass;
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// Pipeline that will be used for all the draw calls from all batches of the companion subpass
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// Pipeline that will be used for all the draw calls from all batches (that render without animation data) of the companion subpass
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Handle<SHVkPipeline> pipeline;
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Handle<SHVkPipeline> nonAnimPipeline;
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// Pipeline that will be used for all the draw calls from all batches (that render with animation data) of the companion subpass
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Handle<SHVkPipeline> animPipeline;
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};
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};
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private:
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private:
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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/* PUBLIC SETTERS AND GETTERS */
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/* PUBLIC SETTERS AND GETTERS */
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/*-----------------------------------------------------------------------*/
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/*-----------------------------------------------------------------------*/
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void AddCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> pipeline) noexcept;
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void AddCompanionSubpass (Handle<SHSubpass> companion, Handle<SHVkPipeline> nonAnimPipeline, Handle<SHVkPipeline> animPipeline) noexcept;
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Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
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Handle<SHRenderGraphNode> GetParentNode(void) const noexcept;
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SHSubPassIndex GetIndex() const noexcept;
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SHSubPassIndex GetIndex() const noexcept;
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