Added composite buffer render passes for deferred lighting path.

Refactoring KRCamera::renderFrame to use render passes.
Eliminate composite buffer binding GL code from KRCamera::renderFrame
This commit is contained in:
2022-07-04 22:08:05 -07:00
parent 17113b59ea
commit 68c3831fde
6 changed files with 90 additions and 90 deletions

View File

@@ -42,10 +42,17 @@ class KRRenderPass : public KRContextObject
public:
KRRenderPass(KRContext& context);
~KRRenderPass();
void create(KRDevice& device, VkFormat swapChainImageFormat, VkFormat depthImageFormat);
struct RenderPassInfo
{
bool clearDepth;
bool keepDepth;
};
void create(KRDevice& device, VkFormat swapChainImageFormat, VkFormat depthImageFormat, const RenderPassInfo& info);
void destroy(KRDevice& device);
void begin(VkCommandBuffer &commandBuffer, KRSurface& surface);
void begin(VkCommandBuffer &commandBuffer, KRSurface& surface, const Vector4& clearColor);
void end(VkCommandBuffer& commandBuffer);
// private: