KRRenderPass now keeps RenderPassInfo after initialization.
KRRenderPass now accepts clear color at initialization, no longer requiring to pass it on every instantiation.
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@@ -38,6 +38,7 @@ using namespace hydra;
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KRRenderPass::KRRenderPass(KRContext& context)
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: KRContextObject(context)
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, m_renderPass(VK_NULL_HANDLE)
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, m_info{}
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{
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}
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@@ -52,6 +53,7 @@ void KRRenderPass::create(KRDevice& device, VkFormat swapChainImageFormat, VkFor
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if (m_renderPass) {
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return;
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}
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m_info = info;
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VkAttachmentDescription colorAttachment{};
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colorAttachment.format = swapChainImageFormat;
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@@ -124,13 +126,13 @@ void KRRenderPass::destroy(KRDevice& device)
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}
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}
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void KRRenderPass::begin(VkCommandBuffer& commandBuffer, KRSurface& surface, const Vector4& clearColor)
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void KRRenderPass::begin(VkCommandBuffer& commandBuffer, KRSurface& surface)
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{
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std::array<VkClearValue, 2> clearValues{};
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clearValues[0].color.float32[0] = clearColor[0];
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clearValues[0].color.float32[1] = clearColor[1];
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clearValues[0].color.float32[2] = clearColor[2];
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clearValues[0].color.float32[3] = clearColor[3];
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clearValues[0].color.float32[0] = m_info.clearColorValue[0];
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clearValues[0].color.float32[1] = m_info.clearColorValue[1];
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clearValues[0].color.float32[2] = m_info.clearColorValue[2];
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clearValues[0].color.float32[3] = m_info.clearColorValue[3];
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clearValues[1].depthStencil = { 1.0f, 0 };
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VkRenderPassBeginInfo renderPassInfo{};
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