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PerPixelLinkedListRenderComponent::PerPixelLinkedListRenderComponent(RenderWindow& window, int layer, std::string expression, window::ContextSettings settings) :
HeavyComponent(window, math::Vec3f(window.getView().getPosition().x, window.getView().getPosition().y, layer),
math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, 0),
math::Vec3f(window.getView().getSize().x + window.getView().getSize().x * 0.5f, window.getView().getPosition().y + window.getView().getSize().y * 0.5f, layer)),
view(window.getView()),
expression(expression),
quad(math::Vec3f(window.getView().getSize().x, window.getView().getSize().y, window.getSize().y * 0.5f)),
layer(layer),
frameBuffer(window.getDevice()),
vkDevice(window.getDevice()),
indirectRenderingShader(window.getDevice()),
perPixelLinkedListP2(window.getDevice()),
vb(window.getDevice()),
vbBindlessTex {VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice()), VertexBuffer(window.getDevice())},
descriptorPool(window.getDescriptorPool()),
descriptorSetLayout(window.getDescriptorSetLayout()),
descriptorSets(window.getDescriptorSet()),
vboIndirect(nullptr) {
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