Графические конвейеры для вокселей и нод
This commit is contained in:
@@ -1,19 +1,464 @@
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#include "VulkanRenderSession.hpp"
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#include <vulkan/vulkan_core.h>
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namespace LV::Client::VK {
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VulkanRenderSession::VulkanRenderSession(VK::Vulkan *vkInst)
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: VkInst(vkInst),
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MainAtlas(vkInst)
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VulkanRenderSession::VulkanRenderSession()
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{
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assert(VkInst);
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}
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VulkanRenderSession::~VulkanRenderSession() {
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}
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void VulkanRenderSession::free(Vulkan *instance) {
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if(instance && instance->Graphics.Device)
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{
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if(VoxelOpaquePipeline)
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vkDestroyPipeline(instance->Graphics.Device, VoxelOpaquePipeline, nullptr);
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if(VoxelTransparentPipeline)
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vkDestroyPipeline(instance->Graphics.Device, VoxelTransparentPipeline, nullptr);
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if(NodeStaticOpaquePipeline)
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vkDestroyPipeline(instance->Graphics.Device, NodeStaticOpaquePipeline, nullptr);
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if(NodeStaticTransparentPipeline)
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vkDestroyPipeline(instance->Graphics.Device, NodeStaticTransparentPipeline, nullptr);
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if(MainAtlas_LightMap_PipelineLayout)
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vkDestroyPipelineLayout(instance->Graphics.Device, MainAtlas_LightMap_PipelineLayout, nullptr);
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if(MainAtlasDescLayout)
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vkDestroyDescriptorSetLayout(instance->Graphics.Device, MainAtlasDescLayout, nullptr);
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if(LightMapDescLayout)
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vkDestroyDescriptorSetLayout(instance->Graphics.Device, LightMapDescLayout, nullptr);
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}
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VoxelOpaquePipeline = VK_NULL_HANDLE;
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VoxelTransparentPipeline = VK_NULL_HANDLE;
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NodeStaticOpaquePipeline = VK_NULL_HANDLE;
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NodeStaticTransparentPipeline = VK_NULL_HANDLE;
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MainAtlas_LightMap_PipelineLayout = VK_NULL_HANDLE;
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MainAtlasDescLayout = VK_NULL_HANDLE;
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LightMapDescLayout = VK_NULL_HANDLE;
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}
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void VulkanRenderSession::init(Vulkan *instance) {
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if(VkInst != instance) {
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VkInst = instance;
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}
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// Разметка дескрипторов
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if(!MainAtlasDescLayout) {
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std::vector<VkDescriptorSetLayoutBinding> shaderLayoutBindings =
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{
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{
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.binding = 0,
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.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
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.pImmutableSamplers = nullptr
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}, {
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.binding = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
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.pImmutableSamplers = nullptr
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}
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};
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const VkDescriptorSetLayoutCreateInfo descriptorLayout =
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{
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.bindingCount = (uint32_t) shaderLayoutBindings.size(),
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.pBindings = shaderLayoutBindings.data()
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};
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assert(!vkCreateDescriptorSetLayout(
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instance->Graphics.Device, &descriptorLayout, nullptr, &MainAtlasDescLayout));
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}
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if(!LightMapDescLayout) {
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std::vector<VkDescriptorSetLayoutBinding> shaderLayoutBindings =
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{
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{
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.binding = 0,
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.descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT,
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.pImmutableSamplers = nullptr
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}, {
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.binding = 1,
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.descriptorType = VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
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.descriptorCount = 1,
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT,
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.pImmutableSamplers = nullptr
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}
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};
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const VkDescriptorSetLayoutCreateInfo descriptorLayout =
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{
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.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.bindingCount = (uint32_t) shaderLayoutBindings.size(),
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.pBindings = shaderLayoutBindings.data()
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};
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assert(!vkCreateDescriptorSetLayout( instance->Graphics.Device, &descriptorLayout, nullptr, &LightMapDescLayout));
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}
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std::vector<VkPushConstantRange> worldWideShaderPushConstants =
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{
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{
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.stageFlags = VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_GEOMETRY_BIT,
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.offset = 0,
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.size = uint32_t(sizeof(WorldPCO))
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}
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};
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// Разметка графических конвейеров
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if(!MainAtlas_LightMap_PipelineLayout) {
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std::vector<VkDescriptorSetLayout> layouts =
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{
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MainAtlasDescLayout,
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LightMapDescLayout
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};
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const VkPipelineLayoutCreateInfo pPipelineLayoutCreateInfo =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.setLayoutCount = (uint32_t) layouts.size(),
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.pSetLayouts = layouts.data(),
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.pushConstantRangeCount = (uint32_t) worldWideShaderPushConstants.size(),
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.pPushConstantRanges = worldWideShaderPushConstants.data()
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};
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assert(!vkCreatePipelineLayout(instance->Graphics.Device, &pPipelineLayoutCreateInfo, nullptr, &MainAtlas_LightMap_PipelineLayout));
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}
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// Настройка мультисемплинга
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// Может нужно будет в будущем связать с настройками главного буфера
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VkPipelineMultisampleStateCreateInfo multisample =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT,
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.sampleShadingEnable = false,
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.minSampleShading = 0.0f,
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.pSampleMask = nullptr,
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.alphaToCoverageEnable = false,
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.alphaToOneEnable = false
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};
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VkPipelineCacheCreateInfo infoPipelineCache;
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memset(&infoPipelineCache, 0, sizeof(infoPipelineCache));
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infoPipelineCache.sType = VK_STRUCTURE_TYPE_PIPELINE_CACHE_CREATE_INFO;
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// Конвейеры для вокселей
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if(!VoxelOpaquePipeline || !VoxelTransparentPipeline
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|| !NodeStaticOpaquePipeline || !NodeStaticTransparentPipeline)
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{
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// Для статичных непрозрачных и полупрозрачных вокселей
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if(!VoxelShaderVertex)
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VoxelShaderVertex = VkInst->createShaderFromFile("assets/shaders/chunk/voxel.vert.bin");
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if(!VoxelShaderGeometry)
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VoxelShaderGeometry = VkInst->createShaderFromFile("assets/shaders/chunk/voxel.geom.bin");
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if(!VoxelShaderFragmentOpaque)
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VoxelShaderFragmentOpaque = VkInst->createShaderFromFile("assets/shaders/chunk/voxel_opaque.frag.bin");
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if(!VoxelShaderFragmentTransparent)
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VoxelShaderFragmentTransparent = VkInst->createShaderFromFile("assets/shaders/chunk/voxel_transparent.frag.bin");
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// Конвейер шейдеров
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages =
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{
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_VERTEX_BIT,
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.module = *VoxelShaderVertex,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}, {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_GEOMETRY_BIT,
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.module = *VoxelShaderGeometry,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}, {
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.sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stage = VK_SHADER_STAGE_FRAGMENT_BIT,
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.module = *VoxelShaderFragmentOpaque,
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.pName = "main",
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.pSpecializationInfo = nullptr
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}
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};
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// Вершины шейдера
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// Настройка формата вершин шейдера
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std::vector<VkVertexInputBindingDescription> shaderVertexBindings =
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{
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{
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.binding = 0,
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.stride = sizeof(VoxelVertexPoint),
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.inputRate = VK_VERTEX_INPUT_RATE_VERTEX
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}
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};
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std::vector<VkVertexInputAttributeDescription> shaderVertexAttribute =
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{
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{
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.location = 0,
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.binding = 0,
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.format = VK_FORMAT_R32G32B32_UINT,
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.offset = 0
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}
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};
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VkPipelineVertexInputStateCreateInfo createInfoVertexInput =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.vertexBindingDescriptionCount = (uint32_t) shaderVertexBindings.size(),
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.pVertexBindingDescriptions = shaderVertexBindings.data(),
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.vertexAttributeDescriptionCount = (uint32_t) shaderVertexAttribute.size(),
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.pVertexAttributeDescriptions = shaderVertexAttribute.data()
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};
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// Топология вершин на входе (треугольники, линии, точки)
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VkPipelineInputAssemblyStateCreateInfo ia =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST,
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.primitiveRestartEnable = false
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};
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VkPipelineViewportStateCreateInfo vp =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.viewportCount = 1,
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.pViewports = nullptr,
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.scissorCount = 1,
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.pScissors = nullptr
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};
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// Настройки растеризатора
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VkPipelineRasterizationStateCreateInfo rasterization =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.depthClampEnable = false,
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.rasterizerDiscardEnable = false,
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.polygonMode = VK_POLYGON_MODE_FILL,
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.cullMode = VK_CULL_MODE_BACK_BIT,
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.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE,
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.depthBiasEnable = false,
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.depthBiasConstantFactor = 0.0f,
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.depthBiasClamp = 0.0f,
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.depthBiasSlopeFactor = 0.0f,
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.lineWidth = 1.0f
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};
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// Тест буфера глубины и трафарета
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VkPipelineDepthStencilStateCreateInfo depthStencil =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.depthTestEnable = true,
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.depthWriteEnable = true,
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.depthCompareOp = VK_COMPARE_OP_LESS_OR_EQUAL,
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.depthBoundsTestEnable = false,
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.stencilTestEnable = false,
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.front = VkStencilOpState
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{
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.failOp = VK_STENCIL_OP_KEEP,
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.passOp = VK_STENCIL_OP_KEEP,
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.depthFailOp = VK_STENCIL_OP_KEEP,
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.compareOp = VK_COMPARE_OP_ALWAYS,
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.compareMask = 0x0,
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.writeMask = 0x0,
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.reference = 0x0
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},
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.back = VkStencilOpState
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{
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.failOp = VK_STENCIL_OP_KEEP,
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.passOp = VK_STENCIL_OP_KEEP,
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.depthFailOp = VK_STENCIL_OP_KEEP,
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.compareOp = VK_COMPARE_OP_ALWAYS,
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.compareMask = 0x0,
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.writeMask = 0x0,
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.reference = 0x0
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},
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.minDepthBounds = 0.0f,
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.maxDepthBounds = 0.0f
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};
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// Логика смешивания цветов
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std::vector<VkPipelineColorBlendAttachmentState> colorBlend =
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{
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{
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.blendEnable = false,
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.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO,
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.dstColorBlendFactor = VK_BLEND_FACTOR_ONE,
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.colorBlendOp = VK_BLEND_OP_ADD,
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.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.alphaBlendOp = VK_BLEND_OP_ADD,
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.colorWriteMask = 0xf
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}
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};
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VkPipelineColorBlendStateCreateInfo cb =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.logicOpEnable = VK_FALSE,
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.logicOp = VK_LOGIC_OP_CLEAR,
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.attachmentCount = (uint32_t) colorBlend.size(),
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.pAttachments = colorBlend.data(),
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.blendConstants = {0.f, 0.f, 0.f, 0.f}
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};
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// Настройки конвейера, которые могут быть изменены без пересоздания конвейера
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std::vector<VkDynamicState> dynamicStates =
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{
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VK_DYNAMIC_STATE_VIEWPORT,
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VK_DYNAMIC_STATE_SCISSOR
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};
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VkPipelineDynamicStateCreateInfo dynamicState =
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{
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.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.dynamicStateCount = (uint32_t) dynamicStates.size(),
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.pDynamicStates = dynamicStates.data(),
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};
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VkGraphicsPipelineCreateInfo pipeline =
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{
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.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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.stageCount = (uint32_t) shaderStages.size(),
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.pStages = shaderStages.data(),
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.pVertexInputState = &createInfoVertexInput,
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.pInputAssemblyState = &ia,
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.pTessellationState = nullptr,
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.pViewportState = &vp,
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.pRasterizationState = &rasterization,
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.pMultisampleState = &multisample,
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.pDepthStencilState = &depthStencil,
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.pColorBlendState = &cb,
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.pDynamicState = &dynamicState,
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.layout = MainAtlas_LightMap_PipelineLayout,
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.renderPass = instance->Graphics.RenderPass,
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.subpass = 0,
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.basePipelineHandle = nullptr,
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.basePipelineIndex = 0
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};
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if(!VoxelOpaquePipeline)
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assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE, 1, &pipeline, nullptr, &VoxelOpaquePipeline));
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if(!VoxelTransparentPipeline) {
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shaderStages[2].module = *VoxelShaderFragmentTransparent,
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colorBlend[0] =
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{
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.blendEnable = VK_TRUE,
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.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
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.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
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.colorBlendOp = VK_BLEND_OP_ADD,
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.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
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.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.alphaBlendOp = VK_BLEND_OP_ADD,
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.colorWriteMask = 0xf
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};
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assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE, 1, &pipeline, nullptr, &VoxelTransparentPipeline));
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}
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// Для статичных непрозрачных и полупрозрачных нод
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if(!NodeShaderVertex)
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NodeShaderVertex = VkInst->createShaderFromFile("assets/shaders/chunk/node.vert.bin");
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if(!NodeShaderGeometry)
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NodeShaderGeometry = VkInst->createShaderFromFile("assets/shaders/chunk/node.geom.bin");
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if(!NodeShaderFragmentOpaque)
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NodeShaderFragmentOpaque = VkInst->createShaderFromFile("assets/shaders/chunk/node_opaque.frag.bin");
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if(!NodeShaderFragmentTransparent)
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NodeShaderFragmentTransparent = VkInst->createShaderFromFile("assets/shaders/chunk/node_transparent.frag.bin");
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ia.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST,
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shaderStages[0].module = *NodeShaderVertex;
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shaderStages[1].module = *NodeShaderGeometry;
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shaderStages[2].module = *NodeShaderFragmentOpaque;
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colorBlend[0] =
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{
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.blendEnable = false,
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.srcColorBlendFactor = VK_BLEND_FACTOR_ZERO,
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.dstColorBlendFactor = VK_BLEND_FACTOR_ONE,
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.colorBlendOp = VK_BLEND_OP_ADD,
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.srcAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
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.alphaBlendOp = VK_BLEND_OP_ADD,
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.colorWriteMask = 0xf
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};
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if(!NodeStaticOpaquePipeline) {
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE,
|
||||
1, &pipeline, nullptr, &NodeStaticOpaquePipeline));
|
||||
}
|
||||
|
||||
if(!NodeStaticTransparentPipeline) {
|
||||
shaderStages[2].module = *NodeShaderFragmentTransparent;
|
||||
|
||||
colorBlend[0] =
|
||||
{
|
||||
.blendEnable = VK_TRUE,
|
||||
.srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA,
|
||||
.dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA,
|
||||
.colorBlendOp = VK_BLEND_OP_ADD,
|
||||
.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE,
|
||||
.dstAlphaBlendFactor = VK_BLEND_FACTOR_ZERO,
|
||||
.alphaBlendOp = VK_BLEND_OP_ADD,
|
||||
.colorWriteMask = 0xf
|
||||
};
|
||||
|
||||
assert(!vkCreateGraphicsPipelines(instance->Graphics.Device, VK_NULL_HANDLE,
|
||||
1, &pipeline, nullptr, &NodeStaticTransparentPipeline));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VulkanRenderSession::onDefTexture(TextureId_c id, std::vector<std::byte> &&info) {
|
||||
|
||||
}
|
||||
@@ -60,4 +505,12 @@ void VulkanRenderSession::setCameraPos(WorldId_c worldId, Pos::Object pos, glm::
|
||||
Quat = quat;
|
||||
}
|
||||
|
||||
void VulkanRenderSession::beforeDraw() {
|
||||
|
||||
}
|
||||
|
||||
void VulkanRenderSession::drawWorld(GlobalTime gTime, float dTime, VkCommandBuffer drawCmd) {
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user