Nameless Engine
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ne::ShadowMapHandle::InternalResources Struct Reference

#include <ShadowMapHandle.h>

Public Attributes

GpuResourcepDepthTexture = nullptr
 
GpuResourcepColorTexture = nullptr
 
std::vector< VkFramebuffer > vShadowMappingFramebuffers
 

Detailed Description

Groups GPU resources that a shadow map handle references.

Member Data Documentation

◆ pColorTexture

GpuResource* ne::ShadowMapHandle::InternalResources::pColorTexture = nullptr

Optional (may be nullptr) "color" target, used for point lights to store additional information.

◆ pDepthTexture

GpuResource* ne::ShadowMapHandle::InternalResources::pDepthTexture = nullptr

Depth image.

◆ vShadowMappingFramebuffers

std::vector<VkFramebuffer> ne::ShadowMapHandle::InternalResources::vShadowMappingFramebuffers

Framebuffers that reference pDepthTexture and pColorTexture (if it's valid), these framebuffers are used by the Vulkan renderer during the shadow pass.

Remarks
Stores only 1 framebuffer if pColorTexture is nullptr otherwise 6 framebuffers (because pColorTexture is a cubemap for point lights).

The documentation for this struct was generated from the following file: