Nameless Engine
|
#include <ShadowMapHandle.h>
Public Attributes | |
GpuResource * | pDepthTexture = nullptr |
GpuResource * | pColorTexture = nullptr |
std::vector< VkFramebuffer > | vShadowMappingFramebuffers |
Groups GPU resources that a shadow map handle references.
GpuResource* ne::ShadowMapHandle::InternalResources::pColorTexture = nullptr |
Optional (may be nullptr
) "color" target, used for point lights to store additional information.
GpuResource* ne::ShadowMapHandle::InternalResources::pDepthTexture = nullptr |
Depth image.
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.
nullptr
otherwise 6 framebuffers (because pColorTexture is a cubemap for point lights).