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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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