35 alignas(4)
float blendingFactor = 5.0;
36 alignas(4)
float ZNearHeadset = 0.1001;
37 alignas(4)
float ZFarHeadset = 10.01;
38 alignas(4)
float ZFar = 1;
39 alignas(4)
float maxMul = 10;
40 alignas(4)
float scaleFactor = 1.0;
41 alignas(4)
float inputDistance = 1.0;
71 void update(std::span<InputProvider::StreamFrameInfo> infos,
int view)
override;
74 static inline std::vector<uint32_t>
indices;
81 void createVertexBuffer()
override;
83 void createIndexBuffer()
override;
85 void createUniformBuffer(
int size)
override;
87 void createDescriptorPool()
override;
89 void createDescriptorSets()
override;
92 inline static uint32_t indiceCount = 0;
96 int attachmentCount = 1;
103 vk::DescriptorPool descriptorPool;
105 std::vector<vk::DescriptorSet> descriptorSets;
108 std::vector<vk::Buffer> uniformBuffers;
110 std::vector<vk::DeviceMemory> uniformBuffersMemory;
113 static inline vk::Buffer vertexBuffer;
115 static inline vk::DeviceMemory vertexBufferMemory;
117 static inline vk::Buffer indexBuffer;
119 static inline vk::DeviceMemory indexBufferMemory;
Abstract class that contains common functionnalities to manage the buffer for synthesis and blending ...
Class that manages ressources for the blending pipeline.
void updateAllUniformBuffer(uint32_t currentImage, int view) override
uint32_t getIndiceCount() override
void update(std::span< InputProvider::StreamFrameInfo > infos, int view) override
void bindBuffers(vk::CommandBuffer &commandBuffer, int index, InputProvider::StreamFrameInfo &frameInfo, int view) override
vk::VertexInputBindingDescription getBindingDescription() override
void updateUniformBuffer(uint32_t currentImage, int view) override
std::vector< vk::VertexInputAttributeDescription > getAttributeDescription() override
static std::vector< uint32_t > indices
abstract class for the management of the buffers, descriptors, ...
VulkanRenderPass * renderpass
class that manages tasks related to Vulkan context (Vulkan Instance, Vulkan Physical device,...
Class that manages a graphics pipeline for the blending.
Class that manage the renderPass containing the synthesis and blending steps.
Class that manages the classes related to Vulkan code and act as a wrapper around them.
Struct that contains value to be sent to the fragment shader of the blending pipeline.