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/* Copyright (c) 2022-2024, NVIDIA CORPORATION. All rights reserved.
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*
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* SPDX-License-Identifier: Apache-2.0
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*
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* Licensed under the Apache License, Version 2.0 the "License";
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#pragma once
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#include "rendering/subpasses/forward_subpass.h"
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#include <rendering/hpp_render_context.h>
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namespace vkb
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{
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namespace rendering
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{
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namespace subpasses
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{
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/**
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* @brief facade class around vkb::ForwardSubpass, providing a vulkan.hpp-based interface
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*
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* See vkb::ForwardSubpass for documentation
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*/
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class HPPForwardSubpass : public vkb::ForwardSubpass
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{
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public:
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HPPForwardSubpass(vkb::rendering::HPPRenderContext &render_context,
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vkb::ShaderSource &&vertex_shader,
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vkb::ShaderSource &&fragment_shader,
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vkb::scene_graph::HPPScene &scene,
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vkb::sg::Camera &camera) :
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vkb::ForwardSubpass(reinterpret_cast<vkb::RenderContext &>(render_context),
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std::forward<ShaderSource>(vertex_shader),
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std::forward<ShaderSource>(fragment_shader),
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reinterpret_cast<vkb::sg::Scene &>(scene),
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camera)
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{}
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};
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} // namespace subpasses
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} // namespace rendering
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} // namespace vkb
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