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