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2025-09-04 10:54:47 +08:00

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/* 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 <rendering/hpp_render_context.h>
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<vkb::RenderContext &>(render_context),
std::forward<ShaderSource>(vertex_shader),
std::forward<ShaderSource>(fragment_shader),
reinterpret_cast<vkb::sg::Scene &>(scene),
camera)
{}
};
} // namespace subpasses
} // namespace rendering
} // namespace vkb