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Vulkan-Samples/framework/rendering/subpasses/lighting_subpass.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2019-2025, Arm Limited and Contributors
*
* 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 "buffer_pool.h"
#include "rendering/subpass.h"
#include "common/glm_common.h"
// This value is per type of light that we feed into the shader
#define MAX_DEFERRED_LIGHT_COUNT 48
namespace vkb
{
namespace core
{
template <vkb::BindingType bindingType>
class CommandBuffer;
using CommandBufferC = CommandBuffer<vkb::BindingType::C>;
} // namespace core
namespace sg
{
class Camera;
class Light;
class Scene;
} // namespace sg
/**
* @brief Light uniform structure for lighting shader
* Inverse view projection matrix and inverse resolution vector are used
* in lighting pass to reconstruct position from depth and frag coord
*/
struct alignas(16) LightUniform
{
glm::mat4 inv_view_proj;
glm::vec2 inv_resolution;
};
struct alignas(16) DeferredLights
{
vkb::rendering::Light directional_lights[MAX_DEFERRED_LIGHT_COUNT];
vkb::rendering::Light point_lights[MAX_DEFERRED_LIGHT_COUNT];
vkb::rendering::Light spot_lights[MAX_DEFERRED_LIGHT_COUNT];
};
/**
* @brief Lighting pass of Deferred Rendering
*/
class LightingSubpass : public vkb::rendering::SubpassC
{
public:
LightingSubpass(RenderContext &render_context, ShaderSource &&vertex_shader, ShaderSource &&fragment_shader, sg::Camera &camera, sg::Scene &scene);
virtual void prepare() override;
void draw(vkb::core::CommandBufferC &command_buffer) override;
private:
sg::Camera &camera;
sg::Scene &scene;
ShaderVariant lighting_variant;
};
} // namespace vkb