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face_sdk/vulkan/framework/rendering/subpasses/forward_subpass.cpp
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/* Copyright (c) 2018-2025, 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.
*/
#include "rendering/subpasses/forward_subpass.h"
#include "common/utils.h"
#include "common/vk_common.h"
#include "rendering/render_context.h"
#include "scene_graph/components/camera.h"
#include "scene_graph/components/image.h"
#include "scene_graph/components/material.h"
#include "scene_graph/components/mesh.h"
#include "scene_graph/components/pbr_material.h"
#include "scene_graph/components/sub_mesh.h"
#include "scene_graph/components/texture.h"
#include "scene_graph/node.h"
#include "scene_graph/scene.h"
namespace vkb
{
ForwardSubpass::ForwardSubpass(RenderContext &render_context, ShaderSource &&vertex_source, ShaderSource &&fragment_source, sg::Scene &scene_, sg::Camera &camera) :
GeometrySubpass{render_context, std::move(vertex_source), std::move(fragment_source), scene_, camera}
{
}
void ForwardSubpass::prepare()
{
auto &device = get_render_context().get_device();
for (auto &mesh : meshes)
{
for (auto &sub_mesh : mesh->get_submeshes())
{
auto &variant = sub_mesh->get_mut_shader_variant();
auto &vert_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_VERTEX_BIT, get_vertex_shader(), variant);
auto &frag_module = device.get_resource_cache().request_shader_module(VK_SHADER_STAGE_FRAGMENT_BIT, get_fragment_shader(), variant);
}
}
}
void ForwardSubpass::draw(vkb::core::CommandBufferC &command_buffer)
{
allocate_lights<ForwardLights>(scene.get_components<sg::Light>(), MAX_FORWARD_LIGHT_COUNT);
command_buffer.bind_lighting(get_lighting_state(), 0, 4);
GeometrySubpass::draw(command_buffer);
}
} // namespace vkb