Safe Haskell | None |
---|---|
Language | Haskell2010 |
Synopsis
- data ShadowMap = ShadowMap {
- smRenderPass :: RenderPass
- smDepthImage :: AllocatedImage
- smFrameBuffer :: Framebuffer
- smRenderArea :: Rect2D
- smExtent :: Extent2D
- smLayerCount :: Word32
- smClear :: Vector ClearValue
- smRelease :: RefCounted
- allocate :: (MonadResource m, MonadVulkan env m, HasLogFunc env, HasSwapchain context) => context -> Word32 -> ("light count" ::: Word32) -> m ShadowMap
- allocateRenderPass :: (MonadVulkan env m, MonadResource m, HasSwapchain context) => context -> Word32 -> Word32 -> m (ReleaseKey, RenderPass)
- type Framebuffers = (RefCounted, AllocatedImage, Framebuffer)
- allocateFramebuffer :: (MonadResource m, MonadVulkan env m, HasLogFunc env, HasSwapchain context) => context -> Extent2D -> Word32 -> RenderPass -> m Framebuffers
- usePass :: (MonadIO io, HasRenderPass a) => a -> Word32 -> CommandBuffer -> io r -> io r
- beginInfo :: HasRenderPass a => a -> Word32 -> RenderPassBeginInfo '[]
Depth-only pass for shadowmapping pipelines
ShadowMap | |
|
Instances
HasRenderPass ShadowMap Source # | |
Defined in Render.ShadowMap.RenderPass getFramebuffers :: ShadowMap -> Vector Framebuffer getRenderPass :: ShadowMap -> RenderPass getClearValues :: ShadowMap -> Vector ClearValue getRenderArea :: ShadowMap -> Rect2D | |
RenderPass ShadowMap Source # | |
Defined in Render.ShadowMap.RenderPass allocateRenderpass_ :: (HasLogFunc env, HasSwapchain context, HasVulkan env, MonadResource (RIO env)) => context -> ResourceT (RIO env) ShadowMap updateRenderpass :: (HasLogFunc env, HasSwapchain context, HasVulkan env, MonadResource (RIO env)) => context -> ShadowMap -> RIO env ShadowMap refcountRenderpass :: MonadResource (RIO env) => ShadowMap -> RIO env () |
allocate :: (MonadResource m, MonadVulkan env m, HasLogFunc env, HasSwapchain context) => context -> Word32 -> ("light count" ::: Word32) -> m ShadowMap Source #
Render pass
allocateRenderPass :: (MonadVulkan env m, MonadResource m, HasSwapchain context) => context -> Word32 -> Word32 -> m (ReleaseKey, RenderPass) Source #
Framebuffer
type Framebuffers = (RefCounted, AllocatedImage, Framebuffer) Source #
allocateFramebuffer :: (MonadResource m, MonadVulkan env m, HasLogFunc env, HasSwapchain context) => context -> Extent2D -> Word32 -> RenderPass -> m Framebuffers Source #