Вынес управление VkRenderPass в отдельный класс

This commit is contained in:
Jiga228
2026-06-24 12:10:47 +07:00
parent 93eb08fe9f
commit 2a57a30e29
9 changed files with 85 additions and 57 deletions
@@ -14,6 +14,7 @@
#include "VkObjects/Device.hpp"
#include "VkObjects/Instance.hpp"
#include "VkObjects/PhysicalDevice.hpp"
#include "VkObjects/RenderPass.hpp"
#include "VkObjects/Surface.hpp"
#include "VkObjects/Swapchain.hpp"
@@ -22,7 +23,7 @@ class GPU_GarbageCollector;
#define GET_RENDER_ENGINE static_cast<UwURenderEngine*>(GetWorld()->GetGameInstance().GetCore().GetRenderEngine())
class UwURenderEngine : public RenderEngineBase
class UwURenderEngine final : public RenderEngineBase
{
struct UniformBufferObject {
glm::mat4 model;
@@ -67,7 +68,7 @@ class UwURenderEngine : public RenderEngineBase
VkObjects::PhysicalDevice physical_device_;
VkObjects::Device device_;
VkObjects::Swapchain swapchain_;
VkRenderPass render_pass_ = VK_NULL_HANDLE;
VkObjects::RenderPass render_pass_;
VkDescriptorSetLayout ubo_layout_binding_ = VK_NULL_HANDLE;
VkDescriptorPool descriptor_pool_ = VK_NULL_HANDLE;
std::vector<VkDescriptorSet> descriptor_sets_;
@@ -91,7 +92,6 @@ class UwURenderEngine : public RenderEngineBase
VkShaderModule create_shader_module(const std::string& code) const;
void create_render_pass();
void create_description_set_layout();
void create_uniform_buffers();
void create_descriptor_pool();