Foray Library
rapid prototyping framework for crossplatform development of vulkan hardware ray tracing applications
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Stores all geometry in a single set of index and vertex buffers. More...
#include <foray_geometrymanager.hpp>
Public Member Functions | |
GeometryStore () | |
void | InitOrUpdate () |
Rewrites Indices and Vertices from CPU side storage to the GPU buffers. | |
void | Destroy () |
virtual | ~GeometryStore () |
bool | CmdBindBuffers (VkCommandBuffer commandBuffer) |
VkDescriptorBufferInfo | GetVertexBufferDescriptorInfo () const |
VkDescriptorBufferInfo | GetIndexBufferDescriptorInfo () const |
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virtual Scene * | GetScene () override |
Scene this component is a part of. Casts mRegistry to Scene. | |
virtual Registry * | GetGlobals () override |
Global component registry. Returns mRegistry. | |
virtual core::Context * | GetContext () override |
Vulkan Context. Casts mRegistry to Scene and returns Scene->GetContext() | |
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virtual | ~Component () |
Destructor. Provide virtual constructors in inheriting classes, to make sure they get finalized correctly. | |
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NoMoveDefaults ()=default | |
NoMoveDefaults (const NoMoveDefaults &other)=delete | |
NoMoveDefaults (NoMoveDefaults &&other)=default | |
NoMoveDefaults & | operator= (const NoMoveDefaults &other)=delete |
Protected Attributes | |
core::ManagedBuffer | mIndicesBuffer |
core::ManagedBuffer | mVerticesBuffer |
std::vector< Vertex > | mVertices |
std::vector< uint32_t > | mIndices |
std::vector< std::unique_ptr< Mesh > > | mMeshes |
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Registry * | mRegistry = nullptr |
std::string | mName = "" |
Additional Inherited Members | |
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friend | Registry |
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virtual void | __makeMePolymorphic () |
Stores all geometry in a single set of index and vertex buffers.
foray::scene::gcomp::GeometryStore::GeometryStore | ( | ) |
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inlinevirtual |
bool foray::scene::gcomp::GeometryStore::CmdBindBuffers | ( | VkCommandBuffer | commandBuffer | ) |
void foray::scene::gcomp::GeometryStore::Destroy | ( | ) |
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void foray::scene::gcomp::GeometryStore::InitOrUpdate | ( | ) |
Rewrites Indices and Vertices from CPU side storage to the GPU buffers.
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