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Foray Library
rapid prototyping framework for crossplatform development of vulkan hardware ray tracing applications
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Helper for building a VkPipelineVertexInputStateCreateInfo struct. More...
#include <foray_geo.hpp>
Public Member Functions | |
| VertexInputStateBuilder & | AddVertexComponentBinding (EVertexComponent component, std::optional< uint32_t > location={}) |
| VertexInputStateBuilder & | SetStride (uint32_t stride) |
| void | Build () |
Public Attributes | |
| std::vector< VertexComponentBinding > | Components |
| uint32_t | Binding = 0 |
| uint32_t | NextLocation = 0 |
| uint32_t | Stride = 0 |
| std::vector< VkVertexInputAttributeDescription > | InputAttributes {} |
| std::vector< VkVertexInputBindingDescription > | InputBindings {} |
| VkPipelineVertexInputStateCreateInfo | InputStateCI {} |
Helper for building a VkPipelineVertexInputStateCreateInfo struct.
| VertexInputStateBuilder & foray::scene::VertexInputStateBuilder::AddVertexComponentBinding | ( | EVertexComponent | component, |
| std::optional< uint32_t > | location = {} |
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| ) |
| void foray::scene::VertexInputStateBuilder::Build | ( | ) |
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inline |
| uint32_t foray::scene::VertexInputStateBuilder::Binding = 0 |
| std::vector<VertexComponentBinding> foray::scene::VertexInputStateBuilder::Components |
| std::vector<VkVertexInputAttributeDescription> foray::scene::VertexInputStateBuilder::InputAttributes {} |
| std::vector<VkVertexInputBindingDescription> foray::scene::VertexInputStateBuilder::InputBindings {} |
| VkPipelineVertexInputStateCreateInfo foray::scene::VertexInputStateBuilder::InputStateCI {} |
| uint32_t foray::scene::VertexInputStateBuilder::NextLocation = 0 |
| uint32_t foray::scene::VertexInputStateBuilder::Stride = 0 |