| // Copyright 2017 The Fuchsia Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| #pragma once |
| |
| #include "lib/escher/impl/model_render_pass.h" |
| |
| namespace escher { |
| namespace impl { |
| |
| // ModelShadowMapPass encapsulates a vk::RenderPass that is configured to render |
| // a shadow map. |
| class ModelShadowMapPass : public ModelRenderPass { |
| public: |
| ModelShadowMapPass(ResourceRecycler* recycler, |
| ModelDataPtr model_data, |
| vk::Format color_format, |
| vk::Format depth_format, |
| uint32_t sample_count); |
| |
| protected: |
| // |ModelRenderPass| |
| std::string GetVertexShaderMainSourceCode() final; |
| |
| // |ModelRenderPass| |
| std::string GetFragmentShaderSourceCode( |
| const ModelPipelineSpec& spec) override; |
| |
| // |ModelRenderPass| |
| bool UseMaterialTextures() final { return true; } |
| |
| // |ModelRenderPass| |
| bool OmitFragmentShader() final { return false; } |
| }; |
| |
| } // namespace impl |
| } // namespace escher |