ULRE/inc/hgl/graph/VKRenderTarget.h

126 lines
4.6 KiB
C++

#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/VKRenderPass.h>
#include<hgl/graph/VKFramebuffer.h>
#include<hgl/graph/VKSwapchain.h>
#include<hgl/graph/VKQueue.h>
#include<hgl/graph/VKPipeline.h>
VK_NAMESPACE_BEGIN
/**
* 渲染目标
*/
class RenderTarget:public GPUQueue
{
protected:
RenderPass *render_pass;
Framebuffer *fbo;
VkExtent2D extent;
GPUSemaphore *render_complete_semaphore =nullptr;
protected:
uint32_t color_count;
Texture2D **color_textures;
Texture2D *depth_texture;
protected:
ObjectList<Pipeline> pipeline_list;
protected:
friend class GPUDevice;
RenderTarget(GPUDevice *dev,Framebuffer *_fb,const uint32_t fence_count=1);
RenderTarget(GPUDevice *dev,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture,const uint32_t fence_count=1);
public:
virtual ~RenderTarget();
const VkExtent2D & GetExtent ()const {return extent;}
virtual RenderPass * GetRenderPass () {return render_pass;}
virtual const VkRenderPass GetVkRenderPass ()const {return *render_pass;}
virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
virtual Framebuffer * GetFramebuffer () {return fbo;}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
public: //pipeline
Pipeline *CreatePipeline(Material *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialParameters *, const InlinePipeline &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialParameters *, PipelineData *, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(Material *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline *CreatePipeline(MaterialParameters *, const OSString &, const Prim &prim=Prim::Triangles,const bool prim_restart=false);
public: // command buffer
GPUSemaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
virtual bool Submit (RenderCmdBuffer *,GPUSemaphore *present_complete_semaphore=nullptr);
};//class RenderTarget
/**
* 交换链专用渲染目标
*/
class SwapchainRenderTarget:public RenderTarget
{
Swapchain *swapchain;
VkSwapchainKHR vk_swapchain;
PresentInfo present_info;
GPUSemaphore *present_complete_semaphore=nullptr;
uint32_t swap_chain_count;
uint32_t current_frame;
Framebuffer **render_frame;
public:
SwapchainRenderTarget(GPUDevice *dev,Swapchain *sc);
~SwapchainRenderTarget();
Framebuffer * GetFramebuffer ()override {return render_frame[current_frame];}
Framebuffer * GetFramebuffer (const uint32_t index) {return render_frame[index];}
const uint32_t GetColorCount ()const override {return 1;}
const uint32_t GetImageCount ()const {return swap_chain_count;}
virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->GetColorTexture(index);}
virtual Texture2D * GetDepthTexture () override{return swapchain->GetDepthTexture();}
public:
const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
GPUSemaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
public:
/**
* 请求下一帧画面的索引
* @param present_complete_semaphore 推送完成信号
*/
int AcquireNextImage();
/**
* 推送后台画面到前台
* @param render_complete_semaphore 渲染完成信号
*/
bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
bool PresentBackbuffer();
bool Submit(VkCommandBuffer);
bool Submit(VkCommandBuffer,GPUSemaphore *);
};//class SwapchainRenderTarget:public RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE