# Conflicts: # inc/hgl/graph/module/SwapchainModule.h # src/SceneGraph/module/GraphModule.cpp
207 lines
8.1 KiB
C++
207 lines
8.1 KiB
C++
#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/type/IDName.h>
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#include<hgl/type/StrChar.h>
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VK_NAMESPACE_BEGIN
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class RenderCmdBuffer;
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class GraphModule;
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class RenderFramework;
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struct GraphModulesMap
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{
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SortedSet<GraphModule *> gm_set;
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Map<AnsiIDName,GraphModule *> gm_map_by_name;
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Map<size_t,GraphModule *> gm_map_by_hash;
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public:
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bool Add(GraphModule *gm);
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const bool IsEmpty()const
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{
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return gm_set.IsEmpty();
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}
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GraphModule *Get(const AnsiIDName &name)const
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{
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GraphModule *gm;
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if(gm_map_by_name.Get(name,gm))
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return gm;
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return nullptr;
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}
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template<typename T>
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T *Get()const
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{
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GraphModule *gm;
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return gm_map_by_hash.Get(GetTypeHash<T>(),gm)?(T *)gm:nullptr;
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}
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const bool IsLoaded(const AnsiIDName &name)const{return gm_map_by_name.ContainsKey(name);}
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template<typename T>
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const bool IsLoaded()const{return gm_map_by_hash.ContainsKey(T::GetTypeHash());}
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};
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class GraphModuleManager
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{
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GPUDevice *device;
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RenderFramework *framework;
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GraphModulesMap graph_module_map; ///<模块映射表
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public:
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GraphModuleManager(RenderFramework *);
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virtual ~GraphModuleManager();
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GPUDevice * GetDevice ()noexcept {return device;} ///<取得GPU设备
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VkDevice GetVkDevice ()const {return device->GetDevice();}
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const GPUPhysicalDevice * GetPhysicalDevice ()const {return device->GetPhysicalDevice();} ///<取得物理设备
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GPUDeviceAttribute *GetDeviceAttribute () {return device->GetDeviceAttribute();} ///<取得设备属性
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RenderFramework * GetFramework () {return framework;} ///<取得渲染框架
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/**
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* 获取指定名称的模块
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* @param create 如果不存在,是否创建新的
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*/
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GraphModule *GetModule(const AnsiIDName &name,bool create); ///<获取指定名称的模块
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/**
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* 获取指定类型的模块
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* @param create 如果不存在,是否创建新的
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*/
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template<typename T>
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T *GetModule(bool create=false){return (T *)GetModule(T::GetModuleName(),create);} ///<获取指定类型的模块
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void ReleaseModule(GraphModule *); ///<释放指定模块
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public: //事件
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void OnResize(const VkExtent2D &);
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};//class GraphModuleManager
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GraphModuleManager *GetGraphModuleManager(RenderFramework *);
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class GraphModule:public Comparator<GraphModule>
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{
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GraphModuleManager *module_manager;
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AnsiIDName module_name;
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bool module_inited_dependent;
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bool module_inited;
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bool module_enabled;
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bool module_ready;
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protected:
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//GraphModule *GetModule(const AnsiIDName &name){return module_manager->GetModule(name,true);} ///<获取指定名称的模块
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//template<typename T>
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//T *GetModule(){return (T *)GetModule(T::GetModuleName());} ///<获取指定类型的模块
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protected:
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virtual void SetModuleEnabled(bool e){module_enabled=e;}
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virtual void SetModuleReady(bool r){module_ready=r;}
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public:
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GraphModuleManager *GetManager () {return module_manager;} ///<取得模块管理器
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GPUDevice * GetDevice () {return module_manager->GetDevice();} ///<取得GPU设备
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VkDevice GetVkDevice ()const {return module_manager->GetVkDevice();} ///<取得VkDevice
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const GPUPhysicalDevice * GetPhysicalDevice ()const {return module_manager->GetPhysicalDevice();} ///<取得物理设备
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GPUDeviceAttribute *GetDeviceAttribute () {return module_manager->GetDeviceAttribute();} ///<取得设备属性
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RenderFramework * GetFramework () {return module_manager->GetFramework();} ///<取得渲染框架
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const AnsiIDName & GetName ()const {return module_name;} ///<取得模块名称(标准通用的名称,比如Upscale,供通用模块使用)
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virtual const AnsiIDName & GetFullName ()const {return module_name;} ///<取得名称(完整的私有名称,比如FSR3Upscale,DLSS3Upscale)
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virtual const bool IsPerFrame () {return false;} ///<是否每帧运行
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virtual const bool IsRender () {return false;} ///<是否为渲染模块
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const bool IsInitedDependent ()const {return module_inited_dependent;} ///<是否已经初始化依赖的模块
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const bool IsInited ()const {return module_inited;} ///<是否已经初始化
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const bool IsEnabled ()const noexcept{return module_enabled;} ///<当前模块是否启用
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const bool IsReady ()const noexcept{return module_ready;} ///<当前模块是否准备好
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public:
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NO_COPY_NO_MOVE(GraphModule)
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GraphModule(GraphModuleManager *gmm,const AnsiIDName &name);
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virtual ~GraphModule();
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virtual const size_t GetTypeHash()const=0;
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/**
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* 依赖的模块是在模板new之前就获取的,当前函数仅用于传递这些数据
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*/
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virtual bool InitDependentModules(GraphModulesMap &){module_inited_dependent=true;return true;} ///<初始化依赖的模块
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virtual bool Init()=0; ///<初始化当前模块
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static const char **GetDependentModules(){return nullptr;} ///<取得依赖的模块列表
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const int compare(const GraphModule &gm)const override
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{
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const char **dependent_modules_list=GetDependentModules();
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if(!dependent_modules_list)
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return -1;
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const char *self_module_name=gm.GetName().ToString();
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if(string_in_list(dependent_modules_list,self_module_name))
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return 1;//如果我依赖于他,那么我比他大
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return 0;
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}
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public: //回调事件
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virtual void OnRenderTarget(RenderTarget *){} ///<设置渲染目标
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virtual void OnResize(const VkExtent2D &){} ///<窗口大小改变
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virtual void OnPreFrame(){} ///<帧绘制前回调
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virtual void OnPostFrame(){} ///<帧绘制后回调
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};//class GraphModule
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#define GRAPH_MODULE_CONSTRUCT(name) public:\
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NO_COPY_NO_MOVE(name) \
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static const size_t StaticHash(){return typeid(name).hash_code();} \
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const size_t GetTypeHash()const override{return name::StaticHash();} \
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static const AnsiIDName &GetModuleName() \
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{ \
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static const AnsiIDName id_name(#name); \
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return id_name; \
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} \
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\
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name(GraphModuleManager *gmm):GraphModule(gmm,GetModuleName()){}
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#define RENDER_MODULE_CONSTRUCT(name) public:\
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static const size_t StaticHash(){return typeid(name).hash_code();} \
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const size_t GetTypeHash()const override{return name::StaticHash();} \
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NO_COPY_NO_MOVE(name) \
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static const AnsiIDName &GetModuleName() \
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{ \
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static const AnsiIDName id_name(#name); \
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return id_name; \
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} \
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\
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name(GraphModuleManager *gmm):RenderModule(gmm,GetModuleName()){}
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VK_NAMESPACE_END
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