251 lines
7.3 KiB
C++
251 lines
7.3 KiB
C++
#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKRenderPass.h>
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#include<hgl/graph/VKFramebuffer.h>
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#include<hgl/graph/VKSwapchain.h>
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#include<hgl/graph/VKQueue.h>
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/graph/VKCommandBuffer.h>
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VK_NAMESPACE_BEGIN
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/**
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* RenderTarget 存在几种情况:
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*
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* 1.正常单帧渲染目标,即只有一帧的数据,每次渲染都是当前帧
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*
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* 2.多帧渲染目标,即有多帧数据,每次渲染都是指定帧,典型的是Swapchain
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*
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* 所以RenderTarget的其实是一个多态类,根据不同的情况,有不同的实现
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*/
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class IRenderTarget
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{
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VkExtent2D extent;
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public:
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const VkExtent2D &GetExtent ()const{return extent;}
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virtual uint32_t GetColorCount ()=0;
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virtual bool hasDepth ()=0;
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public:
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IRenderTarget(const VkExtent2D &ext){extent=ext;}
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virtual ~IRenderTarget()=default;
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virtual Framebuffer * GetFramebuffer ()=0;
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virtual RenderPass * GetRenderPass ()=0;
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virtual Texture2D * GetColorTexture (const int index=0)=0;
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virtual Texture2D * GetDepthTexture ()=0;
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public: // Command Buffer
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virtual DeviceQueue * GetQueue ()=0;
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virtual Semaphore * GetRenderCompleteSemaphore()=0;
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virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
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virtual bool Submit (Semaphore *wait_sem)=0;
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virtual bool Submit (){return Submit(nullptr);}
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virtual bool WaitQueue ()=0;
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virtual bool WaitFence ()=0;
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};//class IRenderTarget
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struct RenderTargetData
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{
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Framebuffer * fbo;
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DeviceQueue * queue;
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Semaphore * render_complete_semaphore;
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RenderCmdBuffer * cmd_buf;
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uint32_t color_count; ///<颜色成分数量
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Texture2D ** color_textures; ///<颜色成分纹理列表
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Texture2D * depth_texture; ///<深度成分纹理
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public:
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Texture2D *GetColorTexture(const uint32_t index)
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{
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if(index>=color_count)
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return(nullptr);
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return color_textures[index];
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}
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virtual void Clear();
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};//struct RenderTargetData
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/**
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* 单帧渲染目标
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*/
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class RenderTarget:public IRenderTarget
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{
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RenderTargetData *data;
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protected:
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friend class SwapchainModule;
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friend class RenderTargetManager;
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RenderTarget(RenderTargetData *rtd):IRenderTarget(rtd->fbo->GetExtent())
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{
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data=rtd;
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}
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public:
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virtual ~RenderTarget()
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{
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if(data)
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{
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data->Clear();
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delete data;
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}
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}
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Framebuffer * GetFramebuffer ()override{return data->fbo;}
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RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
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uint32_t GetColorCount ()override{return data->color_count;}
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bool hasDepth ()override{return data->depth_texture;}
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Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return data->depth_texture;}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return data->queue;}
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Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
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virtual bool Submit (Semaphore *wait_sem)override
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{
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if(!data)
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return(false);
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return data->queue->Submit(*data->cmd_buf,wait_sem,data->render_complete_semaphore);
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}
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bool WaitQueue ()override{return data->queue->WaitQueue();}
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bool WaitFence ()override{return data->queue->WaitFence();}
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};//class RenderTarget
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/**
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* 多帧渲染目标
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*/
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class MFRenderTarget:public IRenderTarget
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{
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protected:
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uint32_t frame_number;
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uint32_t current_frame;
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RenderTarget **rt_list;
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protected:
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friend class RenderTargetManager;
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MFRenderTarget(const uint32_t fn,RenderTarget **rtl):IRenderTarget(rtl[0]->GetFramebuffer()->GetExtent())
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{
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frame_number=fn;
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current_frame=0;
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rt_list=rtl;
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}
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public:
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virtual ~MFRenderTarget()
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{
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SAFE_CLEAR_OBJECT_ARRAY_OBJECT(rt_list,frame_number);
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}
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virtual void NextFrame()
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{
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++current_frame;
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if(current_frame>=frame_number)
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current_frame=0;
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}
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uint32_t GetCurrentFrameIndices ()const{return current_frame;}
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uint32_t GetFrameCount ()const{return frame_number;}
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RenderTarget * GetCurrentFrameRenderTarget (){return rt_list[current_frame];}
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public:
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Framebuffer * GetFramebuffer ()override{return rt_list[current_frame]->GetFramebuffer();}
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RenderPass * GetRenderPass ()override{return rt_list[current_frame]->GetRenderPass();}
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uint32_t GetColorCount ()override{return rt_list[current_frame]->GetColorCount();}
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Texture2D * GetColorTexture (const int index=0) override{return rt_list[current_frame]->GetColorTexture(index);}
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Texture2D * GetDepthTexture () override{return rt_list[current_frame]->GetDepthTexture();}
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bool hasDepth ()override{return rt_list[current_frame]->hasDepth();}
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public: // Command Buffer
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DeviceQueue * GetQueue ()override{return rt_list[current_frame]->GetQueue();}
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Semaphore * GetRenderCompleteSemaphore()override{return rt_list[current_frame]->GetRenderCompleteSemaphore();}
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RenderCmdBuffer * GetRenderCmdBuffer ()override{return rt_list[current_frame]->GetRenderCmdBuffer();}
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Framebuffer * GetFramebuffer (const uint32_t index){return rt_list[index]->GetFramebuffer();}
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RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rt_list[index]->GetRenderCmdBuffer();}
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virtual bool Submit ()override{return rt_list[current_frame]->Submit(nullptr);}
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virtual bool Submit (Semaphore *wait_sem) override
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{
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return rt_list[current_frame]->Submit(wait_sem);
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}
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bool WaitQueue ()override{return rt_list[current_frame]->WaitQueue();}
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bool WaitFence ()override{return rt_list[current_frame]->WaitFence();}
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};//class MFRenderTarget
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/**
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* 交换链专用渲染目标
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*/
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class SwapchainRenderTarget:public MFRenderTarget
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{
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VkDevice device;
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Swapchain *swapchain;
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PresentInfo present_info;
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Semaphore *present_complete_semaphore=nullptr;
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private:
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SwapchainRenderTarget(VkDevice dev,Swapchain *sc,Semaphore *pcs,RenderTarget **rtl);
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friend class SwapchainModule;
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friend class RenderTargetManager;
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public:
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~SwapchainRenderTarget();
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public:
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int AcquireNextImage(); ///<获取下一帧的索引
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bool PresentBackbuffer(); ///<推送后台画面到前台
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bool Submit()override
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{
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return rt_list[current_frame]->Submit(present_complete_semaphore);
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}
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};//class SwapchainRenderTarget:public RenderTarget
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VK_NAMESPACE_END
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