ULRE/inc/hgl/graph/vulkan/VKFramebuffer.h

56 lines
2.0 KiB
C++

#ifndef HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
#define HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
#include<hgl/graph/vulkan/VK.h>
VK_NAMESPACE_BEGIN
class Framebuffer
{
VkDevice device;
VkFramebuffer frame_buffer;
VkFramebufferCreateInfo *fb_info;
VkExtent2D extent;
uint32_t color_count;
bool has_depth;
private:
friend Framebuffer *CreateFramebuffer(Device *dev,RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth);
Framebuffer(VkDevice dev,VkFramebuffer fb,VkFramebufferCreateInfo *fb_create_info,bool depth)
{
device=dev;
frame_buffer=fb;
fb_info=fb_create_info;
extent.width=fb_info->width;
extent.height=fb_info->height;
has_depth=depth;
if(has_depth)
color_count=fb_info->attachmentCount-1;
else
color_count=fb_info->attachmentCount;
}
public:
~Framebuffer();
const VkFramebuffer GetFramebuffer ()const{return frame_buffer;}
const VkRenderPass GetRenderPass ()const{return fb_info->renderPass;}
const VkExtent2D & GetExtent ()const{return extent;}
const uint32_t GetAttachmentCount ()const{return fb_info->attachmentCount;} ///<获取渲染目标成分数量
const uint32_t GetColorCount ()const{return color_count;} ///<取得颜色成分数量
const bool HasDepth ()const{return has_depth;} ///<是否包含深度成分
};//class Framebuffer
Framebuffer *CreateFramebuffer(Device *,RenderPass *,List<ImageView *> &color,ImageView *depth);
Framebuffer *CreateFramebuffer(Device *,RenderPass *,List<ImageView *> &image_view_list);
Framebuffer *CreateFramebuffer(Device *,RenderPass *,ImageView *color,ImageView *depth=nullptr);
Framebuffer *CreateFramebuffer(Device *,RenderPass *,ImageView *depth);
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE