136 lines
4.3 KiB
C++
136 lines
4.3 KiB
C++
#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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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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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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public:
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IRenderTarget(DeviceQueue *,Semaphore *);
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};//class IRenderTarget
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/**
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* 渲染目标
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*/
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class RenderTarget
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{
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protected:
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DeviceQueue *queue;
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RenderPass *render_pass;
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Framebuffer *fbo;
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VkExtent2D extent;
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Semaphore *render_complete_semaphore =nullptr;
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protected:
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uint32_t color_count;
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Texture2D **color_textures;
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Texture2D *depth_texture;
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protected:
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friend class RenderTargetManager;
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RenderTarget(DeviceQueue *,Semaphore *);
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RenderTarget(DeviceQueue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
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public:
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virtual ~RenderTarget();
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DeviceQueue * GetQueue () {return queue;}
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const VkExtent2D & GetExtent ()const {return extent;}
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virtual RenderPass * GetRenderPass () {return render_pass;}
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virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
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virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual Framebuffer * GetFramebuffer () {return fbo;}
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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public: // command buffer
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Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
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virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
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bool WaitQueue(){return queue->WaitQueue();}
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bool WaitFence(){return queue->WaitFence();}
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};//class RenderTarget
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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 RTSwapchain:public RenderTarget
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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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uint32_t current_frame;
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public:
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RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
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~RTSwapchain();
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Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
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Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->sc_image[index].fbo;}
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const uint32_t GetColorCount ()const override {return 1;}
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const uint32_t GetImageCount ()const {return swapchain->image_count;}
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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
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public:
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const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
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Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
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public:
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/**
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* 请求下一帧画面的索引
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* @param present_complete_semaphore 推送完成信号
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*/
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int AcquireNextImage();
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/**
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* 推送后台画面到前台
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* @param render_complete_semaphore 渲染完成信号
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*/
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bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
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bool PresentBackbuffer();
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bool Submit(VkCommandBuffer);
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bool Submit(VkCommandBuffer,Semaphore *);
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};//class RTSwapchain:public RenderTarget
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
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