ULRE/inc/hgl/graph/VKRenderTarget.h
2020-10-21 12:09:15 +08:00

112 lines
3.8 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/VKSubmitQueue.h>
VK_NAMESPACE_BEGIN
/**
* 渲染目标
*/
class RenderTarget:public SubmitQueue
{
protected:
RenderPass *rp;
Framebuffer *fb;
VkExtent2D extent;
GPUSemaphore * render_complete_semaphore =nullptr;
CommandBuffer * command_buffer =nullptr;
protected:
uint32_t color_count;
Texture2D **color_textures;
Texture2D *depth_texture;
protected:
friend class RenderDevice;
RenderTarget(RenderDevice *dev,Framebuffer *_fb,CommandBuffer *_cb,const uint32_t fence_count=1);
RenderTarget(RenderDevice *dev,RenderPass *_rp,Framebuffer *_fb,CommandBuffer *_cb,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;}
GPUSemaphore * GetCompleteSemaphore(){return render_complete_semaphore;}
CommandBuffer * GetCommandBuffer () {return command_buffer;}
virtual const VkRenderPass GetRenderPass ()const {return fb->GetRenderPass();}
virtual const uint32_t GetColorCount ()const {return fb->GetColorCount();}
virtual const VkFramebuffer GetFramebuffer ()const {return fb->GetFramebuffer();}
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
virtual Texture2D * GetDepthTexture (){return depth_texture;}
virtual bool Submit (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;
RenderPass *main_rp=nullptr;
uint32_t swap_chain_count;
uint32_t current_frame;
Framebuffer **render_frame;
public:
SwapchainRenderTarget(RenderDevice *dev,Swapchain *sc);
~SwapchainRenderTarget();
const VkRenderPass GetRenderPass ()const override {return *main_rp;}
const VkFramebuffer GetFramebuffer ()const override {return render_frame[current_frame]->GetFramebuffer();}
VkFramebuffer GetFramebuffer (const uint32_t index) {return render_frame[index]->GetFramebuffer();}
const uint32_t GetColorCount ()const override {return 1;}
const uint32_t GetImageCount ()const {return swap_chain_count;}
const uint32_t GetCurrentFrameIndices()const{return current_frame;}
GPUSemaphore * GetPresentCompleteSemaphore(){return present_complete_semaphore;}
virtual Texture2D * GetColorTexture(const int index=0) override{return swapchain->GetColorTexture(index);}
virtual Texture2D * GetDepthTexture() override{return swapchain->GetDepthTexture();}
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