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

50 lines
1.3 KiB
C++

#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
#include<hgl/graph/vulkan/VK.h>
#include<hgl/graph/vulkan/VKRenderPass.h>
#include<hgl/graph/vulkan/VKFramebuffer.h>
VK_NAMESPACE_BEGIN
class RenderTarget
{
Device *device;
RenderPass *rp;
Framebuffer *fb;
VkExtent2D extent;
List<ImageView *> colors;
ImageView *depth;
private:
friend class Device;
RenderTarget(Device *dev,RenderPass *_rp,Framebuffer *_fb)
{
device=dev;
rp=_rp;
fb=_fb;
}
public:
~RenderTarget()
{
if(fb)delete fb;
}
operator RenderPass * (){return rp;}
operator Framebuffer * (){return fb;}
operator VkRenderPass (){return rp?rp->operator VkRenderPass():nullptr;}
operator VkFramebuffer (){return fb?fb->operator VkFramebuffer():nullptr;}
const VkExtent2D & GetExtent ()const{return extent;} ///<取得画面尺寸
const uint GetColorCount ()const{colors.GetCount();} ///<取得颜色成份数量
const bool IsExistDepth ()const{return depth;} ///<是否存在深度成份
};//class RenderTarget
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE