Implement some classes
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@@ -8,27 +8,13 @@
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#define NAZARA_OPENGLRENDERER_RENDERWINDOW_HPP
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Core/Clock.hpp>
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#include <Nazara/Math/Rect.hpp>
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#include <Nazara/Math/Vector3.hpp>
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#include <Nazara/Renderer/Enums.hpp>
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#include <Nazara/Renderer/RendererImpl.hpp>
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#include <Nazara/Renderer/RenderWindowImpl.hpp>
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#include <Nazara/OpenGLRenderer/Config.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLDevice.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLMultipleFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLFramebuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderImage.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
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#include <Nazara/OpenGLRenderer/VkRenderTarget.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/CommandBuffer.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/CommandPool.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Device.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/DeviceMemory.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Framebuffer.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Image.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/QueueHandle.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Surface.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Swapchain.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
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#include <Nazara/Renderer/RenderWindowImpl.hpp>
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#include <optional>
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#include <vector>
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@@ -37,54 +23,31 @@ namespace Nz
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class NAZARA_OPENGLRENDERER_API OpenGLRenderWindow : public RenderWindowImpl
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{
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public:
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VkRenderWindow();
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VkRenderWindow(const VkRenderWindow&) = delete;
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VkRenderWindow(VkRenderWindow&&) = delete; ///TODO
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virtual ~VkRenderWindow();
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OpenGLRenderWindow();
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~OpenGLRenderWindow() = default;
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OpenGLRenderImage& Acquire() override;
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bool Create(RendererImpl* renderer, RenderSurface* surface, const Vector2ui& size, const RenderWindowParameters& parameters) override;
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std::unique_ptr<CommandPool> CreateCommandPool(QueueType queueType) override;
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inline const OpenGLFramebuffer& GetFramebuffer() const override;
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inline OpenGLDevice& GetDevice();
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inline const OpenGLDevice& GetDevice() const;
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inline Vk::QueueHandle& GetGraphicsQueue();
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const OpenGLFramebuffer& GetFramebuffer() const override;
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const OpenGLRenderPass& GetRenderPass() const override;
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inline const Vk::Swapchain& GetSwapchain() const;
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std::shared_ptr<RenderDevice> GetRenderDevice() override;
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void Present(UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE);
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VkRenderWindow& operator=(const VkRenderWindow&) = delete;
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VkRenderWindow& operator=(VkRenderWindow&&) = delete; ///TODO
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void Present();
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private:
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bool SetupDepthBuffer(const Vector2ui& size);
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bool SetupRenderPass();
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bool SetupSwapchain(const Vk::PhysicalDevice& deviceInfo, Vk::Surface& surface, const Vector2ui& size);
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std::size_t m_currentFrame;
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Clock m_clock;
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VkFormat m_depthStencilFormat;
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VkSurfaceFormatKHR m_surfaceFormat;
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std::optional<OpenGLMultipleFramebuffer> m_framebuffer;
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std::optional<OpenGLRenderPass> m_renderPass;
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std::shared_ptr<OpenGLDevice> m_device;
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std::vector<Vk::Fence*> m_inflightFences;
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std::vector<OpenGLRenderImage> m_concurrentImageData;
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Vk::DeviceMemory m_depthBufferMemory;
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Vk::Image m_depthBuffer;
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Vk::ImageView m_depthBufferView;
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Vk::QueueHandle m_graphicsQueue;
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Vk::QueueHandle m_presentQueue;
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Vk::QueueHandle m_transferQueue;
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Vk::Swapchain m_swapchain;
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std::vector<OpenGLRenderImage> m_renderImage;
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std::unique_ptr<GL::Context> m_context;
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OpenGLFramebuffer m_framebuffer;
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OpenGLRenderPass m_renderPass;
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};
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}
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#include <Nazara/OpenGLRenderer/VkRenderWindow.inl>
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#include <Nazara/OpenGLRenderer/OpenGLRenderWindow.inl>
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#endif // NAZARA_OPENGLRENDERER_RENDERWINDOW_HPP
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