Graphics: Add RenderTexture class
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committed by
Jérôme Leclercq
parent
4f08d0b3c1
commit
aaf3d97954
45
src/Nazara/Renderer/RenderTexture.cpp
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45
src/Nazara/Renderer/RenderTexture.cpp
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@@ -0,0 +1,45 @@
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// Copyright (C) 2023 Jérôme "Lynix" Leclercq (lynix680@gmail.com)
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// This file is part of the "Nazara Engine - Renderer module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Renderer/RenderTexture.hpp>
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#include <Nazara/Renderer/CommandBufferBuilder.hpp>
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#include <Nazara/Renderer/Texture.hpp>
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#include <Nazara/Renderer/Debug.hpp>
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namespace Nz
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{
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RenderTexture::RenderTexture(std::shared_ptr<Texture> texture, PipelineStage targetPipelineStage, MemoryAccessFlags targetMemoryFlags, TextureLayout targetLayout) :
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m_targetTexture(std::move(texture)),
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m_targetMemoryFlags(targetMemoryFlags),
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m_targetPipelineStage(targetPipelineStage),
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m_targetLayout(targetLayout),
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m_textureSize(Vector2ui(m_targetTexture->GetSize()))
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{
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}
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void RenderTexture::BlitTexture(RenderFrame& /*renderFrame*/, CommandBufferBuilder& builder, const Texture& texture) const
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{
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Vector3ui textureSize = texture.GetSize();
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Vector3ui targetTextureSize = m_targetTexture->GetSize();
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builder.BeginDebugRegion("Blit to texture", Color::Blue());
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{
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builder.TextureBarrier(PipelineStage::ColorOutput, PipelineStage::Transfer, MemoryAccess::ColorWrite, MemoryAccess::TransferRead, TextureLayout::ColorOutput, TextureLayout::TransferSource, texture);
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builder.TextureBarrier(PipelineStage::TopOfPipe, PipelineStage::Transfer, {}, MemoryAccess::TransferWrite, TextureLayout::Undefined, TextureLayout::TransferDestination, *m_targetTexture);
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Boxui fromBox(0, 0, 0, textureSize.x, textureSize.y, 1);
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Boxui toBox(0, 0, 0, targetTextureSize.x, targetTextureSize.y, 1);
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builder.BlitTexture(texture, fromBox, TextureLayout::TransferSource, *m_targetTexture, toBox, TextureLayout::TransferDestination, SamplerFilter::Linear);
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builder.TextureBarrier(PipelineStage::Transfer, m_targetPipelineStage, MemoryAccess::TransferWrite, m_targetMemoryFlags, TextureLayout::TransferDestination, m_targetLayout, *m_targetTexture);
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}
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builder.EndDebugRegion();
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}
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const Vector2ui& RenderTexture::GetSize() const
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{
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return m_textureSize;
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}
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}
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@@ -30,21 +30,6 @@ namespace Nz
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ConnectSignals();
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}
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const Framebuffer& WindowSwapchain::GetFramebuffer(std::size_t i) const
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{
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return m_swapchain->GetFramebuffer(i);
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}
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std::size_t WindowSwapchain::GetFramebufferCount() const
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{
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return m_swapchain->GetFramebufferCount();
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}
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const RenderPass& WindowSwapchain::GetRenderPass() const
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{
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return m_swapchain->GetRenderPass();
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}
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const Vector2ui& WindowSwapchain::GetSize() const
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{
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return (m_swapchain) ? m_swapchain->GetSize() : m_window->GetSize();
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