NazaraEngine/include/Nazara/VulkanRenderer/VulkanRenderWindow.hpp

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3.6 KiB
C++

// Copyright (C) 2020 Jérôme Leclercq
// This file is part of the "Nazara Engine - Vulkan Renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_VULKANRENDERER_RENDERWINDOW_HPP
#define NAZARA_VULKANRENDERER_RENDERWINDOW_HPP
#include <Nazara/Prerequisites.hpp>
#include <Nazara/Core/Clock.hpp>
#include <Nazara/Math/Rect.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Renderer/Enums.hpp>
#include <Nazara/Renderer/RendererImpl.hpp>
#include <Nazara/Renderer/RenderWindowImpl.hpp>
#include <Nazara/VulkanRenderer/Config.hpp>
#include <Nazara/VulkanRenderer/VulkanDevice.hpp>
#include <Nazara/VulkanRenderer/VulkanWindowFramebuffer.hpp>
#include <Nazara/VulkanRenderer/VulkanRenderImage.hpp>
#include <Nazara/VulkanRenderer/VulkanRenderPass.hpp>
#include <Nazara/VulkanRenderer/Wrapper/CommandBuffer.hpp>
#include <Nazara/VulkanRenderer/Wrapper/CommandPool.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Device.hpp>
#include <Nazara/VulkanRenderer/Wrapper/DeviceMemory.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Framebuffer.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Image.hpp>
#include <Nazara/VulkanRenderer/Wrapper/QueueHandle.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Surface.hpp>
#include <Nazara/VulkanRenderer/Wrapper/Swapchain.hpp>
#include <optional>
#include <vector>
namespace Nz
{
class NAZARA_VULKANRENDERER_API VulkanRenderWindow : public RenderWindowImpl
{
public:
VulkanRenderWindow(RenderWindow& owner);
VulkanRenderWindow(const VulkanRenderWindow&) = delete;
VulkanRenderWindow(VulkanRenderWindow&&) = delete; ///TODO
~VulkanRenderWindow();
RenderFrame Acquire() override;
bool Create(RendererImpl* renderer, RenderSurface* surface, const RenderWindowParameters& parameters) override;
std::shared_ptr<CommandPool> CreateCommandPool(QueueType queueType) override;
const VulkanWindowFramebuffer& GetFramebuffer(std::size_t i) const override;
std::size_t GetFramebufferCount() const override;
inline VulkanDevice& GetDevice();
inline const VulkanDevice& GetDevice() const;
inline Vk::QueueHandle& GetGraphicsQueue();
const VulkanRenderPass& GetRenderPass() const override;
const Vector2ui& GetSize() const override;
inline const Vk::Swapchain& GetSwapchain() const;
void Present(UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE);
VulkanRenderWindow& operator=(const VulkanRenderWindow&) = delete;
VulkanRenderWindow& operator=(VulkanRenderWindow&&) = delete; ///TODO
private:
bool CreateSwapchain(Vk::Surface& surface, const Vector2ui& size);
bool SetupDepthBuffer(const Vector2ui& size);
bool SetupFrameBuffers(const Vector2ui& size);
bool SetupRenderPass();
bool SetupSwapchain(const Vk::PhysicalDevice& deviceInfo, Vk::Surface& surface, const Vector2ui& size);
std::optional<VulkanRenderPass> m_renderPass;
std::shared_ptr<VulkanDevice> m_device;
std::size_t m_currentFrame;
std::vector<VulkanWindowFramebuffer> m_framebuffers;
std::vector<Vk::Fence*> m_inflightFences;
std::vector<std::unique_ptr<VulkanRenderImage>> m_concurrentImageData;
Vk::DeviceMemory m_depthBufferMemory;
Vk::Image m_depthBuffer;
Vk::ImageView m_depthBufferView;
Vk::QueueHandle m_graphicsQueue;
Vk::QueueHandle m_presentQueue;
Vk::QueueHandle m_transferQueue;
Vk::Swapchain m_swapchain;
Clock m_clock;
RenderWindow& m_owner;
Vector2ui m_swapchainSize;
VkFormat m_depthStencilFormat;
VkSurfaceFormatKHR m_surfaceFormat;
bool m_shouldRecreateSwapchain;
};
}
#include <Nazara/VulkanRenderer/VulkanRenderWindow.inl>
#endif // NAZARA_VULKANRENDERER_RENDERWINDOW_HPP