NazaraEngine/include/Nazara/OpenGLRenderer/OpenGLRenderWindow.hpp

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3.4 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Engine - OpenGL Renderer"
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NAZARA_OPENGLRENDERER_RENDERWINDOW_HPP
#define NAZARA_OPENGLRENDERER_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/OpenGLRenderer/Config.hpp>
#include <Nazara/OpenGLRenderer/OpenGLDevice.hpp>
#include <Nazara/OpenGLRenderer/OpenGLMultipleFramebuffer.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderImage.hpp>
#include <Nazara/OpenGLRenderer/OpenGLRenderPass.hpp>
#include <Nazara/OpenGLRenderer/VkRenderTarget.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/CommandBuffer.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/CommandPool.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Device.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/DeviceMemory.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Framebuffer.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Image.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/QueueHandle.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Surface.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Swapchain.hpp>
#include <optional>
#include <vector>
namespace Nz
{
class NAZARA_OPENGLRENDERER_API OpenGLRenderWindow : public RenderWindowImpl
{
public:
VkRenderWindow();
VkRenderWindow(const VkRenderWindow&) = delete;
VkRenderWindow(VkRenderWindow&&) = delete; ///TODO
virtual ~VkRenderWindow();
OpenGLRenderImage& Acquire() override;
bool Create(RendererImpl* renderer, RenderSurface* surface, const Vector2ui& size, const RenderWindowParameters& parameters) override;
std::unique_ptr<CommandPool> CreateCommandPool(QueueType queueType) override;
inline const OpenGLFramebuffer& GetFramebuffer() const override;
inline OpenGLDevice& GetDevice();
inline const OpenGLDevice& GetDevice() const;
inline Vk::QueueHandle& GetGraphicsQueue();
const OpenGLRenderPass& GetRenderPass() const override;
inline const Vk::Swapchain& GetSwapchain() const;
std::shared_ptr<RenderDevice> GetRenderDevice() override;
void Present(UInt32 imageIndex, VkSemaphore waitSemaphore = VK_NULL_HANDLE);
VkRenderWindow& operator=(const VkRenderWindow&) = delete;
VkRenderWindow& operator=(VkRenderWindow&&) = delete; ///TODO
private:
bool SetupDepthBuffer(const Vector2ui& size);
bool SetupRenderPass();
bool SetupSwapchain(const Vk::PhysicalDevice& deviceInfo, Vk::Surface& surface, const Vector2ui& size);
std::size_t m_currentFrame;
Clock m_clock;
VkFormat m_depthStencilFormat;
VkSurfaceFormatKHR m_surfaceFormat;
std::optional<OpenGLMultipleFramebuffer> m_framebuffer;
std::optional<OpenGLRenderPass> m_renderPass;
std::shared_ptr<OpenGLDevice> m_device;
std::vector<Vk::Fence*> m_inflightFences;
std::vector<OpenGLRenderImage> 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;
};
}
#include <Nazara/OpenGLRenderer/VkRenderWindow.inl>
#endif // NAZARA_OPENGLRENDERER_RENDERWINDOW_HPP