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Univerxel/src/client/render/vk/CommandCenter.hpp

79 lines
2.5 KiB
C++

#pragma once
#include "forward.hpp"
#include <vector>
#include <functional>
#include <glm/mat4x4.hpp>
#include "api/Buffers.hpp"
#include "api/Images.hpp"
#include "api/Models.hpp"
namespace tracy {
class VkCtx;
}
typedef tracy::VkCtx* TracyVkCtx;
namespace render::vk {
class SwapChain;
class Pipeline;
struct Subpass;
class CommandCenter final {
public:
CommandCenter(VkDevice, const PhysicalDeviceInfo&, const renderOptions&);
~CommandCenter();
void startRecording(uint32_t idx, VkRenderPass, VkExtent2D, const VoxelUBO&);
void startWorldPass(uint32_t idx, const Subpass&);
size_t recordModel(uint32_t idx, const Subpass &worldPass, const UniqueCurvaturePush&, const LodModel *const);
void startEntityPass(uint32_t idx, const Subpass &entityPass);
size_t recordModels(uint32_t idx, const Subpass &entityPass, const std::vector<glm::mat4>&, const Model *const);
void startIndicPass(uint32_t idx, const Subpass&);
size_t recordIndicator(uint32_t idx, const Subpass&, const ModelColorPush&, bool isCube);
void recordPostprocess(uint32_t idx, const Subpass&, bool skybox);
void recordUI(uint32_t idx, VkRenderPass uiPass, VkExtent2D, const std::function<void(VkCommandBuffer)> &);
void submitGraphics(uint32_t, VkSemaphore, VkSemaphore, VkFence);
void loadAtlases(const std::string &texturePath, int anisotropy, float lodBias);
void allocate(const std::vector<VkImageView>&, const Pipeline&, VkPhysicalDevice, VkExtent2D);
void free();
private:
VkDevice device;
std::vector<VkFramebuffer> framebuffers;
std::vector<VkFramebuffer> uiFramebuffers;
VkFormat colorFormat;
VkSampleCountFlagBits colorSamples;
std::unique_ptr<Image> colorbuffer;
VkFormat depthFormat;
std::unique_ptr<Image> depthbuffer;
VkQueue graphicsQueue;
VkCommandPool graphicsPool;
std::vector<VkCommandBuffer> graphicsBuffers;
TracyVkCtx tracyCtx;
BufferGroup uniformBuffers;
VkDescriptorPool descriptorPool;
std::vector<VkDescriptorSet> voxelDescriptorSets;
std::unique_ptr<TextureArray> voxelTextureAtlas;
std::unique_ptr<TextureArray> voxelNormalAtlas;
std::unique_ptr<TextureArray> voxelHOSAtlas;
std::vector<VkDescriptorSet> indicDescriptorSets;
std::unique_ptr<Shape> indicCubeBuffer;
std::unique_ptr<Shape> indicSphereBuffer;
std::vector<VkDescriptorSet> skyDescriptorSets;
std::unique_ptr<TextureCube> skyboxTexture;
std::unique_ptr<Shape> skyCubeBuffer;
bool freed = true;
};
}