mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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94 lines
No EOL
3 KiB
C++
94 lines
No EOL
3 KiB
C++
/*
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* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
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* Copyright (C) 2022 Stephen Pridham (id Tech 4x integration)
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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#ifndef RENDER_PASS_H_
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#define RENDER_PASS_H_
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#include "sys/DeviceManager.h"
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class IRenderPass
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{
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private:
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DeviceManager* deviceManager;
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public:
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explicit IRenderPass( DeviceManager* deviceManager )
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: deviceManager( deviceManager )
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{ }
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virtual ~IRenderPass() = default;
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virtual void RenderFrontend() { }
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virtual void Render( nvrhi::IFramebuffer* framebuffer ) { }
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virtual void Animate( float fElapsedTimeSeconds ) { }
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virtual void BackBufferResizing() { }
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virtual void BackBufferResized( const uint32_t width, const uint32_t height, const uint32_t sampleCount ) { }
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[[nodiscard]] DeviceManager* GetDeviceManager() const
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{
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return deviceManager;
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}
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[[nodiscard]] nvrhi::IDevice* GetDevice() const
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{
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return deviceManager->GetDevice();
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}
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[[nodiscard]] uint32_t GetFrameIndex() const
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{
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return deviceManager->GetFrameIndex();
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}
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};
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class BasicTriangle : public IRenderPass
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{
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private:
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nvrhi::ShaderHandle vertexShader;
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nvrhi::ShaderHandle pixelShader;
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nvrhi::GraphicsPipelineHandle pipeline;
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nvrhi::CommandListHandle commandList;
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nvrhi::InputLayoutHandle inputLayout;
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nvrhi::BindingLayoutHandle bindingLayout;
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nvrhi::BindingSetHandle bindingSet;
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vertCacheHandle_t vertexBlock;
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vertCacheHandle_t indexBlock;
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idDrawVert* vertexPointer;
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triIndex_t* indexPointer;
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const idMaterial* material;
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int numVerts;
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int numIndexes;
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idDrawVert* AllocVerts( int vertCount, triIndex_t* tempIndexes, int indexCount );
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public:
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using IRenderPass::IRenderPass;
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bool Init();
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void BackBufferResizing() override;
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void Animate( float fElapsedTimeSeconds ) override;
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void RenderFrontend() override;
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void Render( nvrhi::IFramebuffer* framebuffer ) override;
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};
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#endif |