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doom3-bfg/neo/renderer/RenderPass.h

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