preparing RenderFramework
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120
inc/hgl/graph/RenderFramework.h
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120
inc/hgl/graph/RenderFramework.h
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/type/List.h>
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#include<hgl/graph/ViewportInfo.h>
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VK_NAMESPACE_BEGIN
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class RenderModule;
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/**
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* 光照剔除模式
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*/
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enum class LightingCullingMode
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{
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None, ///<不剔除
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/*
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* 基于Tile的剔除模式
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* 按屏幕XY坐标划分成多个Tile,再配合znear/zfar形成一个Volume。所有光源和Volume计算相交性
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*/
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Tile, ///<瓦片剔除
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/**
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* 基于Tile的剔除模式的改进型
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* 同Tile方法,得出Tile后,再通过Compute Shader遍历Tile内所有象素,得出当前Tile的最远z值和最近z值。
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* 根据XY与zNear/zFar得出一个Volume,计算所有光源与Volume相交性。
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*/
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TileVolume, ///<瓦片体积剔除
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/**
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* 基于Tile的剔除模式的改进型
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* 同TileVolume方法得出Volume后,再将Volume按深度划分成多个Volume。
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* 剔除掉没有象素的Volume,再将剩下的Volume与光源计算相交性。
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*/
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Cluster, ///<集簇剔除
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ENUM_CLASS_RANGE(None,Cluster)
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};//enum class LightingCullingMode
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enum class RenderingMode
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{
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Forward, ///<前向渲染
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Deferred, ///<延迟渲染
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ENUM_CLASS_RANGE(Forward,Deferred)
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};//enum class RenderingMode
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enum class RenderPhase
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{
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PreRender, ///<渲染前
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Physics, ///<物理
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Anim, ///<动画前
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Depth, ///<渲染深度(一般用于Early-Z pass)
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GBuffer, ///<生成GBuffer
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Transparent, ///<渲染透明物件
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PostProcess, ///<后处理
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Submit, ///<提交指令队列
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Present, ///<呈现
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ENUM_CLASS_RANGE(PreRender,Present)
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};//enum class RenderPhase
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/**
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* 渲染框架
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*/
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class RenderFramework
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{
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ObjectList<RenderModule> module_list;
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protected:
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ViewportInfo viewport_info;
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int swap_chain_count =0;
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protected:
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GPUDevice * device =nullptr;
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RenderPass * device_render_pass =nullptr;
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RTSwapchain * default_rt =nullptr;
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RenderCmdBuffer ** render_cmd_buffers =nullptr;
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private:
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uint64 frame_count =0;
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public:
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const uint64 GetFrameCount ()const noexcept{return frame_count;} ///<取得当前帧数
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void RestartFrameCount ()noexcept{frame_count=0;} ///<重新开始统计帧数
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public:
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NO_COPY_NO_MOVE(RenderFramework)
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RenderFramework(){}
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virtual ~RenderFramework()=default;
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/**
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* @pragma delta_time 本帧时间间隔
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*/
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virtual void Update(const double delta_time){}
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virtual void BeginFrame(){}; ///<开始当前帧
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virtual void EndFrame(){}; ///<当前帧结束
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virtual void MainLoop(); ///<主循环
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};//class RenderFramework
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VK_NAMESPACE_END
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