use multi depth in Swapchain FBO
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@@ -26,9 +26,9 @@ protected:
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protected:
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uint32_t color_count;
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Texture2D **color_textures;
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Texture2D *depth_texture;
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uint32_t color_count; ///<颜色成分数量
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Texture2D **color_textures; ///<颜色成分纹理列表
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Texture2D *depth_texture; ///<深度成分纹理
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protected:
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@@ -45,9 +45,10 @@ public:
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const VkExtent2D & GetExtent ()const {return extent;}
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virtual RenderPass * GetRenderPass () {return render_pass;}
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virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
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virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual Framebuffer * GetFramebuffer () {return fbo;}
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virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
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virtual Framebuffer * GetFramebuffer () {return fbo;}
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virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
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virtual Texture2D * GetDepthTexture (){return depth_texture;}
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@@ -78,14 +79,15 @@ public:
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RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
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~RTSwapchain();
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Framebuffer * GetFramebuffer ()override {return swapchain->sc_fbo[current_frame];}
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Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->sc_fbo[index];}
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const uint32_t GetColorCount ()const override {return 1;} ///Swapchain的FBO颜色成份只有一个
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const uint32_t GetColorCount ()const override {return 1;}
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const uint32_t GetImageCount ()const {return swapchain->color_count;}
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const uint32_t GetImageCount ()const {return swapchain->image_count;}
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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_color[index];}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_depth;}
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Framebuffer * GetFramebuffer ()override {return swapchain->sc_image[current_frame].fbo;}
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Framebuffer * GetFramebuffer (const int index) {return swapchain->sc_image[index].fbo;}
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virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_image[current_frame].color;}
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virtual Texture2D * GetDepthTexture () override{return swapchain->sc_image[current_frame].depth;}
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public:
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@@ -1,30 +1,47 @@
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#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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#pragma once
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKTexture.h>
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#include<hgl/type/List.h>
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#include<hgl/graph/VKFramebuffer.h>
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VK_NAMESPACE_BEGIN
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struct SwapchainImage
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{
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Texture2D * color =nullptr;
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Texture2D * depth =nullptr;
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Framebuffer * fbo =nullptr;
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public:
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~SwapchainImage()
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{
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delete fbo;
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delete depth;
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delete color;
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}
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};//struct SwapchainImage
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struct Swapchain
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{
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public:
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VkDevice device =VK_NULL_HANDLE;
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VkDevice device =VK_NULL_HANDLE;
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VkExtent2D extent;
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VkExtent2D extent;
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VkSurfaceTransformFlagBitsKHR transform;
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VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
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VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
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VkSurfaceFormatKHR surface_format;
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VkFormat depth_format;
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uint32_t color_count =0;
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uint32_t image_count =0;
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Texture2D ** sc_color =nullptr;
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Texture2D * sc_depth =nullptr;
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Framebuffer ** sc_fbo =nullptr;
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SwapchainImage * sc_image =nullptr;
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public:
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virtual ~Swapchain();
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};//struct Swapchain
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
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