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Copy pathScriptableRenderPass.h
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102 lines (87 loc) · 3.19 KB
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#pragma once
#include "Export.h"
#include "RenderData.h"
#include "IRenderThrMethod.h"
#include "Mesh.h"
#include "Core/SContainer.hpp"
#include <unordered_map>
#include <vector>
namespace sh::render
{
class IRenderContext;
class CommandBuffer;
class RenderTexture;
class Material;
class Drawable;
enum class RenderQueue
{
BeforeRendering,
Picking,
BeforeOpaque,
Opaque,
AfterOpaque,
BeforeTransparent,
Transparent,
AfterTransparent,
BeforeUI,
UI,
AfterUI,
AfterRendering
};
template<>
struct IRenderThrMethod<class ScriptableRenderPass>
{
static void Configure(ScriptableRenderPass& pass, const RenderData& renderData);
static void Record(ScriptableRenderPass& pass, CommandBuffer& cmd, const IRenderContext& ctx, const RenderData& renderTarget);
/// @brief Configure 이후에 호출해야 정확한 렌더콜 갯수를 알 수 있음
/// @param pass 패스
/// @return 렌더콜 횟수
static auto GetRenderCallCount(ScriptableRenderPass& pass) -> uint32_t;
};
class ScriptableRenderPass
{
friend IRenderThrMethod<ScriptableRenderPass>;
public:
struct RenderBatch
{
const Material* material;
Mesh::Topology topology;
bool bSkinned = false;
std::vector<const Drawable*> drawables;
};
SH_RENDER_API ScriptableRenderPass(const core::Name& passName, RenderQueue renderQueue);
SH_RENDER_API virtual ~ScriptableRenderPass() = default;
SH_RENDER_API static auto CreateRenderBatch(const core::Name& passName, const std::vector<Drawable*>& drawables) -> std::vector<RenderBatch>;
SH_RENDER_API auto GetRenderTextures() const -> const std::unordered_map<const RenderTexture*, ResourceUsage>& { return renderTextures; }
protected:
SH_RENDER_API virtual void Configure(const RenderData& renderData);
SH_RENDER_API virtual void Record(CommandBuffer& cmd, const IRenderContext& ctx, const RenderData& renderData);
SH_RENDER_API void SetRenderTargetImageUsages(const RenderData& renderData);
SH_RENDER_API void SetImageUsages(const RenderData& renderData);
SH_RENDER_API void SetImageUsages(const std::vector<Drawable*>& drawables);
SH_RENDER_API void SetImageUsages(const Material& mat);
SH_RENDER_API void SetViewportScissor(CommandBuffer& cmd, const IRenderContext& ctx, const RenderViewer& renderViewer);
/// @brief Configure 이후에 호출해야 정확한 렌더콜 갯수를 알 수 있음
SH_RENDER_API auto GetRenderCallCount() const -> uint32_t { return renderCallCount; }
public:
const core::Name passName;
const RenderQueue renderQueue;
protected:
std::vector<RenderBatch> renderBatches;
std::unordered_map<const RenderTexture*, ResourceUsage> renderTextures;
private:
uint32_t renderCallCount = 0;
};
inline void IRenderThrMethod<ScriptableRenderPass>::Configure(ScriptableRenderPass& pass, const RenderData& renderData)
{
pass.Configure(renderData);
}
inline void IRenderThrMethod<ScriptableRenderPass>::Record(ScriptableRenderPass& pass, CommandBuffer& cmd, const IRenderContext& ctx, const RenderData& renderData)
{
pass.Record(cmd, ctx, renderData);
}
inline auto IRenderThrMethod<class ScriptableRenderPass>::GetRenderCallCount(ScriptableRenderPass& pass) -> uint32_t
{
return pass.GetRenderCallCount();
}
}//namespace