Files
kraken/kraken/KRRenderPass.h
kearwood 68c3831fde Added composite buffer render passes for deferred lighting path.
Refactoring KRCamera::renderFrame to use render passes.
Eliminate composite buffer binding GL code from KRCamera::renderFrame
2022-07-04 22:08:05 -07:00

63 lines
2.2 KiB
C++

//
// KRScene.h
// Kraken Engine
//
// Copyright 2022 Kearwood Gilbert. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. Redistributions in binary form must reproduce the above copyright notice, this list
// of conditions and the following disclaimer in the documentation and/or other materials
// provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY KEARWOOD GILBERT ''AS IS'' AND ANY EXPRESS OR IMPLIED
// WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
// FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL KEARWOOD GILBERT OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
// SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
// ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
// ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Kearwood Gilbert.
//
#ifndef KRRENDERPASS_H
#define KRRENDERPASS_H
#include "KREngine-common.h"
#include "KRContext.h"
class KRSurface;
class KRRenderPass : public KRContextObject
{
public:
KRRenderPass(KRContext& context);
~KRRenderPass();
struct RenderPassInfo
{
bool clearDepth;
bool keepDepth;
};
void create(KRDevice& device, VkFormat swapChainImageFormat, VkFormat depthImageFormat, const RenderPassInfo& info);
void destroy(KRDevice& device);
void begin(VkCommandBuffer &commandBuffer, KRSurface& surface, const Vector4& clearColor);
void end(VkCommandBuffer& commandBuffer);
// private:
VkRenderPass m_renderPass;
};
#endif // KRRENDERPASS_H