Files
WickedEngine/WickedEngine/RenderPath.h
T
Turánszki János f1ced24f05 Multi swapchain support (#257)
* multi swapchain draft

* uwp fix

* swapchain resize handling

* swapchain buffercount

* vsync toggle

* tests fix

* update

* everything removed from graphicsdevice regarding global screen params, engine refactor

* added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain

* linux fix: vulkan device needs window handle for instance creation

* refactor

* removed unused includes

* shader refactor and lensflare fix

* swapchain clearcolor and other refactors

* vulkan: no vector allocation in submit

* tests fix

* refactors

* lens flare canvas size fix

* gui refactor for canvas support

* refactors

* removed global canvas state

* msaa fix

* fixes

* refactor to minimize interface changes

* gui changes

* checkbox fix

* gui fixes

* fixes

* input system will accept window handle

* editor fixes

* refactor and removed resolution related system events

* small editor update

* refactor: renderpath inherits from canvas

* fixed tests duh

* image refactor

* image fix

* removed every using namespace std

* pushconstant fix

* editor: object picking only when necessary

* removed include

* dx12: copy fence waiting performed on CPU

* dx12 copyallocator update

* vulkan: copy allocator with timeline semaphores

* missing include

* dx12 copy allocator update

* refactor

* editor update

* vulkan copy allocator fix

* dx12 update

* vulkan, dx12 fixes

* version bump

* vsync event helper

* documentation update

* updated vulkan, dx12, dxc
2021-04-22 11:36:22 +02:00

40 lines
1.2 KiB
C++

#pragma once
#include "CommonInclude.h"
#include "wiGraphicsDevice.h"
#include "wiCanvas.h"
class RenderPath : public wiCanvas
{
private:
uint32_t layerMask = 0xFFFFFFFF;
public:
virtual ~RenderPath() = default;
// load resources in background (for example behind loading screen)
virtual void Load() {}
// called when RenderPath gets activated
virtual void Start() {}
// called when RenderPath gets deactivated (for example when switching to an other RenderPath)
virtual void Stop() {}
// executed before Update()
virtual void PreUpdate() {}
// update with fixed frequency
virtual void FixedUpdate() {}
// update once per frame
// dt : elapsed time since last call in seconds
virtual void Update(float dt) {}
// executed after Update()
virtual void PostUpdate() {}
// Render to layers, rendertargets, etc
// This will be rendered offscreen
virtual void Render() const {}
// Compose the rendered layers (for example blend the layers together as Images)
// This will be rendered to the backbuffer
virtual void Compose(wiGraphics::CommandList cmd) const {}
inline uint32_t getLayerMask() const { return layerMask; }
inline void setlayerMask(uint32_t value) { layerMask = value; }
};