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https://github.com/MaSzyna-EU07/maszyna.git
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80 lines
2.3 KiB
C++
80 lines
2.3 KiB
C++
/*
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This Source Code Form is subject to the
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terms of the Mozilla Public License, v.
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2.0. If a copy of the MPL was not
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distributed with this file, You can
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obtain one at
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http://mozilla.org/MPL/2.0/.
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*/
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// the maps of the occlusion of the sky by the scenery in the vulkan renderer (the track T, opengl46_sky_occlusion): the images of
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// gfx::sky_occlusion, which works out what goes into them. the squares of the tiles it gives are gathered in a frame and copied at
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// once from one staging buffer, with the commands of the frame (flush())
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#pragma once
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#include "rendering/common/skyocclusion.h"
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#include "rendering/vulkan14/vulkan14memory.h"
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#include <memory>
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namespace vk14
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{
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class command_stream;
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class sky_occlusion_maps : public gfx::sky_occlusion
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{
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public:
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sky_occlusion_maps() = default;
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~sky_occlusion_maps() override;
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// Memory, Deletions: what the maps are made and let go with; called once
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void init(allocator &Memory, deletion_queue &Deletions);
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// the maps go (the device is about to)
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void destroy();
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// the value of the timeline the gpu reaches when it's done with the frame being recorded
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void begin_frame(std::uint64_t const Value)
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{
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m_value = Value;
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}
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// the squares given in the frame copied to the maps, which are left in the layout the shading reads them in
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void flush(command_stream *Commands);
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// the maps once they're filled, for the pass sets; null: the stand-ins are read
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image *heights() const
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{
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return m_ready ? m_heights.get() : nullptr;
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}
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image *occlusion() const
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{
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return m_ready ? m_occlusion.get() : nullptr;
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}
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protected:
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bool gpu_allocate(int const Side) override;
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void gpu_release() override;
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void gpu_upload(int const X, int const Y, int const Size, float const *Heights, std::uint16_t const *Occlusion) override;
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private:
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void let_go();
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allocator *m_memory{nullptr};
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deletion_queue *m_deletions{nullptr};
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std::uint64_t m_value{0};
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std::shared_ptr<image> m_heights;
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std::shared_ptr<image> m_occlusion;
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bool m_ready{false};
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// the squares waiting for the copy: where, and their data one after another (the heights, then the occlusion of each)
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struct square
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{
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int x;
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int y;
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int size;
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std::size_t offset; // of the heights in m_data
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};
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std::vector<square> m_squares;
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std::vector<std::uint8_t> m_data;
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};
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} // namespace vk14
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