PixelBullet
0.0.1
A C++ game engine
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engine
include
pixelbullet
graphics
render_frame_context.h
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#pragma once
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#include "pixelbullet/graphics/commands/command_buffer.h"
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#include <cstdint>
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#include <string_view>
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namespace
pixelbullet
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{
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class
Descriptor;
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class
Graphics;
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class
RenderDevice;
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class
RenderTarget2D;
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class
RenderFrameContext
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{
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public
:
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const
RenderDevice
& GetRenderDevice()
const
;
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const
CommandBuffer
& GetCommandBuffer()
const
;
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uint32_t GetImageIndex()
const
;
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uint32_t GetImageCount()
const
;
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const
Descriptor
* GetAttachment(std::string_view name)
const
;
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const
RenderTarget2D
* GetRenderTarget(std::string_view name)
const
;
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private
:
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friend
class
Graphics
;
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RenderFrameContext
(
const
RenderDevice
& render_device,
const
CommandBuffer
& command_buffer, uint32_t image_index,
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uint32_t image_count)
noexcept
;
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const
RenderDevice
* render_device_ =
nullptr
;
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const
CommandBuffer
* command_buffer_ =
nullptr
;
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uint32_t image_index_ = 0;
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uint32_t image_count_ = 1;
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};
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}
// namespace pixelbullet
pixelbullet::CommandBuffer
Class that represents a command buffer.
Definition
command_buffer.h:17
pixelbullet::Descriptor
Definition
descriptor.h:75
pixelbullet::Graphics
Module that manages the Vulkan instance_, Surface, Window and the renderpass structure.
Definition
graphics.h:36
pixelbullet::RenderDevice
Definition
render_device.h:15
pixelbullet::RenderFrameContext
Definition
render_frame_context.h:16
pixelbullet::RenderTarget2D
Definition
render_target.h:37
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