implementing renderpass and vieport
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@@ -3,22 +3,32 @@
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#include "GraphicsResources.h"
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#include "Containers/Array.h"
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namespace Seele {
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namespace Gfx
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{
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class Window;
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class Graphics
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{
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public:
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Graphics();
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~Graphics();
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virtual void init(GraphicsInitializer initializer) = 0;
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virtual void beginFrame(void* windowHandle) = 0;
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virtual void endFrame(void* windowHandle) = 0;
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virtual void* createWindow(const WindowCreateInfo& createInfo) = 0;
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protected:
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friend class Window;
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};
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DEFINE_REF(Graphics);
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}
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}
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namespace Seele
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{
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namespace Gfx
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{
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class Graphics
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{
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public:
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Graphics();
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virtual ~Graphics();
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virtual void init(GraphicsInitializer initializer) = 0;
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virtual PWindow createWindow(const WindowCreateInfo &createInfo) = 0;
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virtual PViewport createViewport(PWindow owner, const ViewportCreateInfo &createInfo) = 0;
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virtual PRenderPass createRenderPass(PRenderTargetLayout layout) = 0;
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virtual void beginRenderPass(PRenderPass renderPass) = 0;
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virtual void endRenderPass() = 0;
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virtual PTexture2D createTexture2D(const TextureCreateInfo &createInfo) = 0;
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virtual PUniformBuffer createUniformBuffer(const BulkResourceData &bulkData) = 0;
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virtual PStructuredBuffer createStructuredBuffer(const BulkResourceData &bulkData) = 0;
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virtual PVertexBuffer createVertexBuffer(const BulkResourceData &bulkData) = 0;
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virtual PIndexBuffer createIndexBuffer(const BulkResourceData &bulkData) = 0;
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protected:
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friend class Window;
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};
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DEFINE_REF(Graphics);
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} // namespace Gfx
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} // namespace Seele
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