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novus/renderer/include/baserenderer.h
Joshua Goins e34daadbcd Split up Renderer's source files and a lot of refactoring
This now splits up the rendering system into sensible parts, and makes
it easier to switch between the simple renderer and the new experimental
one. Lots of refactors I needed to do for a while are now done, too.
2024-04-21 17:35:51 -04:00

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// SPDX-FileCopyrightText: 2024 Joshua Goins <josh@redstrate.com>
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <QDebug>
#include <string_view>
#include <glm/glm.hpp>
#include <physis.hpp>
#include <spirv.hpp>
#include <spirv_cross.hpp>
#include <spirv_glsl.hpp>
#include <vulkan/vulkan.h>
class Renderer;
struct DrawObject;
struct Camera;
struct Texture;
/// Base class for all rendering implementations
class BaseRenderer
{
public:
virtual ~BaseRenderer() = default;
/// Perform any operations required on resize, such as recreating images.
virtual void resize() = 0;
/// Render a frame into @p commandBuffer. @p currentFrame is the same value as SwapChain::currentFrame for convenience.
virtual void render(VkCommandBuffer commandBuffer, uint32_t currentFrame, Camera &camera, const std::vector<DrawObject> &models) = 0;
/// Do whatever is needed in the backend to prepare it for drawing
virtual void addDrawObject(const DrawObject &drawObject) = 0;
/// The final composite texture that is drawn into with render()
virtual Texture &getCompositeTexture() = 0;
};