Add additional Asset types

- Add Framebuffer Asset
- Add Pipeline Asset
- Add RenderTexture Asset
This commit is contained in:
Thraix
2023-04-22 21:00:34 +02:00
parent 0246e89039
commit 1731bb1dd5
34 changed files with 322 additions and 171 deletions
+4 -3
View File
@@ -1,5 +1,6 @@
#pragma once
#include "copium/asset/AssetMeta.h"
#include "copium/buffer/CommandBuffer.h"
#include "copium/buffer/IndexBuffer.h"
#include "copium/buffer/RendererVertexBuffer.h"
@@ -20,7 +21,7 @@ namespace Copium
DescriptorPool descriptorPool;
IndexBuffer ibo;
AssetHandle emptyTexture;
std::unique_ptr<Pipeline> graphicsPipeline;
AssetHandle pipeline;
std::vector<std::unique_ptr<Batch>> batches;
// Temporary data during a render
@@ -31,7 +32,7 @@ namespace Copium
int textureCount;
void* mappedVertexBuffer;
public:
Renderer(VkRenderPass renderPass);
Renderer();
~Renderer();
void Quad(const glm::vec2& from, const glm::vec2& to, const glm::vec3& color = glm::vec3{1, 1, 1});
@@ -44,7 +45,7 @@ namespace Copium
void SetDescriptorSet(const DescriptorSet& descriptorSet);
private:
void InitializeIndexBuffer();
void InitializeGraphicsPipeline(VkRenderPass renderPass);
void InitializeGraphicsPipeline();
int AllocateSampler(const Sampler& sampler);
void AllocateQuad();