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58 lines
1.7 KiB
C++
58 lines
1.7 KiB
C++
//
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// Created by Bradley Austin Davis on 2016/07/26
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// Copyright 2013-2016 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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#ifndef hifi_gpu_Frame_h
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#define hifi_gpu_Frame_h
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#include <functional>
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#include <queue>
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#include "Forward.h"
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#include "Batch.h"
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#include "Resource.h"
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namespace gpu {
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class Frame {
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friend class Context;
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public:
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Frame();
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virtual ~Frame();
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using Batches = std::vector<BatchPointer>;
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using FramebufferRecycler = std::function<void(const FramebufferPointer&)>;
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using OverlayRecycler = std::function<void(const TexturePointer&)>;
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StereoState stereoState;
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uint32_t frameIndex{ 0 };
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/// The view matrix used for rendering the frame, only applicable for HMDs
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Mat4 view;
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/// The sensor pose used for rendering the frame, only applicable for HMDs
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Mat4 pose;
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/// The collection of batches which make up the frame
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Batches batches;
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/// The main thread updates to buffers that are applicable for this frame.
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BufferUpdates bufferUpdates;
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/// The destination framebuffer in which the results will be placed
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FramebufferPointer framebuffer;
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/// How to process the framebuffer when the frame dies. MUST BE THREAD SAFE
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FramebufferRecycler framebufferRecycler;
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std::queue<std::pair<std::function<void(const QImage&)>, float>> snapshotOperators;
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protected:
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friend class Deserializer;
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// Should be called once per frame, on the recording thred
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void finish();
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void preRender();
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};
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};
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#endif
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