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Engine.h
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Engine.h
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#pragma once
#include "World/VisualWorld.h"
#include "Core/Renderer/Renderer.h"
#include "FileIO/SDL/SdlParser.h"
#include "FileIO/SDL/SdlResourcePack.h"
#include "Math/TVector2.h"
#include "Core/Renderer/Renderer.h"
#include "Core/Renderer/ERegionStatus.h"
#include "Frame/frame_fwd.h"
#include "Frame/FrameProcessor.h"
#include "Core/Renderer/EAttribute.h"
#include "Core/Renderer/Region/Region.h"
#include <string>
#include <memory>
namespace ph
{
class Engine final
{
public:
Engine();
void enterCommand(const std::string& commandFragment);
void update();
void render();
void retrieveFrame(
std::size_t layerIndex,
HdrRgbFrame& out_frame,
bool applyPostProcessing = true);
TVector2<int64> getFilmDimensionPx() const;
void setNumRenderThreads(uint32 numThreads);
ERegionStatus asyncPollUpdatedRegion(Region* out_region) const;
void asyncPeekFrame(
std::size_t layerIndex,
const Region& region,
HdrRgbFrame& out_frame,
bool applyPostProcessing = true) const;
void asyncQueryStatistics(float32* out_percentageProgress,
float32* out_samplesPerSecond) const;
void setWorkingDirectory(const Path& path);
Renderer* getRenderer() const;
private:
SdlParser m_parser;
SdlResourcePack m_data;
std::shared_ptr<Renderer> m_renderer;
uint32 m_numRenderThreads;
//FrameProcessor m_frameProcessor;
// TODO: associate each attribute with a pipeline
//FrameProcessor::PipelineId m_id;
};
// In-header Implementations:
inline Renderer* Engine::getRenderer() const
{
PH_ASSERT(m_renderer);
return m_renderer.get();
}
}// end namespace ph