ULRE/src/SceneGraph/RenderAssignBuffer.cpp

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#include"RenderAssignBuffer.h"
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/RenderNode.h>
#include<hgl/graph/mtl/UBOCommon.h>
VK_NAMESPACE_BEGIN
VkBuffer RenderAssignBuffer::GetAssignVBO()const
{
return vbo_assigns->GetBuffer();
}
void RenderAssignBuffer::Bind(MaterialInstance *mi)const
{
const VIL *vil=mi->GetVIL();
const uint assign_binding_count=vil->GetCount(VertexInputGroup::Assign);
if(assign_binding_count<=0)return;
mi->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
// mi->BindUBO(DescriptorSetType::PerFrame,"Assign",assign_buffer->ubo_mi);
}
void RenderAssignBuffer::ClearNode()
{
SAFE_CLEAR(ubo_l2w);
SAFE_CLEAR(ubo_mi);
SAFE_CLEAR(vbo_assigns);
node_count=0;
}
void RenderAssignBuffer::Clear()
{
ClearNode();
// ClearMI();
// SAFE_CLEAR(bone_id)
// SAFE_CLEAR(bone_weight)
}
void RenderAssignBuffer::NodeAlloc(GPUDevice *dev,const uint c)
{
ClearNode();
node_count=power_to_2(c);
ubo_l2w=dev->CreateUBO(node_count*sizeof(Matrix4f));
//ubo_mi=dev->CreateUBO(node_count*sizeof(uint8));
vbo_assigns=dev->CreateVBO(VF_V1U16,node_count);
}
//void MIAlloc(GPUDevice *dev,const uint c,const uint mis)
//{
// ClearMI();
// if(c<=0||mi_size<=0)return;
//
// mi_count=power_to_2(c);
// mi_size=mis;
// mi_id=dev->CreateVBO(VF_V1U8,mi_count);
// mi_id_buffer=mi_id->GetBuffer();
// mi_data_buffer=dev->CreateUBO(mi_count*mi_size);
//}
void RenderAssignBuffer::WriteLocalToWorld(RenderNode *render_node,const uint count)
{
RenderNode *rn;
//new l2w array in ubo
{
Matrix4f *tp=(hgl::Matrix4f *)(ubo_l2w->Map());
uint16 *idp=(uint16 *)(vbo_assigns->Map());
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world;
++tp;
*idp=i;
++idp;
++rn;
}
vbo_assigns->Unmap();
ubo_l2w->Unmap();
}
}
//void WriteMaterialInstance(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
//{
// //MaterialInstance ID
// {
// uint8 *tp=(uint8 *)(mi_id->Map());
// for(uint i=0;i<count;i++)
// {
// *tp=mi_set.Find(render_node->ri->GetMaterialInstance());
// ++tp;
// ++render_node;
// }
// mi_id->Unmap();
// }
// //MaterialInstance Data
// {
// //const uint count=mi_set.GetCount();
// //uint8 *tp=(uint8 *)(mi_data_buffer->Map());
// //const MaterialInstance **mi=mi_set.GetData();
// //for(uint i=0;i<count;i++)
// //{
// // memcpy(tp,(*mi)->GetData(),mi_size);
//
// // ++mi;
// // tp+=mi_size;
// //}
// //mi_data_buffer->Unmap();
// }
//}
VK_NAMESPACE_END