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/VKRenderable.h>
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#include<hgl/graph/VKRenderAssign.h>
#include<hgl/graph/mtl/UBOCommon.h>
VK_NAMESPACE_BEGIN
RenderAssignBuffer::RenderAssignBuffer(GPUDevice *dev,const uint mi_bytes)
{
hgl_zero(*this);
device=dev;
mi_data_bytes=mi_bytes;
ubo_mi=nullptr;
mi_count=0;
}
VkBuffer RenderAssignBuffer::GetAssignVBO()const
{
return vbo_assigns->GetBuffer();
}
void RenderAssignBuffer::Bind(Material *mtl)const
{
if(!mtl)return;
if(!mtl->hasAssign())
return;
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mtl->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
mtl->BindUBO(DescriptorSetType::PerMaterial,mtl::SBS_MaterialInstance.name,ubo_mi);
}
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void RenderAssignBuffer::Clear()
{
SAFE_CLEAR(ubo_l2w);
SAFE_CLEAR(ubo_mi);
SAFE_CLEAR(vbo_assigns);
node_count=0;
mi_count=0;
}
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void RenderAssignBuffer::Alloc(const uint nc,const uint mc)
{
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Clear();
{
node_count=nc;
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ubo_l2w=device->CreateUBO(node_count*sizeof(Matrix4f));
}
if(mi_data_bytes>0&&mc>0)
{
mi_count=mc;
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ubo_mi=device->CreateUBO(mi_data_bytes*mi_count);
}
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vbo_assigns=device->CreateVBO(ASSIGN_VBO_FMT,node_count);
}
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void RenderAssignBuffer::WriteNode(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
{
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RenderNode *rn;
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Alloc(count,mi_set.GetCount());
if(ubo_mi)
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{
uint8 *mip=(uint8 *)(ubo_mi->Map());
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for(MaterialInstance *mi:mi_set)
{
memcpy(mip,mi->GetMIData(),mi_data_bytes);
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mip+=mi_data_bytes;
}
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ubo_mi->Unmap();
}
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uint16 *idp=(uint16 *)(vbo_assigns->Map());
{
Matrix4f *tp=(hgl::Matrix4f *)(ubo_l2w->Map());
Matrix4f *l2w=tp;
rn=render_node;
for(uint i=0;i<count;i++)
{
*l2w=rn->local_to_world;
++l2w;
*idp=i;
++idp;
*idp=mi_set.Find(rn->ri->GetMaterialInstance());
++idp;
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++rn;
}
ubo_l2w->Unmap();
}
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vbo_assigns->Unmap();
}
VK_NAMESPACE_END