ULRE/inc/hgl/graph/Mesh.h

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#pragma once
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#include<hgl/graph/VKPrimitive.h>
#include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKDescriptorSet.h>
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#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VertexAttrib.h>
VK_NAMESPACE_BEGIN
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/**
* <Br>
*
*/
struct MeshDataBuffer:public Comparator<MeshDataBuffer>
{
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uint32_t vab_count;
VkBuffer * vab_list;
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// 理论上讲每个VAB绑定时都是可以指定byte offsets的。但是随后Draw时又可以指定vertexOffset。
// 在我们支持的两种draw模式中一种是每个模型一批VAB所有VAB的offset都是0。
// 另一种是使用VDM为了批量渲染所有的VAB又必须对齐所以每个VAB单独指定offset也不可行。
VkDeviceSize * vab_offset; //注意这里的offset是字节偏移不是顶点偏移
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IndexBuffer * ibo;
VertexDataManager *vdm; //只是用来区分和比较的,不实际使用
public:
MeshDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
~MeshDataBuffer();
const int compare(const MeshDataBuffer &pdb)const override;
};//struct MeshDataBuffer
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/**
* <Br>
*
*/
struct MeshRenderData:public ComparatorData<MeshRenderData>
{
//因为要VAB是流式访问所以我们这个结构会被用做排序依据
//也因此把vertex_offset放在最前面
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int32_t vertex_offset; //注意这里的offset是相对于vertex的代表第几个顶点不是字节偏移
uint32_t first_index;
uint32_t vertex_count;
uint32_t index_count;
public:
MeshRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
{
vertex_count =vc;
index_count =ic;
vertex_offset =vo;
first_index =fi;
}
};
/**
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* ()
*/
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class Mesh
{
Pipeline * pipeline;
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MaterialInstance * mat_inst;
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Primitive * primitive;
MeshDataBuffer * data_buffer;
MeshRenderData * render_data;
private:
friend Mesh *CreateMesh(Primitive *,MaterialInstance *,Pipeline *);
Mesh(Primitive *,MaterialInstance *,Pipeline *,MeshDataBuffer *,MeshRenderData *);
public:
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virtual ~Mesh()
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
SAFE_CLEAR(data_buffer);
SAFE_CLEAR(render_data);
}
void UpdatePipeline (Pipeline *p){pipeline=p;}
Pipeline * GetPipeline (){return pipeline;}
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VkPipelineLayout GetPipelineLayout (){return mat_inst->GetMaterial()->GetPipelineLayout();}
Material * GetMaterial (){return mat_inst->GetMaterial();}
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MaterialInstance * GetMaterialInstance (){return mat_inst;}
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Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
const MeshRenderData * GetRenderData ()const{return render_data;}
public:
bool ChangeMaterialInstance(MaterialInstance *mi)
{
if(!mi)
return(false);
if(mi->GetMaterial()!=mat_inst->GetMaterial()) //不能换母材质
return(false);
mat_inst=mi;
return(true);
}
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};//class Mesh
Mesh *CreateMesh(Primitive *,MaterialInstance *,Pipeline *);
VK_NAMESPACE_END