2023-09-05 20:48:47 +08:00
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#pragma once
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#include<hgl/graph/RenderNode.h>
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#include<hgl/graph/VKVABList.h>
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#include<hgl/type/SortedSets.h>
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#include<hgl/graph/VKIndirectCommandBuffer.h>
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VK_NAMESPACE_BEGIN
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class RenderAssignBuffer;
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class SceneNode;
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struct CameraInfo;
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/**
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2023-09-05 20:48:47 +08:00
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* 同一材质的对象渲染列表
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*/
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class MaterialRenderList
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{
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GPUDevice *device;
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RenderCmdBuffer *cmd_buf;
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Material *material;
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CameraInfo *camera_info;
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RenderNodeList rn_list;
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private:
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RenderAssignBuffer *assign_buffer;
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struct RenderItem
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{
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uint32_t first_instance; ///<第一个绘制实例(和instance渲染无关,对应InstanceRate的VAB)
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uint32_t instance_count;
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Pipeline * pipeline;
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MaterialInstance * mi;
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const PrimitiveDataBuffer * pdb;
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const PrimitiveRenderData * prd;
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public:
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void Set(Renderable *);
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};
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IndirectDrawBuffer *icb_draw;
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IndirectDrawIndexedBuffer *icb_draw_indexed;
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void ReallocICB();
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void WriteICB(VkDrawIndirectCommand *,RenderItem *ri);
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void WriteICB(VkDrawIndexedIndirectCommand *,RenderItem *ri);
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DataArray<RenderItem> ri_array;
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uint ri_count;
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void Stat();
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protected:
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VABList * vab_list;
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Pipeline * last_pipeline;
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const PrimitiveDataBuffer * last_data_buffer;
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const VDM * last_vdm;
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const PrimitiveRenderData * last_render_data;
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int first_indirect_draw_index=-1;
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uint indirect_draw_count=0;
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bool BindVAB(const PrimitiveDataBuffer *,const uint);
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void ProcIndirectRender();
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void Render(RenderItem *);
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public:
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MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
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~MaterialRenderList();
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void Add(SceneNode *);
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void SetCameraInfo(CameraInfo *ci)
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{
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camera_info=ci;
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}
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void Clear()
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{
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rn_list.Clear();
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}
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void End();
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void Render(RenderCmdBuffer *);
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};//class MaterialRenderList
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VK_NAMESPACE_END
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