ULRE/example/Vulkan/VKRenderable.cpp

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#include"VKRenderable.h"
#include"VKBuffer.h"
#include"VKShaderModule.h"
VK_NAMESPACE_BEGIN
Renderable::Renderable(const VertexShaderModule *vsm)
{
vertex_sm=vsm;
buf_count=vertex_sm->GetAttrCount();
buf_list=hgl_zero_new<VkBuffer>(buf_count);
buf_offset=hgl_zero_new<VkDeviceSize>(buf_count);
}
Renderable::~Renderable()
{
delete[] buf_offset;
delete[] buf_list;
}
bool Renderable::Set(const int binding,VertexBuffer *vbo,VkDeviceSize offset)
{
if(binding<0||binding>=buf_count||!vbo)return(false);
const VkVertexInputBindingDescription *desc=vertex_sm->GetDesc(binding);
const VkVertexInputAttributeDescription *attr=vertex_sm->GetAttr(binding);
if(vbo->GetFormat()!=attr->format)return(false);
if(vbo->GetStride()!=desc->stride)return(false);
//format信息来自于shader实际中可以不一样。但那样需要为每一个格式产生一个同样shader的material instance不同的格式又需要不同的pipeline我们不支持这种行为
buf_list[binding]=*vbo;
buf_offset[binding]=offset;
return(true);
}
bool Renderable::Set(const UTF8String &name,VertexBuffer *vbo,VkDeviceSize offset)
{
return Set(vertex_sm->GetBinding(name),vbo,offset);
}
VK_NAMESPACE_END