ULRE/src/SceneGraph/Vulkan/VKRenderable.cpp

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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/VKMaterialParameters.h>
#include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/VKIndexBuffer.h>
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#include<hgl/log/LogInfo.h>
VK_NAMESPACE_BEGIN
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PrimitiveDataBuffer::PrimitiveDataBuffer(const uint32_t c,const uint32_t vc, IndexBuffer *ib)
{
vab_count=c;
vab_list=hgl_zero_new<VkBuffer>(vab_count);
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ibo=ib;
}
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PrimitiveDataBuffer::~PrimitiveDataBuffer()
{
delete[] vab_list;
}
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const bool PrimitiveDataBuffer::Comp(const PrimitiveDataBuffer *prb)const
{
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if(!prb)return(false);
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if(vab_count!=prb->vab_count)return(false);
for(uint32_t i=0;i<vab_count;i++)
{
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if(vab_list[i]!=prb->vab_list[i])return(false);
}
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if(ibo!=prb->ibo)
return(false);
return(true);
}
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Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveDataBuffer *prb,PrimitiveRenderData *prd)
{
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primitive=r;
pipeline=p;
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mat_inst=mi;
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primitive_data_buffer=prb;
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primitive_render_data=prd;
}
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PrimitiveRenderData::PrimitiveRenderData(const uint32_t bc,const uint32_t vc)
{
vab_count=bc;
vertex_count=vc;
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vertex_offset=0;
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first_index=0;
}
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PrimitiveRenderData::~PrimitiveRenderData()
{
}
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const bool PrimitiveRenderData::Comp(const PrimitiveRenderData *prd)const
{
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if(!prd)return(false);
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return !memcmp(this,prd,sizeof(PrimitiveRenderData));
}
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Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
{
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if(!prim||!mi||!p)return(nullptr);
const VIL *vil=mi->GetVIL();
const uint32_t input_count=vil->GetCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
const UTF8String &mtl_name=mi->GetMaterial()->GetName();
if(prim->GetVABCount()<input_count) //小于材质要求的数量?那自然是不行的
{
LOG_ERROR("[FATAL ERROR] input buffer count of Renderable lesser than Material, Material name: "+mtl_name);
return(nullptr);
}
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PrimitiveDataBuffer *prb=new PrimitiveDataBuffer(input_count,prim->GetVertexCount(),prim->GetIBO());
PrimitiveRenderData *prd=new PrimitiveRenderData(input_count,prim->GetVertexCount());
const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
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VABAccess *vab_access;
for(uint i=0;i<input_count;i++)
{
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//注: VIF来自于材质但VAB来自于Primitive。
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// 两个并不一定一样排序也不一定一样。所以不能让PRIMTIVE直接提供BUFFER_LIST/OFFSET来搞一次性绑定。
vab_access=prim->GetVABAccess(vif->name);
if(!vab_access||!vab_access->vab)
{
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LOG_ERROR("[FATAL ERROR] not found VAB \""+AnsiString(vif->name)+"\" in Material: "+mtl_name);
return(nullptr);
}
if(vab_access->vab->GetFormat()!=vif->format)
{
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LOG_ERROR( "[FATAL ERROR] VAB \""+UTF8String(vif->name)+
UTF8String("\" format can't match Renderable, Material(")+mtl_name+
UTF8String(") Format(")+GetVulkanFormatName(vif->format)+
UTF8String("), VAB Format(")+GetVulkanFormatName(vab_access->vab->GetFormat())+
")");
return(nullptr);
}
if(vab_access->vab->GetStride()!=vif->stride)
{
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LOG_ERROR( "[FATAL ERROR] VAB \""+UTF8String(vif->name)+
UTF8String("\" stride can't match Renderable, Material(")+mtl_name+
UTF8String(") stride(")+UTF8String::numberOf(vif->stride)+
UTF8String("), VAB stride(")+UTF8String::numberOf(vab_access->vab->GetStride())+
")");
return(nullptr);
}
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prb->vab_offset[i]=vab_access->start;
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prb->vab_list[i]=vab_access->vab->GetBuffer();
++vif;
}
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return(new Renderable(prim,mi,p,prb,prd));
}
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VK_NAMESPACE_END