2020-07-11 21:35:14 +08:00
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#ifndef HGL_GRAPH_RENDERABLE_CREATER_INCLUDE
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#define HGL_GRAPH_RENDERABLE_CREATER_INCLUDE
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#include<hgl/graph/SceneDB.h>
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2020-07-16 20:36:54 +08:00
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#include<hgl/graph/VertexAttribDataAccess.h>
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2020-07-11 21:35:14 +08:00
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namespace hgl
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{
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namespace graph
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{
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2020-07-14 19:41:38 +08:00
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/**
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* 预定义一些顶点属性名称,可用可不用。但一般默认shader会使用这些名称
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*/
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2020-07-13 22:16:38 +08:00
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namespace VertexAttribName
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{
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#define VAN_DEFINE(name) constexpr char name[]=#name;
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VAN_DEFINE(Vertex)
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VAN_DEFINE(Normal)
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VAN_DEFINE(Color)
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VAN_DEFINE(Tangent)
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VAN_DEFINE(Bitangent)
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VAN_DEFINE(TexCoord)
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2020-07-14 19:41:38 +08:00
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VAN_DEFINE(Metallic)
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VAN_DEFINE(Specular)
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VAN_DEFINE(Roughness)
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VAN_DEFINE(Emission)
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2020-07-13 22:16:38 +08:00
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#undef VAN_DEFINE
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}//namespace VertexAttribName
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2020-07-14 14:03:26 +08:00
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#define VAN VertexAttribName
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2020-07-14 19:41:38 +08:00
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struct ShaderStageBind
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{
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AnsiString name;
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uint binding;
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2020-07-20 17:33:57 +08:00
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VAD * data =nullptr;
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2020-07-16 17:02:24 +08:00
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public:
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~ShaderStageBind()
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{
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2020-07-20 17:33:57 +08:00
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SAFE_CLEAR(data);
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2020-07-16 17:02:24 +08:00
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}
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2020-07-14 19:41:38 +08:00
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};//struct ShaderStageBind
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2020-07-20 18:12:02 +08:00
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using VADMaps=MapObject<AnsiString,ShaderStageBind>;
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2020-07-14 19:41:38 +08:00
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2020-07-11 21:35:14 +08:00
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/**
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* 可渲染对象创建器
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*/
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class RenderableCreater
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{
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protected:
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SceneDB *db;
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vulkan::Material *mtl;
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const vulkan::VertexShaderModule *vsm;
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protected:
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uint32 vertices_number;
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2020-07-14 19:41:38 +08:00
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vulkan::IndexBuffer * ibo;
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2020-07-20 18:12:02 +08:00
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VADMaps vab_maps;
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2020-07-11 21:35:14 +08:00
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2020-07-20 17:33:57 +08:00
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virtual VAD *CreateVAD(const AnsiString &name,const vulkan::ShaderStage *ss); ///<创建一个顶点属性缓冲区
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2020-07-11 21:35:14 +08:00
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public:
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RenderableCreater(SceneDB *sdb,vulkan::Material *m);
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2020-07-14 19:41:38 +08:00
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virtual ~RenderableCreater()=default;
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2020-07-11 21:35:14 +08:00
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2020-07-16 17:02:24 +08:00
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virtual bool Init(const uint32 count); ///<初始化,参数为顶点数量
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2020-07-11 21:35:14 +08:00
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2020-07-20 17:33:57 +08:00
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VAD * CreateVAD(const AnsiString &name); ///<创建一个顶点属性缓冲区
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template<typename T>
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T * CreateVADA(const AnsiString &name) ///<创建一个顶点属性缓冲区以及访问器
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{
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const vulkan::ShaderStage *ss=vsm->GetStageInput(name);
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if(!ss)
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return(nullptr);
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if(ss->format!=T::GetVulkanFormat())
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return(nullptr);
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VAD *vad=this->CreateVAD(name);
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if(!vad)
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return(nullptr);
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2020-07-20 18:12:02 +08:00
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T *vada=T::Create(vad);
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vada->Begin();
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return vada;
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2020-07-20 17:33:57 +08:00
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}
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2020-07-11 21:35:14 +08:00
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2020-07-16 17:02:24 +08:00
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uint16 * CreateIBO16(uint count,const uint16 *data=nullptr); ///<创建16位的索引缓冲区
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uint32 * CreateIBO32(uint count,const uint32 *data=nullptr); ///<创建32位的索引缓冲区
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2020-07-11 21:35:14 +08:00
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2020-07-20 17:33:57 +08:00
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virtual vulkan::Renderable * Finish(); ///<结束并创建可渲染对象
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2020-07-14 14:03:26 +08:00
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};//class RenderableCreater
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2020-07-11 21:35:14 +08:00
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_RENDERABLE_CREATER_INCLUDE
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