ULRE/inc/hgl/graph/SceneDB.h

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#ifndef HGL_GRAPH_SCENE_DATABASE_INCLUDE
#define HGL_GRAPH_SCENE_DATABASE_INCLUDE
#include<hgl/graph/vulkan/VKMaterial.h>
#include<hgl/graph/vulkan/VKPipeline.h>
#include<hgl/graph/vulkan/VKDescriptorSets.h>
#include<hgl/graph/vulkan/VKRenderable.h>
#include<hgl/graph/vulkan/VKBuffer.h>
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#include<hgl/graph/vulkan/VKSampler.h>
#include<hgl/graph/vulkan/VKTexture.h>
#include<hgl/graph/vulkan/VKMaterialInstance.h>
#include<hgl/graph/VertexBufferCreater.h>
#include<hgl/graph/RenderableInstance.h>
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#include<hgl/type/ResManage.h>
namespace hgl
{
namespace graph
{
using MaterialID =int;
using MaterialInstanceID =int;
using PipelineID =int;
using BufferID =int;
using DescriptorSetsID =int;
using RenderableID =int;
using RenderableInstanceID =int;
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using SamplerID =int;
using TextureID =int;
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class VertexBufferCreater;
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/**
* DB
*/
class SceneDB
{
vulkan::Device *device;
IDResManage<MaterialID, vulkan::Material> rm_material; ///<材质合集
IDResManage<MaterialInstanceID, vulkan::MaterialInstance> rm_material_instance; ///<材质实例合集
IDResManage<PipelineID, vulkan::Pipeline> rm_pipeline; ///<管线合集
IDResManage<DescriptorSetsID, vulkan::DescriptorSets> rm_desc_sets; ///<描述符合集
IDResManage<RenderableID, vulkan::Renderable> rm_renderables; ///<可渲染对象合集
IDResManage<BufferID, vulkan::Buffer> rm_buffers; ///<顶点缓冲区合集
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IDResManage<SamplerID, vulkan::Sampler> rm_samplers; ///<采样器合集
IDResManage<TextureID, vulkan::Texture> rm_textures; ///<纹理合集
IDResManage<RenderableInstanceID, RenderableInstance> rm_renderable_instances; ///<渲染实例集合集
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public:
SceneDB(vulkan::Device *dev):device(dev){}
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virtual ~SceneDB()=default;
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public: //Add
MaterialID Add(vulkan::Material * mtl ){return rm_material.Add(mtl);}
MaterialInstanceID Add(vulkan::MaterialInstance * mi ){return rm_material_instance.Add(mi);}
PipelineID Add(vulkan::Pipeline * p ){return rm_pipeline.Add(p);}
DescriptorSetsID Add(vulkan::DescriptorSets * ds ){return rm_desc_sets.Add(ds);}
RenderableID Add(vulkan::Renderable * r ){return rm_renderables.Add(r);}
BufferID Add(vulkan::Buffer * buf ){return rm_buffers.Add(buf);}
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SamplerID Add(vulkan::Sampler * s ){return rm_samplers.Add(s);}
TextureID Add(vulkan::Texture * t ){return rm_textures.Add(t);}
RenderableInstanceID Add(RenderableInstance * ri ){return rm_renderable_instances.Add(ri);}
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public: //Create
vulkan::VertexBuffer *CreateVBO(VkFormat format,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
vulkan::VertexBuffer *CreateVBO(VkFormat format,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(format,count,nullptr,sharing_mode);}
vulkan::VertexBuffer *CreateVBO(const VertexBufferCreater *vbc,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateVBO(vbc->GetDataType(),vbc->GetCount(),vbc->GetData(),sharing_mode);}
#define SCENE_DB_CREATE_FUNC(name) vulkan::Buffer *Create##name(VkDeviceSize size,void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE); \
vulkan::Buffer *Create##name(VkDeviceSize size,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
SCENE_DB_CREATE_FUNC(UBO)
SCENE_DB_CREATE_FUNC(SSBO)
SCENE_DB_CREATE_FUNC(INBO)
#undef SCENE_DB_CREATE_FUNC
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vulkan::IndexBuffer *CreateIBO(VkIndexType index_type,uint32_t count,const void *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE);
vulkan::IndexBuffer *CreateIBO16(uint32_t count,const uint16 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,(void *)data,sharing_mode);}
vulkan::IndexBuffer *CreateIBO32(uint32_t count,const uint32 *data,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,(void *)data,sharing_mode);}
vulkan::IndexBuffer *CreateIBO(VkIndexType index_type,uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(index_type,count,nullptr,sharing_mode);}
vulkan::IndexBuffer *CreateIBO16(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT16,count,nullptr,sharing_mode);}
vulkan::IndexBuffer *CreateIBO32(uint32_t count,VkSharingMode sharing_mode=VK_SHARING_MODE_EXCLUSIVE){return CreateIBO(VK_INDEX_TYPE_UINT32,count,nullptr,sharing_mode);}
RenderableInstance * CreateRenderableInstance(vulkan::Pipeline *p,vulkan::MaterialInstance *mi,vulkan::Renderable *r);
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vulkan::Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
public: //Get
vulkan::Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
vulkan::MaterialInstance * GetMaterialInstance (const MaterialInstanceID &id){return rm_material_instance.Get(id);}
vulkan::Pipeline * GetPipeline (const PipelineID &id){return rm_pipeline.Get(id);}
vulkan::DescriptorSets * GetDescSets (const DescriptorSetsID &id){return rm_desc_sets.Get(id);}
vulkan::Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
vulkan::Buffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
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vulkan::Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
vulkan::Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
RenderableInstance * GetRenderableInstance (const RenderableInstanceID &id){return rm_renderable_instances.Get(id);}
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};//class SceneDB
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_SCENE_DATABASE_INCLUDE