ULRE/src/SceneGraph/RenderAssignBuffer.cpp

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#include"RenderAssignBuffer.h"
#include<hgl/graph/VKVertexAttribBuffer.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKMaterialInstance.h>
#include<hgl/graph/RenderNode.h>
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#include<hgl/graph/VKRenderAssign.h>
#include<hgl/graph/mtl/UBOCommon.h>
VK_NAMESPACE_BEGIN
VkBuffer RenderAssignBuffer::GetAssignVBO()const
{
return vbo_assigns->GetBuffer();
}
void RenderAssignBuffer::Bind(MaterialInstance *mi)const
{
const VIL *vil=mi->GetVIL();
const uint assign_binding_count=vil->GetCount(VertexInputGroup::Assign);
if(assign_binding_count<=0)return;
mi->BindUBO(DescriptorSetType::PerFrame,mtl::SBS_LocalToWorld.name,ubo_l2w);
// mi->BindUBO(DescriptorSetType::PerFrame,"Assign",assign_buffer->ubo_mi);
}
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void RenderAssignBuffer::Clear()
{
SAFE_CLEAR(ubo_l2w);
SAFE_CLEAR(ubo_mi);
SAFE_CLEAR(vbo_assigns);
node_count=0;
}
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void RenderAssignBuffer::Alloc(const uint nc,const uint mc)
{
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Clear();
{
node_count=power_to_2(nc);
ubo_l2w=device->CreateUBO(node_count*sizeof(Matrix4f));
}
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{
mi_count=power_to_2(mc);
ubo_mi=device->CreateUBO(mi_count*mi_data_bytes);
}
vbo_assigns=device->CreateVBO(ASSIGN_VBO_FMT,node_count);
}
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void RenderAssignBuffer::WriteNode(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
{
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RenderNode *rn;
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Alloc(count,mi_set.GetCount());
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{
uint8 *mip=(uint8 *)(ubo_mi->Map());
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for(MaterialInstance *mi:mi_set)
{
// memcpy(mip,mi->GetData(),mi_data_bytes);
mip+=mi_data_bytes;
}
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ubo_mi->Unmap();
}
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uint16 *idp=(uint16 *)(vbo_assigns->Map());
{
Matrix4f *tp=(hgl::Matrix4f *)(ubo_l2w->Map());
rn=render_node;
for(uint i=0;i<count;i++)
{
*tp=rn->local_to_world;
++tp;
*idp=i;
++idp;
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//*idp=mi_set.Find(rn->ri->GetMaterialInstance());
//++idp;
++rn;
}
ubo_l2w->Unmap();
}
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vbo_assigns->Unmap();
}
//void WriteMaterialInstance(RenderNode *render_node,const uint count,const MaterialInstanceSets &mi_set)
//{
// //MaterialInstance ID
// {
// uint8 *tp=(uint8 *)(mi_id->Map());
// for(uint i=0;i<count;i++)
// {
// *tp=mi_set.Find(render_node->ri->GetMaterialInstance());
// ++tp;
// ++render_node;
// }
// mi_id->Unmap();
// }
// //MaterialInstance Data
// {
// //const uint count=mi_set.GetCount();
// //uint8 *tp=(uint8 *)(mi_data_buffer->Map());
// //const MaterialInstance **mi=mi_set.GetData();
// //for(uint i=0;i<count;i++)
// //{
// // memcpy(tp,(*mi)->GetData(),mi_size);
//
// // ++mi;
// // tp+=mi_size;
// //}
// //mi_data_buffer->Unmap();
// }
//}
VK_NAMESPACE_END