ULRE/example/Vulkan/VKVertexInput.h

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#ifndef HGL_GRAPH_VULKAN_VERTEX_INPUT_INCLUDE
#define HGL_GRAPH_VULKAN_VERTEX_INPUT_INCLUDE
#include"VK.h"
#include<hgl/type/BaseString.h>
#include<hgl/type/Map.h>
#include<hgl/type/Set.h>
VK_NAMESPACE_BEGIN
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class VertexBuffer;
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class IndexBuffer;
class VertexInputStateInstance;
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/**
* <br>
* Pipeline的<br>
* Material中pipeline使用
*/
class VertexInputState
{
List<VkVertexInputBindingDescription> binding_list;
List<VkVertexInputAttributeDescription> attribute_list;
Map<UTF8String,VkVertexInputAttributeDescription *> stage_input_locations;
Set<VertexInputStateInstance *> instance_set;
private:
friend class Shader;
VertexInputState()=default;
~VertexInputState();
int Add(const UTF8String &name,const uint32_t shader_location,const VkFormat format,uint32_t offset=0,bool instance=false);
public:
void Clear()
{
binding_list.Clear();
attribute_list.Clear();
}
const uint32_t GetCount ()const{return binding_list.GetCount();}
const int GetLocation (const UTF8String &)const;
const int GetBinding (const UTF8String &)const;
const VkVertexInputBindingDescription * GetDescList ()const{return binding_list.GetData();}
const VkVertexInputAttributeDescription * GetAttrList ()const{return attribute_list.GetData();}
const VkVertexInputBindingDescription * GetDesc (const int index)const{return (index<0||index>=binding_list.GetCount()?nullptr:binding_list.GetData()+index);}
const VkVertexInputAttributeDescription * GetAttr (const int index)const{return (index<0||index>=attribute_list.GetCount()?nullptr:attribute_list.GetData()+index);}
public:
VertexInputStateInstance * CreateInstance();
bool Release(VertexInputStateInstance *);
const uint32_t GetInstanceCount()const{return instance_set.GetCount();}
};//class VertexInputState
/**
* <br>
* MaterialInstance,(instance)
*/
class VertexInputStateInstance
{
VertexInputState *vis;
VkVertexInputBindingDescription *binding_list;
private:
friend class VertexInputState;
VertexInputStateInstance(VertexInputState *);
public:
~VertexInputStateInstance();
bool SetInstance(const uint index,bool instance);
bool SetInstance(const UTF8String &name,bool instance){return SetInstance(vis->GetBinding(name),instance);}
void Write(VkPipelineVertexInputStateCreateInfo &vis)const;
};//class VertexInputStateInstance
/**
* buffer绑定CommandBuffer使用<br>
* Buffer中包括多种数据
*/
class VertexInput
{
const VertexInputState *vis;
int buf_count=0;
VkBuffer *buf_list=nullptr;
VkDeviceSize *buf_offset=nullptr;
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IndexBuffer *indices_buffer=nullptr;
VkDeviceSize indices_offset=0;
public:
VertexInput(const VertexInputState *);
virtual ~VertexInput();
bool Set(const int binding, VertexBuffer *vb,VkDeviceSize offset=0);
bool Set(const UTF8String &name,VertexBuffer *vb,VkDeviceSize offset=0){return Set(vis->GetBinding(name),vb,offset);}
bool Set(IndexBuffer *ib,VkDeviceSize offset=0)
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{
if(!ib)return(false);
indices_buffer=ib;
indices_offset=offset;
return(true);
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}
public:
const int GetCount ()const{return buf_count;}
const VkBuffer * GetBuffer ()const{return buf_list;}
const VkDeviceSize * GetOffset ()const{return buf_offset;}
IndexBuffer * GetIndexBuffer() {return indices_buffer;}
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const VkDeviceSize GetIndexOffset()const{return indices_offset;}
};//class VertexInput
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_VERTEX_INPUT_INCLUDE