updated VertexDataManager
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit cf13064ceada8814ced7aac89eaac3dd2d681d45
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Subproject commit 71d198a3356cb8958003753339abf4eb8599d7c7
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@ -1 +1 @@
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Subproject commit d395ee152f64b1eb7d058c355767f25c44ed8dcb
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Subproject commit 0f9713fb95f4bf1e23a46d3d256db2fb416dbdc3
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@ -11,6 +11,8 @@
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#include<hgl/graph/mtl/Material3DCreateConfig.h>
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#include<hgl/graph/mtl/BlinnPhong.h>
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#include<hgl/color/Color.h>
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#include<hgl/type/DataChain.h>
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#include<hgl/type/MemoryBlock.h>
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using namespace hgl;
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using namespace hgl::graph;
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@ -35,17 +37,6 @@ constexpr const COLOR AxisColor[4]=
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class VertexDataManager
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{
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public:
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struct DataOffset
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{
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VkDeviceSize vbo_start;
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VkDeviceSize vbo_size;
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VkDeviceSize ibo_start;
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VkDeviceSize ibo_size;
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};
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protected:
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uint vi_count; ///<顶点输入流数量
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@ -60,14 +51,14 @@ protected:
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protected:
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//List<DataOffset> 我们可能需要一个数据块链表管理器,并且支持最小数据分块。以方便支持数据块回收。
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DataChain data_chain; ///<数据链
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public:
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VertexDataManager(const VIL &_vil)
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{
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vi_count=_vil.GetCount();
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vif_list=_vil.GetVIFList();
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vif_list=_vil.GetVIFList(); //来自于Material,不会被释放,所以指针有效
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vbo_max_size=0;
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vbo_cur_size=0;
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@ -77,6 +68,12 @@ public:
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ibo=nullptr;
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}
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~VertexDataManager()
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{
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SAFE_CLEAR_OBJECT_ARRAY(vbo,vi_count);
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SAFE_CLEAR(ibo);
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}
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const VkDeviceSize GetVBOMaxCount ()const{return vbo_max_size;} ///<取得顶点缓冲区分配的空间最大数量
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const VkDeviceSize GetVBOCurCount ()const{return vbo_cur_size;} ///<取得顶点缓冲区当前数量
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@ -99,6 +99,7 @@ class VILConfig;
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class VertexInput;
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struct VertexInputFormat;
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using VIF=VertexInputFormat;
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class VertexInputLayout;
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using VIL=VertexInputLayout;
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