renamed to MeshDataBuffer from PrimitiveDataBuffer,
renamed to MeshRenderData from PrimitiveRenderData
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014fce2c8e
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@ -68,8 +68,8 @@ private:
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MaterialInstance * mi;
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const PrimitiveDataBuffer * pdb;
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const PrimitiveRenderData * prd;
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const MeshDataBuffer * pdb;
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const MeshRenderData * prd;
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public:
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@ -92,14 +92,14 @@ protected:
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VABList * vab_list;
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const PrimitiveDataBuffer * last_data_buffer;
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const MeshDataBuffer * last_data_buffer;
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const VDM * last_vdm;
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const PrimitiveRenderData * last_render_data;
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const MeshRenderData * last_render_data;
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int first_indirect_draw_index=-1;
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uint indirect_draw_count=0;
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bool BindVAB(const PrimitiveDataBuffer *,const uint);
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bool BindVAB(const MeshDataBuffer *,const uint);
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void ProcIndirectRender();
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void Render(RenderItem *);
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@ -73,8 +73,8 @@ class DeviceBuffer;
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struct DeviceBufferData;
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template<typename T> class DeviceBufferMap;
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struct PrimitiveDataBuffer;
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struct PrimitiveRenderData;
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struct MeshDataBuffer;
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struct MeshRenderData;
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class VertexAttribBuffer;
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using VAB=VertexAttribBuffer;
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@ -202,7 +202,7 @@ public:
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void BindIBO(IndexBuffer *,const VkDeviceSize byte_offset=0);
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bool BindDataBuffer(const PrimitiveDataBuffer *);
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bool BindDataBuffer(const MeshDataBuffer *);
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void SetViewport (uint32_t first,uint32_t count,const VkViewport *vp) {vkCmdSetViewport(cmd_buf,first,count,vp);}
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void SetScissor (uint32_t first,uint32_t count,const VkRect2D *sci) {vkCmdSetScissor(cmd_buf,first,count,sci);}
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@ -239,7 +239,7 @@ public: //draw
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void DrawIndirect (VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndirectCommand )){return DrawIndirect( buf,0,drawCount,stride);}
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void DrawIndexedIndirect(VkBuffer buf, uint32_t drawCount,uint32_t stride=sizeof(VkDrawIndexedIndirectCommand )){return DrawIndexedIndirect( buf,0,drawCount,stride);}
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void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
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void Draw (const MeshDataBuffer *prb,const MeshRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
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public: //dynamic state
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@ -12,7 +12,7 @@ VK_NAMESPACE_BEGIN
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* 原始图元数据缓冲区<Br>
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* 提供在渲染之前的数据绑定信息
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*/
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struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
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struct MeshDataBuffer:public Comparator<MeshDataBuffer>
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{
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uint32_t vab_count;
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VkBuffer * vab_list;
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@ -29,17 +29,17 @@ struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
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public:
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PrimitiveDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
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~PrimitiveDataBuffer();
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MeshDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
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~MeshDataBuffer();
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const int compare(const PrimitiveDataBuffer &pdb)const override;
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};//struct PrimitiveDataBuffer
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const int compare(const MeshDataBuffer &pdb)const override;
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};//struct MeshDataBuffer
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/**
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* 原始图元渲染数据<Br>
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* 提供在渲染时的数据
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*/
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struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
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struct MeshRenderData:public ComparatorData<MeshRenderData>
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{
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//因为要VAB是流式访问,所以我们这个结构会被用做排序依据
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//也因此,把vertex_offset放在最前面
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@ -52,7 +52,7 @@ struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
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public:
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PrimitiveRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
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MeshRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
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{
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vertex_count =vc;
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index_count =ic;
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@ -70,14 +70,14 @@ class Mesh
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MaterialInstance * mat_inst;
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Primitive * primitive;
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PrimitiveDataBuffer * primitive_data_buffer;
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PrimitiveRenderData * primitive_render_data;
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MeshDataBuffer * data_buffer;
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MeshRenderData * render_data;
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private:
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friend Mesh *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
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Mesh(Primitive *,MaterialInstance *,Pipeline *,PrimitiveDataBuffer *,PrimitiveRenderData *);
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Mesh(Primitive *,MaterialInstance *,Pipeline *,MeshDataBuffer *,MeshRenderData *);
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public:
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@ -85,8 +85,8 @@ public:
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{
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//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
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SAFE_CLEAR(primitive_data_buffer);
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SAFE_CLEAR(primitive_render_data);
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SAFE_CLEAR(data_buffer);
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SAFE_CLEAR(render_data);
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}
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void UpdatePipeline (Pipeline *p){pipeline=p;}
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@ -98,8 +98,8 @@ public:
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Primitive * GetPrimitive (){return primitive;}
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const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
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const PrimitiveDataBuffer *GetDataBuffer ()const{return primitive_data_buffer;}
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const PrimitiveRenderData *GetRenderData ()const{return primitive_render_data;}
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const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
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const MeshRenderData * GetRenderData ()const{return render_data;}
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public:
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@ -134,7 +134,7 @@ void RenderCmdBuffer::BindIBO(IndexBuffer *ibo,const VkDeviceSize byte_offset)
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VkIndexType(ibo->GetType()));
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}
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bool RenderCmdBuffer::BindDataBuffer(const PrimitiveDataBuffer *pdb)
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bool RenderCmdBuffer::BindDataBuffer(const MeshDataBuffer *pdb)
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{
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if(!pdb)
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return(false);
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@ -178,7 +178,7 @@ void RenderCmdBuffer::DrawIndexedIndirect( VkBuffer buffer,
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vkCmdDrawIndexedIndirect(cmd_buf,buffer,offset+i*stride,1,stride);
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}
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void RenderCmdBuffer::Draw(const PrimitiveDataBuffer *pdb,const PrimitiveRenderData *prd,const uint32_t instance_count,const uint32_t first_instance)
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void RenderCmdBuffer::Draw(const MeshDataBuffer *pdb,const MeshRenderData *prd,const uint32_t instance_count,const uint32_t first_instance)
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{
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if(!pdb||!prd)
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return;
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@ -7,7 +7,7 @@
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#include<hgl/log/LogInfo.h>
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VK_NAMESPACE_BEGIN
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PrimitiveDataBuffer::PrimitiveDataBuffer(const uint32_t c,IndexBuffer *ib,VertexDataManager *_vdm)
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MeshDataBuffer::MeshDataBuffer(const uint32_t c,IndexBuffer *ib,VertexDataManager *_vdm)
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{
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vab_count=c;
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@ -18,13 +18,13 @@ PrimitiveDataBuffer::PrimitiveDataBuffer(const uint32_t c,IndexBuffer *ib,Vertex
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vdm=_vdm;
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}
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PrimitiveDataBuffer::~PrimitiveDataBuffer()
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MeshDataBuffer::~MeshDataBuffer()
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{
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delete[] vab_offset;
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delete[] vab_list;
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}
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const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
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const int MeshDataBuffer::compare(const MeshDataBuffer &pdb)const
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{
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ptrdiff_t off;
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@ -52,14 +52,14 @@ const int PrimitiveDataBuffer::compare(const PrimitiveDataBuffer &pdb)const
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return off;
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}
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Mesh::Mesh(Primitive *r,MaterialInstance *mi,Pipeline *p,PrimitiveDataBuffer *pdb,PrimitiveRenderData *prd)
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Mesh::Mesh(Primitive *r,MaterialInstance *mi,Pipeline *p,MeshDataBuffer *pdb,MeshRenderData *prd)
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{
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primitive=r;
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pipeline=p;
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mat_inst=mi;
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primitive_data_buffer=pdb;
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primitive_render_data=prd;
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data_buffer=pdb;
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render_data=prd;
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}
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Mesh *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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@ -81,8 +81,8 @@ Mesh *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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return(nullptr);
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}
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PrimitiveDataBuffer *pdb=new PrimitiveDataBuffer(input_count,prim->GetIBO(),prim->GetVDM());
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PrimitiveRenderData *prd=new PrimitiveRenderData(prim->GetVertexCount(),prim->GetIndexCount(),prim->GetVertexOffset(),prim->GetFirstIndex());
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MeshDataBuffer *pdb=new MeshDataBuffer(input_count,prim->GetIBO(),prim->GetVDM());
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MeshRenderData *prd=new MeshRenderData(prim->GetVertexCount(),prim->GetIndexCount(),prim->GetVertexOffset(),prim->GetFirstIndex());
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const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
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@ -324,7 +324,7 @@ void MaterialRenderList::Stat()
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icb_draw_indexed->Unmap();
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}
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bool MaterialRenderList::BindVAB(const PrimitiveDataBuffer *pdb,const uint ri_index)
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bool MaterialRenderList::BindVAB(const MeshDataBuffer *pdb,const uint ri_index)
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{
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//binding号都是在VertexInput::CreateVIL时连续紧密排列生成的,所以bind时first_binding写0就行了。
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