#include #include #include #include #include #include #include #include"RenderAssignBuffer.h" #include #include #include /** * * 理论上讲,我们需要按以下顺序排序 * * for(material) * for(pipeline) * for(material_instance) * for(vab) * * * 关于Indirect Command Buffer 建立一个大的IndirectCommandBuffer,用于存放所有的渲染指令,包括那些不能使用Indirect渲染的。 这样就可以保证所有的渲染操作就算要切VBO,也不需要切换INDIRECT缓冲区,定位指令也很方便。 */ VK_NAMESPACE_BEGIN const int RenderNode::compare(const RenderNode &other)const { hgl::int64 off; hgl::graph::Mesh *ri_one=other.scene_node->GetRenderable(); hgl::graph::Mesh *ri_two=scene_node->GetRenderable(); auto *prim_one=ri_one->GetPrimitive(); auto *prim_two=ri_two->GetPrimitive(); //比较VDM if(prim_one->GetVDM()) //有VDM { off=prim_one->GetVDM() -prim_two->GetVDM(); if(off) return off; //比较模型 { off=prim_one -prim_two; if(off) { off=prim_one->GetVertexOffset()-prim_two->GetVertexOffset(); //保证vertex offset小的在前面 return off; } } } //比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释 float foff=other.to_camera_distance -to_camera_distance; if(foff>0) return 1; else return -1; } MaterialRenderList::MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi) { device=d; cmd_buf=nullptr; rp_index=rpi; camera_info=nullptr; assign_buffer=new RenderAssignBuffer(device,rp_index.material); vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount()); icb_draw=nullptr; icb_draw_indexed=nullptr; } MaterialRenderList::~MaterialRenderList() { SAFE_CLEAR(icb_draw_indexed) SAFE_CLEAR(icb_draw) SAFE_CLEAR(vab_list); SAFE_CLEAR(assign_buffer); } void MaterialRenderList::Add(SceneNode *sn) { RenderNode rn; rn.index =rn_list.GetCount(); rn.scene_node =sn; rn.l2w_version =sn->GetLocalToWorldMatrixVersion(); rn.l2w_index =0; rn.world_position =sn->GetWorldPosition(); if(camera_info) rn.to_camera_distance=length(camera_info->pos,rn.world_position); else rn.to_camera_distance=0; rn_list.Add(rn); } void MaterialRenderList::End() { //排序 Sort(rn_list.GetArray()); const uint node_count=rn_list.GetCount(); if(node_count<=0)return; Stat(); if(assign_buffer) assign_buffer->WriteNode(rn_list); } void MaterialRenderList::UpdateLocalToWorld() { if(!assign_buffer) return; rn_update_l2w_list.Clear(); const int node_count=rn_list.GetCount(); if(node_count<=0)return; int first=-1,last=-1; int update_count=0; uint32 l2w_version=0; RenderNode *rn=rn_list.GetData(); for(int i=0;iscene_node->GetLocalToWorldMatrixVersion(); if(rn->l2w_version!=l2w_version) //版本不对,需要更新 { if(first==-1) { first=rn->l2w_index; } last=rn->l2w_index; rn->l2w_version=l2w_version; rn_update_l2w_list.Add(rn); ++update_count; } ++rn; } if(update_count>0) { assign_buffer->UpdateLocalToWorld(rn_update_l2w_list,first,last); rn_update_l2w_list.Clear(); } } void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn) { if(!sn)return; if(!assign_buffer) return; const int node_count=rn_list.GetCount(); if(node_count<=0)return; RenderNode *rn=rn_list.GetData(); for(int i=0;iscene_node==sn) { assign_buffer->UpdateMaterialInstance(rn); return; } ++rn; } } void MaterialRenderList::RenderItem::Set(Mesh *ri) { mi =ri->GetMaterialInstance(); pdb =ri->GetDataBuffer(); prd =ri->GetRenderData(); } void MaterialRenderList::ReallocICB() { const uint32_t icb_new_count=power_to_2(rn_list.GetCount()); if(icb_draw) { if(icb_new_count<=icb_draw->GetMaxCount()) return; delete icb_draw; icb_draw=nullptr; delete icb_draw_indexed; icb_draw_indexed=nullptr; } icb_draw=device->CreateIndirectDrawBuffer(icb_new_count); icb_draw_indexed=device->CreateIndirectDrawIndexedBuffer(icb_new_count); } void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri) { dicp->vertexCount =ri->prd->vertex_count; dicp->instanceCount =ri->instance_count; dicp->firstVertex =ri->prd->vertex_offset; dicp->firstInstance =ri->first_instance; } void MaterialRenderList::WriteICB(VkDrawIndexedIndirectCommand *diicp,RenderItem *ri) { diicp->indexCount =ri->prd->index_count; diicp->instanceCount=ri->instance_count; diicp->firstIndex =ri->prd->first_index; diicp->vertexOffset =ri->prd->vertex_offset; diicp->firstInstance=ri->first_instance; } void MaterialRenderList::Stat() { const uint count=rn_list.GetCount(); RenderNode *rn=rn_list.GetData(); ReallocICB(); VkDrawIndirectCommand *dicp=icb_draw->MapCmd(); VkDrawIndexedIndirectCommand *diicp=icb_draw_indexed->MapCmd(); ri_array.Clear(); ri_array.Alloc(count); RenderItem *ri=ri_array.GetData(); Mesh *ro=rn->scene_node->GetRenderable(); ri_count=1; ri->first_instance=0; ri->instance_count=1; ri->Set(ro); last_data_buffer=ri->pdb; last_vdm =ri->pdb->vdm; last_render_data=ri->prd; ++rn; for(uint i=1;iscene_node->GetRenderable(); if(*last_data_buffer==*ro->GetDataBuffer()) if(*last_render_data==*ro->GetRenderData()) { ++ri->instance_count; ++rn; continue; } if(ri->pdb->vdm) { if(ri->pdb->ibo) WriteICB(diicp,ri); else WriteICB(dicp,ri); ++dicp; ++diicp; } ++ri_count; ++ri; ri->first_instance=i; ri->instance_count=1; ri->Set(ro); last_data_buffer=ri->pdb; last_vdm =ri->pdb->vdm; last_render_data=ri->prd; ++rn; } if(ri->pdb->vdm) { if(ri->pdb->ibo) WriteICB(diicp,ri); else WriteICB(dicp,ri); } icb_draw->Unmap(); icb_draw_indexed->Unmap(); } bool MaterialRenderList::BindVAB(const PrimitiveDataBuffer *pdb,const uint ri_index) { //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。 //const VIL *vil=last_vil; //if(vil->GetCount(VertexInputGroup::Basic)!=prb->vab_count) // return(false); //这里基本不太可能,因为CreateRenderable时就会检查值是否一样 vab_list->Restart(); //Basic组,它所有的VAB信息均来自于Primitive,由vid参数传递进来 { vab_list->Add(pdb->vab_list, pdb->vab_offset, pdb->vab_count); } if(assign_buffer) //L2W/MI分发组 vab_list->Add(assign_buffer->GetVAB(),0);//ASSIGN_VAB_STRIDE_BYTES*ri_index); //if(!vab_list.IsFull()) //Joint组,暂未支持 //{ // const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID); // if(joint_id_binding_count>0) //有矩阵信息 // { // count+=joint_id_binding_count; // if(countGetCount(VertexInputGroup::JointWeight); // if(joing_weight_binding_count!=1) // { // ++count; // } // else //JointWieght不为1是个bug,除非未来支持8权重 // { // return(false); // } // } // else //有JointID没有JointWeight? 这是个BUG // { // return(false); // } // } //} //if(count!=vab_count) //{ // //还有没支持的绑定组???? // return(false); //} cmd_buf->BindVAB(vab_list); return(true); } void MaterialRenderList::ProcIndirectRender() { if(last_data_buffer->ibo) icb_draw_indexed->DrawIndexed(*cmd_buf,first_indirect_draw_index,indirect_draw_count); else icb_draw->Draw(*cmd_buf,first_indirect_draw_index,indirect_draw_count); first_indirect_draw_index=-1; indirect_draw_count=0; } void MaterialRenderList::Render(RenderItem *ri) { if(!last_data_buffer||*(ri->pdb)!=*last_data_buffer) //换buf了 { if(indirect_draw_count) //如果有间接绘制的数据,赶紧给画了 ProcIndirectRender(); last_data_buffer=ri->pdb; last_render_data=nullptr; BindVAB(ri->pdb,ri->first_instance); if(ri->pdb->ibo) cmd_buf->BindIBO(ri->pdb->ibo); } if(ri->pdb->vdm) { if(indirect_draw_count==0) first_indirect_draw_index=ri->first_instance; ++indirect_draw_count; } else { cmd_buf->Draw(ri->pdb,ri->prd,ri->instance_count,ri->first_instance); } } void MaterialRenderList::Render(RenderCmdBuffer *rcb) { if(!rcb)return; const uint count=rn_list.GetCount(); if(count<=0)return; if(ri_count<=0)return; cmd_buf=rcb; cmd_buf->BindPipeline(rp_index.pipeline); last_data_buffer=nullptr; last_vdm =nullptr; last_render_data=nullptr; if(assign_buffer) assign_buffer->Bind(rp_index.material); cmd_buf->BindDescriptorSets(rp_index.material); RenderItem *ri=ri_array.GetData(); for(uint i=0;i