#pragma once #include #include #include #include VK_NAMESPACE_BEGIN /** * 单一图元数据 */ class Primitive { GPUDevice *device; AnsiString prim_name; protected: VkDeviceSize vertex_count; VABAccessMap buffer_list; IBAccess ib_access; AABB BoundingBox; protected: bool SetVAB(const AnsiString &name,VAB *vb,VkDeviceSize start=0); bool SetIndex(IndexBuffer *ib,VkDeviceSize start,const VkDeviceSize index_count); void SetBoundingBox(const AABB &aabb){BoundingBox=aabb;} friend class PrimitiveCreater; friend class RenderablePrimitiveCreater; public: Primitive(GPUDevice *dev,const AnsiString &n,const VkDeviceSize vc=0) { device=dev; prim_name=n; vertex_count=vc; } virtual ~Primitive()=default; public: const VkDeviceSize GetVertexCount ()const{return vertex_count;} const int GetVACount ()const{return buffer_list.GetCount();} const bool GetVABAccess (const AnsiString &,VABAccess *); const IBAccess * GetIBAccess ()const{return ib_access.buffer?&ib_access:nullptr;} const AABB & GetBoundingBox ()const{return BoundingBox;} };//class Primitive VK_NAMESPACE_END