#ifndef HGL_GRAPH_RENDERABLE_CREATER_INCLUDE #define HGL_GRAPH_RENDERABLE_CREATER_INCLUDE #include #include namespace hgl { namespace graph { /** * 预定义一些顶点属性名称,可用可不用。但一般默认shader会使用这些名称 */ namespace VertexAttribName { #define VAN_DEFINE(name) constexpr char name[]=#name; VAN_DEFINE(Vertex) VAN_DEFINE(Normal) VAN_DEFINE(Color) VAN_DEFINE(Tangent) VAN_DEFINE(Bitangent) VAN_DEFINE(TexCoord) VAN_DEFINE(Metallic) VAN_DEFINE(Specular) VAN_DEFINE(Roughness) VAN_DEFINE(Emission) #undef VAN_DEFINE }//namespace VertexAttribName #define VAN VertexAttribName struct ShaderStageBind { AnsiString name; uint binding; VAD * data =nullptr; public: ~ShaderStageBind() { SAFE_CLEAR(data); } };//struct ShaderStageBind using VABCreaterMaps=MapObject; /** * 可渲染对象创建器 */ class RenderableCreater { protected: SceneDB *db; vulkan::Material *mtl; const vulkan::VertexShaderModule *vsm; protected: uint32 vertices_number; vulkan::IndexBuffer * ibo; VABCreaterMaps vabc_maps; virtual VAD *CreateVAD(const AnsiString &name,const vulkan::ShaderStage *ss); ///<创建一个顶点属性缓冲区 public: RenderableCreater(SceneDB *sdb,vulkan::Material *m); virtual ~RenderableCreater()=default; virtual bool Init(const uint32 count); ///<初始化,参数为顶点数量 VAD * CreateVAD(const AnsiString &name); ///<创建一个顶点属性缓冲区 template T * CreateVADA(const AnsiString &name) ///<创建一个顶点属性缓冲区以及访问器 { const vulkan::ShaderStage *ss=vsm->GetStageInput(name); if(!ss) return(nullptr); if(ss->format!=T::GetVulkanFormat()) return(nullptr); VAD *vad=this->CreateVAD(name); if(!vad) return(nullptr); return T::Create(vad); } uint16 * CreateIBO16(uint count,const uint16 *data=nullptr); ///<创建16位的索引缓冲区 uint32 * CreateIBO32(uint count,const uint32 *data=nullptr); ///<创建32位的索引缓冲区 virtual vulkan::Renderable * Finish(); ///<结束并创建可渲染对象 };//class RenderableCreater }//namespace graph }//namespace hgl #endif//HGL_GRAPH_RENDERABLE_CREATER_INCLUDE