#ifndef HGL_GRAPH_VULKAN_BUFFER_DATA_INCLUDE
#define HGL_GRAPH_BUFFER_DATA_INCLUDE
#include"VK.h"
VK_NAMESPACE_BEGIN
/**
* 缓冲区数据管理类
*/
class BufferData
{
protected:
VkFormat format; ///<数据格式
uint32_t count; ///<数据个数
uint32_t stride; ///<单个数据字节数
uint8_t * buffer_data; ///<缓冲区数据
uint32_t total_bytes; ///<数据总字节数
protected:
friend BufferData *CreateBufferData(void *data,const VkFormat f,const uint32_t count,const uint32_t stride);
BufferData(uint8_t *data,const VkFormat f,const uint32_t c,const uint32_t s)
{
buffer_data =data;
format=f;
count=c;
stride=s;
total_bytes=stride*count;
}
public:
virtual ~BufferData()=default;
uint GetStride ()const { return data_stride; } ///<取得每一组数据字节数
uint32_t GetCount ()const { return data_count; } ///<取得数据数量
uint32_t GetTotalBytes ()const { return total_bytes; } ///<取得数据总字节数
void * GetData ()const { return buffer_data; } ///<取得数据指针
};//class BufferData
BufferData *CreateBufferData(const uint32_t &length);
BufferData *CreateBufferData(void *data,const uint32_t &length);
#define DATA_COMPOMENT_RED 0x01
#define DATA_COMPOMENT_GREEN 0x02
#define DATA_COMPOMENT_BLUE 0x04
#define DATA_COMPOMENT_ALPHA 0x08
#define DATA_COMPOMENT_X DATA_COMPOMENT_RED
#define DATA_COMPOMENT_Y DATA_COMPOMENT_GREEN
#define DATA_COMPOMENT_Z DATA_COMPOMENT_BLUE
#define DATA_COMPOMENT_W DATA_COMPOMENT_ALPHA
#define DATA_COMPOMENT_DEPTH 0x10
/**
* 非打包型数据
* 该类数据未被打包,所以可以直接对成份数据逐一访问
*/
class BufferDataDirect:public BufferData
{
VkFormat
};//
/**
* 打包型数据
* 该类数据由于被打包,所以无法直接进行读写
*/
class BufferDataPack:public BufferData
{
VkFormat format; ///<数据格式
uint byte; ///<单个数据字节数
uint compoment; ///<数据成份
public:
};//
class VertexBufferData:public BufferData
{
uint32_t data_type; ///<单个数据类型 (GL_BYTE,GL_UNSIGNED_SHORT,GL_FLOAT等)
uint data_bytes; ///<单个数据字节数 (GL_BYTE为1,GL_UNSIGNED_SHORT为2,GL_FLOAT为4等)
uint data_comp; ///<数据成员数 (1/2/3/4,如2D纹理坐标用2,3D坐标/法线用3)
uint data_stride; ///<每组数据字节数
uint32_t data_count; ///<数据数量
protected:
friend VertexBufferData *CreateVertexBufferData(void *data,const uint32_t &dt,const uint &dbytes,const uint &dcm,const uint32_t &count);
VertexBufferData(const uint32_t &dt,const uint &dbytes,const uint &dcm,const uint32_t &count,char *data):BufferData(data,dbytes*dcm*count)
{
data_type=dt;
data_bytes=dbytes;
data_comp=dcm;
data_stride=data_comp*data_bytes;
data_count=count;
}
public:
virtual ~VertexBufferData()=default;
uint32_t GetDataType ()const{return data_type;} ///<取得数据类型
uint GetComponent ()const{return data_comp;} ///<取数每一组数据中的数据数量
uint GetStride ()const{return data_stride;} ///<取得每一组数据字节数
uint32_t GetCount ()const{return data_count;} ///<取得数据数量
uint32_t GetTotalBytes ()const{return total_bytes;} ///<取得数据总字节数
};
/**
* 创建一个顶点数据缓冲区
* 这种方式创建的缓冲区,它会自行分配内存,最终释放
* @param dt 单个数据类型 (GL_BYTE,GL_UNSIGNED_SHORT,GL_FLOAT等)
* @param dbytes 单个数据字节数 (GL_BYTE为1,GL_UNSIGNED_SHORT为2,GL_FLOAT为4等)
* @param dcm 数据成员数 (1/2/3/4,如2D纹理坐标用2,3D坐标/法线用3)
* @param count 数据数量
*/
VertexBufferData *CreateVertexBufferData(const uint32_t &dt,const uint &dbytes,const uint &dcm,const uint32_t &count);
/**
* 创建一个顶点数据缓冲区
* @param data 数据指针
* @param dt 单个数据类型 (GL_BYTE,GL_UNSIGNED_SHORT,GL_FLOAT等)
* @param dbytes 单个数据字节数 (GL_BYTE为1,GL_UNSIGNED_SHORT为2,GL_FLOAT为4等)
* @param dcm 数据成员数 (1/2/3/4,如2D纹理坐标用2,3D坐标/法线用3)
* @param count 数据数量
*/
VertexBufferData *CreateVertexBufferData(void *data,const uint32_t &dt,const uint &dbytes,const uint &dcm,const uint32_t &count);
#define VBDATA_CREATE_FUNC(short_name,type,comp_count,vk_type) \
inline VertexBufferData *VB##comp_count##short_name(const uint32_t &count){return CreateVertexBufferData(vk_type,sizeof(type),comp_count,count);} \
inline VertexBufferData *VB##comp_count##short_name(const uint32_t &count,const type *data){return CreateVertexBufferData((void *)data,vk_type,sizeof(type),comp_count,count);}
// UNORM 指输入无符号数,自动转换为 0.0 to 1.0 的浮点数
// SNORM 指输入有符号数,自动转换为-1.0 to +1.0 的浮点数
#define VBDATA_NSI(comp_count,type,vk_type_start) \
VBDATA_CREATE_FUNC(type,comp_count,
#define VBDATA_UIF(comp_count,utype,itype,ftype,vk_type_start) \
VBDATA_CREATE_FUNC(u,utype,comp_count,vk_type_start);
VBDATA_CREATE_FUNC(i,itype,comp_count,vk_type_start+1);
VBDATA_CREATE_FUNC(f,ftype,comp_count,vk_type_start+2);
#define VBDATA_UIF_1234(utype,itype,ftype,vk_type_start) \
VBDATA_UIF(1,utype,itype,ftype,vk_type_start) \
VBDATA_UIF(2,utype,itype,ftype,vk_type_start+3) \
VBDATA_UIF(3,utype,itype,ftype,vk_type_start+6) \
VBDATA_UIF(4,utype,itype,ftype,vk_type_start+9)
VBDATA_UIF_1234(uint32,int32,float ,VK_FORMAT_R32_UINT)
VBDATA_UIF_1234(uint64,int64,double,VK_FORMAT_R64_UINT)
#undef VBDATA_CREATE_FUNC
//inline VertexBufferData *EB16(const uint16 &count){return CreateVertexBufferData(GL_UNSIGNED_SHORT, 2,1,count);}
//inline VertexBufferData *EB32(const uint32 &count){return CreateVertexBufferData(GL_UNSIGNED_INT, 4,1,count);}
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_BUFFER_DATA_INCLUDE