#ifndef HGL_GRAPH_VULKAN_RENDERABLE_INCLUDE #define HGL_GRAPH_VULKAN_RENDERABLE_INCLUDE #include #include #include #include VK_NAMESPACE_BEGIN /** * 可渲染数据对象
* 本对象包含材质实例信息和Mesh信息,可渲染数据对象中包含供最终API使用的VBO数据,可能存在多个MESH数据的集合。

* 比如有多种形状的石头,它们使用了同一种材质,这种情况下多个mesh就可以合并到一个Renderable中,渲染时不再切换VBO。 */ class Renderable { const VertexShaderModule *vertex_sm; int buf_count; VkBuffer *buf_list=nullptr; VkDeviceSize *buf_offset=nullptr; uint32_t draw_count; IndexBuffer *indices_buffer=nullptr; VkDeviceSize indices_offset=0; private: AABB BoundingBox; protected: friend class RenderableNode; uint ref_count=0; uint RefInc(){return ++ref_count;} uint RefDec(){return --ref_count;} public: Renderable(const VertexShaderModule *,const uint32_t dc); virtual ~Renderable(); const uint GetRefCount()const{return ref_count;} void SetBoundingBox(const AABB &aabb){BoundingBox=aabb;} const AABB &GetBoundingBox()const {return BoundingBox;} bool Set(const int stage_input_binding, VertexAttribBuffer *vb,VkDeviceSize offset=0); bool Set(const AnsiString &name, VertexAttribBuffer *vb,VkDeviceSize offset=0); bool Set(IndexBuffer *ib,VkDeviceSize offset=0) { if(!ib)return(false); indices_buffer=ib; indices_offset=offset; return(true); } public: const uint32_t GetDrawCount ()const ///<取得当前对象绘制需要多少个顶点 { if(indices_buffer) return indices_buffer->GetCount(); return draw_count; } const int GetBufferCount ()const{return buf_count;} const VkBuffer * GetBuffer ()const{return buf_list;} const VkDeviceSize * GetOffset ()const{return buf_offset;} IndexBuffer * GetIndexBuffer() {return indices_buffer;} const VkDeviceSize GetIndexOffset()const{return indices_offset;} };//class Renderable VK_NAMESPACE_END #endif//HGL_GRAPH_VULKAN_RENDERABLE_INCLUDE