#ifndef HGL_GRAPH_RENDERABLE_CREATER_INCLUDE #define HGL_GRAPH_RENDERABLE_CREATER_INCLUDE #include #include #include namespace hgl { namespace graph { struct ShaderStageBind { AnsiString name; uint binding; VAD * data =nullptr; VBO * vbo =nullptr; public: ~ShaderStageBind() { SAFE_CLEAR(data); } };//struct ShaderStageBind using VADMaps=MapObject; /** * 可渲染对象创建器 */ class RenderableCreater { protected: RenderResource *db; Material *mtl; const VertexShaderModule *vsm; protected: uint32 vertices_number; IndexBuffer * ibo; VADMaps vab_maps; protected: virtual VAD *CreateVAD(const AnsiString &name,const ShaderStage *ss); ///<创建一个顶点属性缓冲区 public: RenderableCreater(RenderResource *sdb,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 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); T *vada=T::Create(vad); vada->Begin(); return vada; } bool WriteVAD(const AnsiString &name,const void *data,const uint32_t bytes); ///<直接写入顶点属性数据 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 Renderable * Finish(); ///<结束并创建可渲染对象 };//class RenderableCreater }//namespace graph }//namespace hgl #endif//HGL_GRAPH_RENDERABLE_CREATER_INCLUDE