#include #include #include #include #include #include #include #include"RenderAssignBuffer.h" /** * * 理论上讲,我们需要按以下顺序排序 * * for(material) * for(pipeline) * for(material_instance) * for(vbo) */ template<> int Comparator::compare(const hgl::graph::RenderNode &obj_one,const hgl::graph::RenderNode &obj_two) const { int off; hgl::graph::Renderable *ri_one=obj_one.ri; hgl::graph::Renderable *ri_two=obj_two.ri; //比较管线 { off=ri_one->GetPipeline() -ri_two->GetPipeline(); if(off) return off; } //比较模型 { off=ri_one->GetPrimitive() -ri_two->GetPrimitive(); if(off) return off; } return 0; } VK_NAMESPACE_BEGIN MaterialRenderList::MaterialRenderList(GPUDevice *d,Material *m) { device=d; cmd_buf=nullptr; material=m; if(material->hasAssign()) assign_buffer=new RenderAssignBuffer(d,material->GetMIDataBytes()); else assign_buffer=nullptr; vbo_list=new VBOList(material->GetVertexInput()->GetCount()); } MaterialRenderList::~MaterialRenderList() { SAFE_CLEAR(vbo_list); SAFE_CLEAR(assign_buffer) } void MaterialRenderList::Add(Renderable *ri,const Matrix4f &mat) { RenderNode rn; rn.local_to_world=mat; rn.ri=ri; rn_list.Add(rn); } void MaterialRenderList::End() { //排序 Sort(rn_list.GetArray()); const uint node_count=rn_list.GetCount(); if(node_count<=0)return; Stat(); if(assign_buffer) { if(material->HasMI()) StatMI(); //写入LocalToWorld数据 assign_buffer->WriteNode(rn_list.GetData(),node_count,mi_set); } } void MaterialRenderList::RenderItem::Set(Renderable *ri) { pipeline =ri->GetPipeline(); mi =ri->GetMaterialInstance(); vid =ri->GetVertexInputData(); } void MaterialRenderList::StatMI() { mi_set.Clear(); for(RenderNode &rn:rn_list) mi_set.Add(rn.ri->GetMaterialInstance()); if(mi_set.GetCount()>material->GetMIMaxCount()) { //超出最大数量了怎么办??? } } void MaterialRenderList::Stat() { const uint count=rn_list.GetCount(); RenderNode *rn=rn_list.GetData(); ri_array.Clear(); ri_array.Alloc(count); RenderItem *ri=ri_array.GetData(); ri_count=1; ri->first=0; ri->count=1; ri->Set(rn->ri); last_pipeline =ri->pipeline; last_vid =ri->vid; ++rn; for(uint i=1;iri->GetPipeline()) if(last_vid->Comp(rn->ri->GetVertexInputData())) { ++ri->count; ++rn; continue; } ++ri_count; ++ri; ri->first=i; ri->count=1; ri->Set(rn->ri); last_pipeline =ri->pipeline; last_vid =ri->vid; ++rn; } } bool MaterialRenderList::Bind(const VertexInputData *vid,const uint ri_index) { //binding号都是在VertexInput::CreateVIL时连续紧密排列生成的,所以bind时first_binding写0就行了。 //const VIL *vil=last_vil; //if(vil->GetCount(VertexInputGroup::Basic)!=vid->binding_count) // return(false); //这里基本不太可能,因为CreateRenderable时就会检查值是否一样 vbo_list->Restart(); //Basic组,它所有的VBO信息均来自于Primitive,由vid参数传递进来 { vbo_list->Add(vid->buffer_list,vid->buffer_offset,vid->binding_count); } //if(!vbo_list.IsFull()) //Joint组,暂未支持 //{ // const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID); // if(joint_id_binding_count>0) //有矩阵信息 // { // count+=joint_id_binding_count; // if(countGetCount(VertexInputGroup::JointWeight); // if(joing_weight_binding_count!=1) // { // ++count; // } // else //JointWieght不为1是个bug,除非未来支持8权重 // { // return(false); // } // } // else //有JointID没有JointWeight? 这是个BUG // { // return(false); // } // } //} //if(!vbo_list->IsFull()) //Assign组 { if(assign_buffer) vbo_list->Add(assign_buffer->GetAssignVBO(),ASSIGN_VBO_STRIDE_BYTES*ri_index); } //if(count!=binding_count) //{ // //还有没支持的绑定组???? // return(false); //} cmd_buf->BindVBO(vbo_list); return(true); } void MaterialRenderList::Render(RenderItem *ri) { if(last_pipeline!=ri->pipeline) { cmd_buf->BindPipeline(ri->pipeline); last_pipeline=ri->pipeline; last_vid=nullptr; //这里未来尝试换pipeline同时不换mi/primitive是否需要重新绑定mi/primitive } if(!ri->vid->Comp(last_vid)) { Bind(ri->vid,ri->first); last_vid=ri->vid; } const IndexBufferData *ibd=last_vid->index_buffer; if(ibd->buffer) { cmd_buf->BindIBO(ibd); cmd_buf->DrawIndexed(ibd->buffer->GetCount(),ri->count); } else { cmd_buf->Draw(last_vid->vertex_count,ri->count); } } void MaterialRenderList::Render(RenderCmdBuffer *rcb) { if(!rcb)return; const uint count=rn_list.GetCount(); if(count<=0)return; if(ri_count<=0)return; cmd_buf=rcb; RenderItem *ri=ri_array.GetData(); last_pipeline =nullptr; last_vid =nullptr; if(assign_buffer) assign_buffer->Bind(material); cmd_buf->BindDescriptorSets(material); for(uint i=0;i