#ifndef HGL_GRAPH_VULKAN_BUFFER_DATA_INCLUDE #define HGL_GRAPH_BUFFER_DATA_INCLUDE #include 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