#include #include #include #include #include #include #include"RenderExtraBuffer.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; } //比较材质实例 { off=ri_one->GetMaterialInstance() -ri_two->GetMaterialInstance(); 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; mtl=m; extra_buffer=nullptr; const VertexInput *vi=mtl->GetVertexInput(); binding_count=vi->GetCount(); buffer_list=new VkBuffer[binding_count]; buffer_offset=new VkDeviceSize[binding_count]; } MaterialRenderList::~MaterialRenderList() { delete[] buffer_offset; delete[] buffer_list; SAFE_CLEAR(extra_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 { Comparator rnc; Sort(rn_list,&rnc); } //写入LocalToWorld数据 { uint count=rn_list.GetCount(); if(count<=0)return; if(!extra_buffer) extra_buffer=new RenderNodeExtraBuffer; if(extra_buffer->node_countNodeAlloc(device,count); //写入数据 extra_buffer->WriteData(rn_list.GetData(),count); } Stat(); } void MaterialRenderList::RenderItem::Set(Renderable *ri) { pipeline =ri->GetPipeline(); mi =ri->GetMaterialInstance(); vid =ri->GetVertexInputData(); } void MaterialRenderList::Stat() { const uint count=rn_list.GetCount(); RenderNode *rn=rn_list.GetData(); ri_list.ClearData(); ri_list.PreMalloc(count); mi_set.ClearData(); RenderItem *ri=ri_list.GetData(); ri_count=1; ri->first=0; ri->count=1; ri->Set(rn->ri); last_pipeline =ri->pipeline; last_mi =ri->mi; last_vid =ri->vid; mi_set.Add(last_mi); ++rn; for(uint i=1;iri->GetPipeline()) if(last_mi==rn->ri->GetMaterialInstance()) if(last_vid==rn->ri->GetVertexInputData()) { ++ri->count; ++rn; continue; } ++ri_count; ++ri; ri->first=i; ri->count=1; ri->Set(rn->ri); if(last_mi!=ri->mi) mi_set.Add(ri->mi); last_pipeline =ri->pipeline; last_mi =ri->mi; last_vid =ri->vid; ++rn; } } void MaterialRenderList::Bind(MaterialInstance *mi) { } bool MaterialRenderList::Bind(const VertexInputData *vid,const uint first) { //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_mi->GetVIL(); 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 uint count=0; //Basic组,它所有的VBO信息均来自于Primitive,由vid参数传递进来 { hgl_cpy(buffer_list,vid->buffer_list,vid->binding_count); hgl_cpy(buffer_offset,vid->buffer_offset,vid->binding_count); count=vid->binding_count; } if(countGetCount(VertexInputGroup::MaterialInstanceID); if(mtl_binding_count>0) { if(mtl_binding_count!=1) //只有MaterialInstanceID return(false); count+=mtl_binding_count; } } if(countGetCount(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(countGetCount(VertexInputGroup::LocalToWorld); if(l2w_binding_count>0) //有变换矩阵信息 { if(l2w_binding_count!=4) return(false); hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,4); for(uint i=0;i<4;i++) buffer_offset[count+i]=first*16; //mat4每列都是rgba32f,自然是16字节 count+=l2w_binding_count; } } if(count!=binding_count) { //还有没支持的绑定组???? return(false); } cmd_buf->BindVBO(0,count,buffer_list,buffer_offset); return(true); } void MaterialRenderList::Render(RenderItem *ri) { if(last_pipeline!=ri->pipeline) { cmd_buf->BindPipeline(ri->pipeline); last_pipeline=ri->pipeline; last_mi=nullptr; 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(last_mi!=ri->mi) { Bind(ri->mi); last_mi=ri->mi; last_vid=nullptr; } 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_list.GetData(); last_pipeline =nullptr; last_mi =nullptr; last_vid =nullptr; for(uint i=0;i