156 lines
4.3 KiB
C++
156 lines
4.3 KiB
C++
#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKVertexAttribBuffer.h>
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#include<hgl/graph/VKIndexBuffer.h>
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#include<hgl/log/LogInfo.h>
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VK_NAMESPACE_BEGIN
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VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IBAccess *iba)
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{
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vab_count=c;
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vab_list=hgl_zero_new<VkBuffer>(vab_count);
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if(iba&&iba->buffer)
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ibo=iba->buffer;
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else
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ibo=nullptr;
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}
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VertexInputData::~VertexInputData()
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{
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delete[] vab_list;
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}
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const bool VertexInputData::Comp(const VertexInputData *vid)const
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{
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if(!vid)return(false);
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if(vab_count!=vid->vab_count)return(false);
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for(uint32_t i=0;i<vab_count;i++)
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{
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if(vab_list[i]!=vid->vab_list[i])return(false);
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}
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if(ibo!=vid->ibo)return(false);
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return(true);
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}
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Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputData *vid,DrawData *dd)
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{
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primitive=r;
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pipeline=p;
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mat_inst=mi;
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vertex_input_data=vid;
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draw_data=dd;
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}
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DrawData::DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba)
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{
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vab_count=bc;
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vab_offset=new VkDeviceSize[vab_count];
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vertex_count=vc;
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if(iba&&iba->buffer)
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{
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index_start=iba->start;
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index_count=iba->count;
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}
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}
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DrawData::~DrawData()
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{
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delete[] vab_offset;
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}
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const bool DrawData::Comp(const DrawData *dd)const
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{
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if(!dd)return(false);
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if(vab_count!=dd->vab_count)return(false);
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for(uint i=0;i<vab_count;i++)
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{
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if(vab_offset[i]!=dd->vab_offset[i])return(false);
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}
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if(vertex_count!=dd->vertex_count)return(false);
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if(index_start!=dd->index_start)return(false);
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if(index_count!=dd->index_count)return(false);
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return(true);
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}
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Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
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{
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if(!prim||!mi||!p)return(nullptr);
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const VIL *vil=mi->GetVIL();
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const uint32_t input_count=vil->GetCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
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const UTF8String &mtl_name=mi->GetMaterial()->GetName();
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if(prim->GetVABCount()<input_count) //小于材质要求的数量?那自然是不行的
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{
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LOG_ERROR("[FATAL ERROR] input buffer count of Renderable lesser than Material, Material name: "+mtl_name);
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return(nullptr);
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}
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const IBAccess *iba=prim->GetIBAccess();
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VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),iba);
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DrawData *dd=new DrawData(input_count,prim->GetVertexCount(),iba);
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const VertexInputFormat *vif=vil->GetVIFList(VertexInputGroup::Basic);
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VABAccess *vab_access;
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for(uint i=0;i<input_count;i++)
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{
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//注: VIF来自于材质,但VAB来自于Primitive。
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// 两个并不一定一样,排序也不一定一样。所以不能让PRIMTIVE直接提供BUFFER_LIST/OFFSET来搞一次性绑定。
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vab_access=prim->GetVABAccess(vif->name);
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if(!vab_access||!vab_access->vab)
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{
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LOG_ERROR("[FATAL ERROR] not found VAB \""+AnsiString(vif->name)+"\" in Material: "+mtl_name);
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return(nullptr);
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}
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if(vab_access->vab->GetFormat()!=vif->format)
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{
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LOG_ERROR( "[FATAL ERROR] VAB \""+UTF8String(vif->name)+
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UTF8String("\" format can't match Renderable, Material(")+mtl_name+
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UTF8String(") Format(")+GetVulkanFormatName(vif->format)+
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UTF8String("), VAB Format(")+GetVulkanFormatName(vab_access->vab->GetFormat())+
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")");
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return(nullptr);
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}
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if(vab_access->vab->GetStride()!=vif->stride)
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{
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LOG_ERROR( "[FATAL ERROR] VAB \""+UTF8String(vif->name)+
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UTF8String("\" stride can't match Renderable, Material(")+mtl_name+
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UTF8String(") stride(")+UTF8String::numberOf(vif->stride)+
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UTF8String("), VAB stride(")+UTF8String::numberOf(vab_access->vab->GetStride())+
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")");
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return(nullptr);
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}
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dd->vab_offset[i]=vab_access->start*vif->stride;
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vid->vab_list[i]=vab_access->vab->GetBuffer();
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++vif;
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}
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return(new Renderable(prim,mi,p,vid,dd));
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}
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VK_NAMESPACE_END
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