136 lines
7.2 KiB
C++
136 lines
7.2 KiB
C++
#ifndef HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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#define HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/graph/VKDescriptorSet.h>
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#include<hgl/graph/VKPrimitive.h>
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#include<hgl/graph/VKBuffer.h>
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#include<hgl/graph/VKSampler.h>
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#include<hgl/graph/VKTexture.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKMaterialInstance.h>
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#include<hgl/graph/VertexAttribData.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/font/TextPrimitive.h>
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#include<hgl/type/ObjectManage.h>
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#include<hgl/shadergen/MaterialCreateInfo.h>
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#include<hgl/graph/VKDescriptorBindingManage.h>
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VK_NAMESPACE_BEGIN
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using MaterialID =int;
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using MaterialInstanceID =int;
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using BufferID =int;
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using DescriptorSetID =int;
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using PrimitiveID =int;
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using RenderableID =int;
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using SamplerID =int;
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using TextureID =int;
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class VertexAttribData;
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using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
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constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;
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/**
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* 资源管理,用于管理场景内所需的所有数据
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*/
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class RenderResource
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{
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GPUDevice *device;
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ShaderModuleMapByName shader_module_by_name[VK_SHADER_STAGE_TYPE_COUNT];
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Map<AnsiString,Material *> material_by_name;
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Map<OSString,Texture *> texture_by_name;
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IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
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IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDObjectManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
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IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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public:
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//注:并非一定要走这里,这里只是提供一个注册和自动绑定的机制
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DescriptorBinding global_descriptor; ///<全局属性描述符绑定管理
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public:
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RenderResource(GPUDevice *dev):device(dev),global_descriptor(DescriptorSetType::Global){}
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virtual ~RenderResource()=default;
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public: //Add
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MaterialID Add(Material * mtl ){return rm_material.Add(mtl);}
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MaterialInstanceID Add(MaterialInstance * mi ){return rm_material_instance.Add(mi);}
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DescriptorSetID Add(DescriptorSet * ds ){return rm_desc_sets.Add(ds);}
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PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
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BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
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SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
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TextureID Add(Texture * t ){return rm_textures.Add(t);}
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RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
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public: // VBO/VAO
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VBO *CreateVBO(VkFormat format,uint32_t count,const void *data,SharingMode sm=SharingMode::Exclusive);
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VBO *CreateVBO(VkFormat format,uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateVBO(format,count,nullptr,sm);}
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VBO *CreateVBO(const VAD *vad,SharingMode sm=SharingMode::Exclusive){return CreateVBO(vad->GetFormat(),vad->GetCount(),vad->GetData(),sm);}
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#define SCENE_DB_CREATE_FUNC(name) DeviceBuffer *Create##name(VkDeviceSize size,void *data,SharingMode sm=SharingMode::Exclusive); \
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DeviceBuffer *Create##name(VkDeviceSize size,SharingMode sm=SharingMode::Exclusive);
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SCENE_DB_CREATE_FUNC(UBO)
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SCENE_DB_CREATE_FUNC(SSBO)
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SCENE_DB_CREATE_FUNC(INBO)
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#undef SCENE_DB_CREATE_FUNC
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IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,const void * data, SharingMode sm=SharingMode::Exclusive);
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IndexBuffer *CreateIBO16( uint32_t count,const uint16 *data, SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,(void *)data,sm);}
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IndexBuffer *CreateIBO32( uint32_t count,const uint32 *data, SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,(void *)data,sm);}
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IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(index_type,count,nullptr,sm);}
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IndexBuffer *CreateIBO16( uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,nullptr,sm);}
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IndexBuffer *CreateIBO32( uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,nullptr,sm);}
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public: //Material
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const ShaderModule *CreateShaderModule(const AnsiString &shader_module_name,const ShaderCreateInfo *);
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Material * CreateMaterial(const mtl::MaterialCreateInfo *);
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MaterialInstance * CreateMaterialInstance(Material *,const VILConfig *vil_cfg=nullptr);
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MaterialInstance * CreateMaterialInstance(const mtl::MaterialCreateInfo *,const VILConfig *vil_cfg=nullptr);
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Primitive * CreatePrimitive(const uint32_t vertex_count=0);
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Renderable * CreateRenderable(Primitive *r,MaterialInstance *mi,Pipeline *p);
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Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
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Sampler * CreateSampler(Texture *);
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public: //texture
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Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
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TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
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Texture2DArray * CreateTexture2DArray(const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
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bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
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public: //Get
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Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
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MaterialInstance * GetMaterialInstance (const MaterialInstanceID &id){return rm_material_instance.Get(id);}
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DescriptorSet * GetDescSets (const DescriptorSetID &id){return rm_desc_sets.Get(id);}
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Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
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DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
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Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
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Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
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Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
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};//class RenderResource
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_DATABASE_INCLUDE
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