ULRE/inc/hgl/graph/vulkan/VKDatabase.h

127 lines
7.2 KiB
C++

#ifndef HGL_GRAPH_VULKAN_DATABASE_INCLUDE
#define HGL_GRAPH_VULKAN_DATABASE_INCLUDE
#include<hgl/graph/vulkan/VKMaterial.h>
#include<hgl/graph/vulkan/VKPipeline.h>
#include<hgl/graph/vulkan/VKDescriptorSets.h>
#include<hgl/graph/vulkan/VKRenderable.h>
#include<hgl/graph/vulkan/VKBuffer.h>
#include<hgl/graph/vulkan/VKSampler.h>
#include<hgl/graph/vulkan/VKTexture.h>
#include<hgl/graph/vulkan/VKMaterialInstance.h>
#include<hgl/graph/VertexAttribData.h>
#include<hgl/graph/vulkan/VKRenderableInstance.h>
#include<hgl/graph/font/TextRenderable.h>
#include<hgl/type/ResManage.h>
VK_NAMESPACE_BEGIN
using MaterialID =int;
using MaterialInstanceID =int;
using PipelineID =int;
using BufferID =int;
using DescriptorSetsID =int;
using RenderableID =int;
using RenderableInstanceID =int;
using SamplerID =int;
using TextureID =int;
class VertexAttribData;
/**
* 资源管理,用于管理场景内所需的所有数据
*/
class Database
{
Device *device;
MapObject<OSString,ShaderModule> shader_module_by_name;
Map<OSString,Material *> material_by_name;
IDResManage<MaterialID, Material> rm_material; ///<材质合集
IDResManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
IDResManage<PipelineID, Pipeline> rm_pipeline; ///<管线合集
IDResManage<DescriptorSetsID, DescriptorSets> rm_desc_sets; ///<描述符合集
IDResManage<RenderableID, Renderable> rm_renderables; ///<可渲染对象合集
IDResManage<BufferID, Buffer> rm_buffers; ///<顶点缓冲区合集
IDResManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
IDResManage<TextureID, Texture> rm_textures; ///<纹理合集
IDResManage<RenderableInstanceID, RenderableInstance> rm_renderable_instances; ///<渲染实例集合集
public:
Database(Device *dev):device(dev){}
virtual ~Database()=default;
public: //Add
MaterialID Add(Material * mtl ){return rm_material.Add(mtl);}
MaterialInstanceID Add(MaterialInstance * mi ){return rm_material_instance.Add(mi);}
PipelineID Add(Pipeline * p ){return rm_pipeline.Add(p);}
DescriptorSetsID Add(DescriptorSets * ds ){return rm_desc_sets.Add(ds);}
RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
BufferID Add(Buffer * buf ){return rm_buffers.Add(buf);}
SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
TextureID Add(Texture * t ){return rm_textures.Add(t);}
RenderableInstanceID Add(RenderableInstance *ri ){return rm_renderable_instances.Add(ri);}
public: // VBO/VAO
VAB *CreateVAB(VkFormat format,uint32_t count,const void *data,SharingMode sm=SharingMode::Exclusive);
VAB *CreateVAB(VkFormat format,uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateVAB(format,count,nullptr,sm);}
VAB *CreateVAB(const VAD *vad,SharingMode sm=SharingMode::Exclusive){return CreateVAB(vad->GetVulkanFormat(),vad->GetCount(),vad->GetData(),sm);}
#define SCENE_DB_CREATE_FUNC(name) Buffer *Create##name(VkDeviceSize size,void *data,SharingMode sm=SharingMode::Exclusive); \
Buffer *Create##name(VkDeviceSize size,SharingMode sm=SharingMode::Exclusive);
SCENE_DB_CREATE_FUNC(UBO)
SCENE_DB_CREATE_FUNC(SSBO)
SCENE_DB_CREATE_FUNC(INBO)
#undef SCENE_DB_CREATE_FUNC
IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,const void *data,SharingMode sm=SharingMode::Exclusive);
IndexBuffer *CreateIBO16(uint32_t count,const uint16 *data,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,(void *)data,sm);}
IndexBuffer *CreateIBO32(uint32_t count,const uint32 *data,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,(void *)data,sm);}
IndexBuffer *CreateIBO(IndexType index_type,uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(index_type,count,nullptr,sm);}
IndexBuffer *CreateIBO16(uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U16,count,nullptr,sm);}
IndexBuffer *CreateIBO32(uint32_t count,SharingMode sm=SharingMode::Exclusive){return CreateIBO(IndexType::U32,count,nullptr,sm);}
public: //Material
const ShaderModule *CreateShaderModule(const OSString &filename,ShaderResource *shader_resource);
const ShaderModule *CreateShaderModule(const OSString &filename);
Material * CreateMaterial(const OSString &vertex_shader_filename,const OSString &fragment_shader_filename);
Material * CreateMaterial(const OSString &vertex_shader_filename,const OSString &geometry_shader_filename,const OSString &fragment_shader_filename);
Material * CreateMaterial(const OSString &);
MaterialInstance * CreateMaterialInstance(Material *);
MaterialInstance * CreateMaterialInstance(const OSString &);
Pipeline * CreatePipeline(Material *,RenderTarget *,PipelineData *,const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline * CreatePipeline(MaterialInstance *,RenderTarget *,PipelineData *,const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline * CreatePipeline(Material *,RenderTarget *,const OSString &,const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Pipeline * CreatePipeline(MaterialInstance *,RenderTarget *,const OSString &,const Prim &prim=Prim::Triangles,const bool prim_restart=false);
Renderable * CreateRenderable(const uint32_t vertex_count=0);
TextRenderable * CreateTextRenderable(Material *);
RenderableInstance *CreateRenderableInstance(Renderable *r,MaterialInstance *mi,Pipeline *p);
Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
public: //Get
Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
MaterialInstance * GetMaterialInstance (const MaterialInstanceID &id){return rm_material_instance.Get(id);}
Pipeline * GetPipeline (const PipelineID &id){return rm_pipeline.Get(id);}
DescriptorSets * GetDescSets (const DescriptorSetsID &id){return rm_desc_sets.Get(id);}
Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
Buffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
RenderableInstance *GetRenderableInstance (const RenderableInstanceID &id){return rm_renderable_instances.Get(id);}
};//class Database
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_DATABASE_INCLUDE