456 lines
13 KiB
C++
456 lines
13 KiB
C++
#include<hgl/graph/RenderNode.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/VKDevice.h>
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#include<hgl/graph/VKVertexAttribBuffer.h>
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#include<hgl/graph/VKVertexInput.h>
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#include<hgl/graph/VKCommandBuffer.h>
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#include<hgl/util/sort/Sort.h>
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/**
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*
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* 理论上讲,我们需要按以下顺序排序
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*
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* for(material)
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* for(pipeline)
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* for(material_instance)
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* for(vbo)
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*/
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template<>
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int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &obj_one,const hgl::graph::RenderNode &obj_two) const
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{
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int off;
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hgl::graph::Renderable *ri_one=obj_one.ri;
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hgl::graph::Renderable *ri_two=obj_two.ri;
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//比较管线
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{
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off=ri_one->GetPipeline()
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-ri_two->GetPipeline();
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if(off)
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return off;
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}
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//比较材质实例
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{
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off=ri_one->GetMaterialInstance()
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-ri_two->GetMaterialInstance();
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if(off)
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return off;
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}
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//比较模型
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{
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off=ri_one->GetPrimitive()
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-ri_two->GetPrimitive();
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if(off)
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return off;
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}
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return 0;
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}
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namespace hgl
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{
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namespace graph
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{
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// ubo_range大致分为三档:
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//
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// 16k: Mali-T系列或更早、Mali-G71、nVidia GeForce RTX 3070 Laptop为16k
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//
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// 64k: 大部分手机与PC均为64k
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//
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// >64k: Intel 核显与 PowerVR 为128MB,AMD显卡为4GB,可视为随显存无上限。
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//
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// 我们使用uint8类型在vertex input中保存MaterialInstance ID,表示范围0-255。
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// 所以MaterialInstance结构容量按16k/64k分为两个档次,64字节和256字节
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// 如果一定要使用超过16K/64K硬件限制的容量,有两种办法
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// 一、分多次渲染,使用UBO Offset偏移UBO数据区。
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// 二、使用SSBO,但这样会导致性能下降,所以不推荐使用。
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// 但我们不解决这个问题
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// 我们天然要求将材质实例数据分为两个等级,同时要求一次渲染不能超过256种材质实例。
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// 所以 UBO Range为16k时,实例数据不能超过64字节。UBO Range为64k时,实例数据不能超过256字节。
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/*
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* 渲染节点额外提供的数据
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*/
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struct RenderNodeExtraBuffer
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{
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uint node_count; ///<渲染节点数量
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uint mi_count; ///<材质实例数量
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uint mi_size; ///<单个材质实例数量长度
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DeviceBuffer *mi_data_buffer; ///<材质实例数据UBO/SSBO
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VBO *mi_id;
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VkBuffer mi_id_buffer;
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VBO *bone_id,*bone_weight;
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VkBuffer bone_id_buffer,bone_weight_buffer;
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VBO *l2w_vbo[4];
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VkBuffer l2w_buffer[4];
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public:
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RenderNodeExtraBuffer()
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{
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hgl_zero(*this);
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}
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~RenderNodeExtraBuffer()
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{
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Clear();
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}
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void Clear()
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{
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SAFE_CLEAR(mi_id)
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SAFE_CLEAR(mi_data_buffer);
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SAFE_CLEAR(bone_id)
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SAFE_CLEAR(bone_weight)
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SAFE_CLEAR(l2w_vbo[0])
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SAFE_CLEAR(l2w_vbo[1])
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SAFE_CLEAR(l2w_vbo[2])
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SAFE_CLEAR(l2w_vbo[3])
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node_count=0;
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}
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void NodeAlloc(GPUDevice *dev,const uint c)
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{
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Clear();
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node_count=power_to_2(c);
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for(uint i=0;i<4;i++)
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{
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l2w_vbo[i]=dev->CreateVBO(VF_V4F,node_count);
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l2w_buffer[i]=l2w_vbo[i]->GetBuffer();
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}
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}
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void MIAlloc(GPUDevice *dev,const uint c)
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{
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if(c<=0||mi_size<=0)return;
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mi_count=power_to_2(c);
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mi_id=dev->CreateVBO(VF_V1U8,mi_count);
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mi_id_buffer=mi_id->GetBuffer();
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mi_data_buffer=dev->CreateUBO(mi_count*mi_size);
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}
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void WriteData(RenderNode *render_node,const uint count)
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{
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RenderNode *rn;
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glm::vec4 *tp;
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for(uint col=0;col<4;col++)
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{
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tp=(glm::vec4 *)(l2w_vbo[col]->Map());
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rn=render_node;
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for(uint i=0;i<count;i++)
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{
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*tp=rn->local_to_world[col];
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++tp;
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++rn;
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}
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l2w_vbo[col]->Unmap();
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}
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}
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};//struct RenderNodeExtraBuffer
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MaterialRenderList::MaterialRenderList(GPUDevice *d,Material *m)
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{
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device=d;
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cmd_buf=nullptr;
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mtl=m;
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extra_buffer=nullptr;
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const VertexInput *vi=mtl->GetVertexInput();
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binding_count=vi->GetCount();
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buffer_list=new VkBuffer[binding_count];
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buffer_offset=new VkDeviceSize[binding_count];
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}
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MaterialRenderList::~MaterialRenderList()
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{
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delete[] buffer_offset;
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delete[] buffer_list;
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SAFE_CLEAR(extra_buffer)
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}
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void MaterialRenderList::Add(Renderable *ri,const Matrix4f &mat)
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{
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RenderNode rn;
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rn.local_to_world=mat;
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rn.ri=ri;
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rn_list.Add(rn);
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}
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void MaterialRenderList::End()
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{
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//排序
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{
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Comparator<hgl::graph::RenderNode> rnc;
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Sort(rn_list,&rnc);
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}
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//写入LocalToWorld数据
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{
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uint count=rn_list.GetCount();
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if(count<=0)return;
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if(!extra_buffer)
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extra_buffer=new RenderNodeExtraBuffer;
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if(extra_buffer->node_count<count)
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extra_buffer->NodeAlloc(device,count);
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//写入数据
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extra_buffer->WriteData(rn_list.GetData(),count);
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}
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Stat();
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}
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void MaterialRenderList::RenderItem::Set(Renderable *ri)
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{
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pipeline =ri->GetPipeline();
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mi =ri->GetMaterialInstance();
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vid =ri->GetVertexInputData();
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}
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void MaterialRenderList::Stat()
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{
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const uint count=rn_list.GetCount();
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RenderNode *rn=rn_list.GetData();
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ri_list.ClearData();
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ri_list.PreMalloc(count);
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mi_set.ClearData();
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RenderItem *ri=ri_list.GetData();
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ri_count=1;
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ri->first=0;
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ri->count=1;
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ri->Set(rn->ri);
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last_pipeline =ri->pipeline;
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last_mi =ri->mi;
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last_vid =ri->vid;
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mi_set.Add(last_mi);
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++rn;
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for(uint i=1;i<count;i++)
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{
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if(last_pipeline==rn->ri->GetPipeline())
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if(last_mi==rn->ri->GetMaterialInstance())
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if(last_vid==rn->ri->GetVertexInputData())
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{
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++ri->count;
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++rn;
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continue;
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}
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++ri_count;
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++ri;
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ri->first=i;
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ri->count=1;
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ri->Set(rn->ri);
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if(last_mi!=ri->mi)
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mi_set.Add(ri->mi);
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last_pipeline =ri->pipeline;
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last_mi =ri->mi;
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last_vid =ri->vid;
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++rn;
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}
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}
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void MaterialRenderList::Bind(MaterialInstance *mi)
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{
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}
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bool MaterialRenderList::Bind(const VertexInputData *vid,const uint first)
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{
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//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。
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const VIL *vil=last_mi->GetVIL();
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if(vil->GetCount(VertexInputGroup::Basic)!=vid->binding_count)
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return(false); //这里基本不太可能,因为CreateRenderable时就会检查值是否一样
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uint count=0;
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//Basic组,它所有的VBO信息均来自于Primitive,由vid参数传递进来
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{
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hgl_cpy(buffer_list,vid->buffer_list,vid->binding_count);
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hgl_cpy(buffer_offset,vid->buffer_offset,vid->binding_count);
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count=vid->binding_count;
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}
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if(count<binding_count) //材质组
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{
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const uint mtl_binding_count=vil->GetCount(VertexInputGroup::MaterialInstanceID);
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if(mtl_binding_count>0)
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{
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if(mtl_binding_count!=1) //只有MaterialInstanceID
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return(false);
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count+=mtl_binding_count;
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}
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}
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if(count<binding_count) //Joint组,暂未支持
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{
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const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID);
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if(joint_id_binding_count>0) //有矩阵信息
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{
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count+=joint_id_binding_count;
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if(count<binding_count) //JointWeight组
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{
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const uint joing_weight_binding_count=vil->GetCount(VertexInputGroup::JointWeight);
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if(joing_weight_binding_count!=1)
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{
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++count;
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}
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else //JointWieght不为1是个bug,除非未来支持8权重
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{
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return(false);
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}
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}
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else //有JointID没有JointWeight? 这是个BUG
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{
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return(false);
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}
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}
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}
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if(count<binding_count)//LocalToWorld组,由RenderList合成
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{
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const uint l2w_binding_count=vil->GetCount(VertexInputGroup::LocalToWorld);
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if(l2w_binding_count>0) //有变换矩阵信息
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{
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if(l2w_binding_count!=4)
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return(false);
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hgl_cpy(buffer_list+count,extra_buffer->l2w_buffer,4);
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for(uint i=0;i<4;i++)
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buffer_offset[count+i]=first*16; //mat4每列都是rgba32f,自然是16字节
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count+=l2w_binding_count;
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}
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}
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if(count!=binding_count)
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{
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//还有没支持的绑定组????
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return(false);
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}
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cmd_buf->BindVBO(0,count,buffer_list,buffer_offset);
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return(true);
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}
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void MaterialRenderList::Render(RenderItem *ri)
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{
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if(last_pipeline!=ri->pipeline)
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{
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cmd_buf->BindPipeline(ri->pipeline);
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last_pipeline=ri->pipeline;
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last_mi=nullptr;
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last_vid=nullptr;
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//这里未来尝试换pipeline同时不换mi/primitive是否需要重新绑定mi/primitive
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}
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if(last_mi!=ri->mi)
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{
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Bind(ri->mi);
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last_mi=ri->mi;
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last_vid=nullptr;
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}
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if(!ri->vid->Comp(last_vid))
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{
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Bind(ri->vid,ri->first);
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last_vid=ri->vid;
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}
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const IndexBufferData *ibd=last_vid->index_buffer;
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if(ibd->buffer)
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{
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cmd_buf->BindIBO(ibd);
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cmd_buf->DrawIndexed(ibd->buffer->GetCount(),ri->count);
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}
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else
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{
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cmd_buf->Draw(last_vid->vertex_count,ri->count);
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}
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}
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void MaterialRenderList::Render(RenderCmdBuffer *rcb)
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{
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if(!rcb)return;
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const uint count=rn_list.GetCount();
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if(count<=0)return;
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if(ri_count<=0)return;
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cmd_buf=rcb;
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RenderItem *ri=ri_list.GetData();
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last_pipeline =nullptr;
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last_mi =nullptr;
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last_vid =nullptr;
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for(uint i=0;i<ri_count;i++)
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{
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Render(ri);
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++ri;
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}
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}
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}//namespace graph
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}//namespace hgl
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