ULRE/src/SceneGraph/MaterialRenderList.cpp

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#include<hgl/graph/MaterialRenderList.h>
#include<hgl/graph/VKRenderable.h>
#include<hgl/graph/VKDevice.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VKVertexInput.h>
#include<hgl/util/sort/Sort.h>
#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<hgl::graph::RenderNode>::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<hgl::graph::RenderNode> 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_count<count)
extra_buffer->NodeAlloc(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;i<count;i++)
{
if(last_pipeline==rn->ri->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(count<binding_count) //材质组
{
const uint mtl_binding_count=vil->GetCount(VertexInputGroup::MaterialInstanceID);
if(mtl_binding_count>0)
{
if(mtl_binding_count!=1) //只有MaterialInstanceID
return(false);
count+=mtl_binding_count;
}
}
if(count<binding_count) //Joint组暂未支持
{
const uint joint_id_binding_count=vil->GetCount(VertexInputGroup::JointID);
if(joint_id_binding_count>0) //有矩阵信息
{
count+=joint_id_binding_count;
if(count<binding_count) //JointWeight组
{
const uint joing_weight_binding_count=vil->GetCount(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(count<binding_count)//LocalToWorld组由RenderList合成
{
const uint l2w_binding_count=vil->GetCount(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<ri_count;i++)
{
Render(ri);
++ri;
}
}
VK_NAMESPACE_END