121 lines
3.8 KiB
C++
121 lines
3.8 KiB
C++
#pragma once
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#include<hgl/graph/VKPrimitive.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/VKMaterial.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/VertexAttrib.h>
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VK_NAMESPACE_BEGIN
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/**
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* 原始图元数据缓冲区<Br>
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* 提供在渲染之前的数据绑定信息
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*/
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struct MeshDataBuffer:public Comparator<MeshDataBuffer>
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{
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uint32_t vab_count;
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VkBuffer * vab_list;
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// 理论上讲,每个VAB绑定时都是可以指定byte offsets的。但是随后Draw时,又可以指定vertexOffset。
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// 在我们支持的两种draw模式中,一种是每个模型一批VAB,所有VAB的offset都是0。
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// 另一种是使用VDM,为了批量渲染,所有的VAB又必须对齐,所以每个VAB单独指定offset也不可行。
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VkDeviceSize * vab_offset; //注意:这里的offset是字节偏移,不是顶点偏移
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IndexBuffer * ibo;
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VertexDataManager *vdm; //只是用来区分和比较的,不实际使用
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public:
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MeshDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
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~MeshDataBuffer();
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const int compare(const MeshDataBuffer &pdb)const override;
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};//struct MeshDataBuffer
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/**
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* 原始图元渲染数据<Br>
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* 提供在渲染时的数据
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*/
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struct MeshRenderData:public ComparatorData<MeshRenderData>
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{
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//因为要VAB是流式访问,所以我们这个结构会被用做排序依据
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//也因此,把vertex_offset放在最前面
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int32_t vertex_offset; //注意:这里的offset是相对于vertex的,代表第几个顶点,不是字节偏移
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uint32_t first_index;
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uint32_t vertex_count;
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uint32_t index_count;
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public:
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MeshRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
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{
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vertex_count =vc;
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index_count =ic;
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vertex_offset =vo;
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first_index =fi;
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}
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};
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/**
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* 网格体(网格中的最小渲染单位)
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*/
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class Mesh
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{
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Pipeline * pipeline;
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MaterialInstance * mat_inst;
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Primitive * primitive;
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MeshDataBuffer * data_buffer;
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MeshRenderData * render_data;
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private:
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friend Mesh *CreateMesh(Primitive *,MaterialInstance *,Pipeline *);
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Mesh(Primitive *,MaterialInstance *,Pipeline *,MeshDataBuffer *,MeshRenderData *);
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public:
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virtual ~Mesh()
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{
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//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
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SAFE_CLEAR(data_buffer);
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SAFE_CLEAR(render_data);
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}
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void UpdatePipeline (Pipeline *p){pipeline=p;}
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Pipeline * GetPipeline (){return pipeline;}
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VkPipelineLayout GetPipelineLayout (){return mat_inst->GetMaterial()->GetPipelineLayout();}
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Material * GetMaterial (){return mat_inst->GetMaterial();}
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MaterialInstance * GetMaterialInstance (){return mat_inst;}
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Primitive * GetPrimitive (){return primitive;}
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const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
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const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
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const MeshRenderData * GetRenderData ()const{return render_data;}
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public:
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bool ChangeMaterialInstance(MaterialInstance *mi)
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{
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if(!mi)
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return(false);
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if(mi->GetMaterial()!=mat_inst->GetMaterial()) //不能换母材质
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return(false);
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mat_inst=mi;
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return(true);
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}
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};//class Mesh
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Mesh *CreateMesh(Primitive *,MaterialInstance *,Pipeline *);
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VK_NAMESPACE_END
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