removed VertexInputDataGroup, Renderable only have basic vertexinputdata

This commit is contained in:
2023-05-05 21:11:39 +08:00
parent 1e03e28f0b
commit 2eac17ac61
2 changed files with 42 additions and 53 deletions

View File

@@ -5,50 +5,38 @@
#include<hgl/graph/VKVertexAttribBuffer.h>
VK_NAMESPACE_BEGIN
VertexInputDataGroup::VertexInputDataGroup(const VIL *vd)
VertexInputData::VertexInputData(const uint32_t c,const uint32_t vc,const IndexBufferData *ibd)
{
vil=vd;
binding_count=c;
uint first_binding=0;
buffer_list=new VkBuffer[binding_count];
buffer_offset=new VkDeviceSize[binding_count];
for(uint i=0;i<size_t(VertexInputGroup::RANGE_SIZE);i++)
{
vid[i].binding_count=vil->GetCount(VertexInputGroup(i));
vertex_count=vc;
if(vid[i].binding_count>0)
{
vid[i].first_binding=vil->GetFirstBinding(VertexInputGroup(i));
vid[i].buffer_list=new VkBuffer[vid[i].binding_count];
vid[i].buffer_offset=new VkDeviceSize[vid[i].binding_count];
}
}
index_buffer=ibd;
}
VertexInputDataGroup::~VertexInputDataGroup()
VertexInputData::~VertexInputData()
{
for(uint i=0;i<size_t(VertexInputGroup::RANGE_SIZE);i++)
if(vid[i].binding_count>0)
{
delete[] vid[i].buffer_list;
delete[] vid[i].buffer_offset;
}
delete[] buffer_list;
delete[] buffer_offset;
}
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputDataGroup *vidg)
Renderable::Renderable(Primitive *r,MaterialInstance *mi,Pipeline *p,VertexInputData *vi)
{
primitive=r;
pipeline=p;
mat_inst=mi;
vid_group=vidg;
vertex_input=vi;
}
Renderable::~Renderable()
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
delete vid_group;
delete vertex_input;
}
Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
@@ -56,7 +44,7 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
if(!prim||!mi||!p)return(nullptr);
const VIL *vil=mi->GetVIL();
const uint input_count=vil->GetCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
const uint32_t input_count=vil->GetCount(VertexInputGroup::Basic); //不统计Bone/LocalToWorld组的
const UTF8String &mtl_name=mi->GetMaterial()->GetName();
if(prim->GetBufferCount()<input_count) //小于材质要求的数量?那自然是不行的
@@ -68,15 +56,13 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
VBO *vbo;
VertexInputDataGroup *vid_group=new VertexInputDataGroup(vil);
VertexInputData &vid=vid_group->vid[size_t(VertexInputGroup::Basic)];
VertexInputData *vid=new VertexInputData(input_count,prim->GetVertexCount(),prim->GetIndexBuffer());
const VertexInputFormat *vif=vil->GetFormatList(VertexInputGroup::Basic);
for(uint i=0;i<input_count;i++)
{
vbo=prim->GetVBO(vif->name,vid.buffer_offset+i);
vbo=prim->GetVBO(vif->name,vid->buffer_offset+i);
if(!vbo)
{
@@ -104,10 +90,10 @@ Renderable *CreateRenderable(Primitive *prim,MaterialInstance *mi,Pipeline *p)
return(nullptr);
}
vid.buffer_list[i]=vbo->GetBuffer();
vid->buffer_list[i]=vbo->GetBuffer();
++vif;
}
return(new Renderable(prim,mi,p,vid_group));
return(new Renderable(prim,mi,p,vid));
}
VK_NAMESPACE_END