use VAB instead of VBO
This commit is contained in:
@@ -74,8 +74,8 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Triangle",VERTEX_COUNT);
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if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVBO(VAN::Color, VF_V4UN8, color_data ))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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@@ -86,7 +86,7 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Triangle",VERTEX_COUNT);
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if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2F, position_data))return(false);
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for(uint i=0;i<DRAW_OBJECT_COUNT;i++)
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{
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@@ -114,8 +114,8 @@ private:
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Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
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#endif//USE_HALF_FLOAT_POSITION
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if(!rpc.SetVBO(VAN::Position, PositionFormat, position_data))return(false);
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if(!rpc.SetVBO(VAN::Color, ColorFormat, color_data ))return(false);
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if(!rpc.SetVAB(VAN::Position, PositionFormat, position_data))return(false);
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if(!rpc.SetVAB(VAN::Color, ColorFormat, color_data ))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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@@ -57,10 +57,10 @@ private:
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// ^
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// + 这上下两种格式要配套,否则会出错
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// v
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vil_config.Add(VAN::Position,VF_V2U16); //这里指定VBO中使用RG16U当做顶点数据格式
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vil_config.Add(VAN::Position,VF_V2U16); //这里指定VAB中使用RG16U当做顶点数据格式
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#endif//USE_ZERO2ONE_COORD
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vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VBO中使用RGBA8UNorm当做颜色数据格式
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vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
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cfg.local_to_world=false;
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@@ -82,12 +82,12 @@ private:
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RenderablePrimitiveCreater rpc(db,"Triangle",VERTEX_COUNT);
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#ifdef USE_ZERO2ONE_COORD //使用0 to 1坐标系
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if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data_float ))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2F, position_data_float ))return(false);
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#else //使用ortho坐标系
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if(!rpc.SetVBO(VAN::Position, VF_V2U16, position_data_u16 ))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2U16, position_data_u16 ))return(false);
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#endif//USE_ZERO2ONE_COORD
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if(!rpc.SetVBO(VAN::Color, VF_V4UN8, color_data ))return(false);
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if(!rpc.SetVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(true);
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@@ -38,11 +38,11 @@ private:
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Pipeline * pipeline =nullptr;
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Primitive * prim_plane_grid =nullptr;
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Primitive * prim_plane_grid =nullptr;
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Primitive * ro_line =nullptr;
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VBO * vbo_pos =nullptr;
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VAB * vab_pos =nullptr;
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Ray ray;
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@@ -106,7 +106,7 @@ private:
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ro_line=db->CreatePrimitive("Line",2);
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if(!ro_line)return(false);
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if(!ro_line->Set(VAN::Position, vbo_pos= db->CreateVAB(VF_V3F,2,position_data )))return(false);
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if(!ro_line->Set(VAN::Position, vab_pos= db->CreateVAB(VF_V3F,2,position_data )))return(false);
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if(!ro_line->Set(VAN::Luminance, db->CreateVAB(VF_V1F,2,lumiance_data )))return(false);
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}
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@@ -156,7 +156,7 @@ public:
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const Vector3f pos=ray.ClosestPoint(Vector3f(0,0,0)); //求射线上与点(0,0,0)最近的点的坐标
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vbo_pos->Write(&pos,3*sizeof(float)); //更新VBO上这个点的位置
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vab_pos->Write(&pos,3*sizeof(float)); //更新VAB上这个点的位置
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SceneAppFramework::BuildCommandBuffer(index);
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}
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@@ -87,8 +87,8 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Quad",VERTEX_COUNT);
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if(!rpc.SetVBO(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord, VF_V2F, tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position, VF_V2F, position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord, VF_V2F, tex_coord_data))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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@@ -83,8 +83,8 @@ private:
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{
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RenderablePrimitiveCreater rpc(db,"Rectangle",1);
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if(!rpc.SetVBO(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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render_obj=rpc.Create(material_instance,pipeline);
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return(render_obj);
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@@ -132,8 +132,8 @@ private:
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position_data[2]=1.0f/float(TexCount);
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if(!rpc.SetVBO(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVBO(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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if(!rpc.SetVAB(VAN::Position,VF_V4F,position_data))return(false);
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if(!rpc.SetVAB(VAN::TexCoord,VF_V4F,tex_coord_data))return(false);
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Vector3f offset(1.0f/float(TexCount),0,0);
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