create DrawData that it split from VertexInputData

This commit is contained in:
2024-05-25 22:08:01 +08:00
parent a5e76988c7
commit 6740764f07
20 changed files with 225 additions and 140 deletions

View File

@@ -11,39 +11,35 @@
VK_NAMESPACE_BEGIN
struct VertexInputData
{
uint32_t binding_count;
VkBuffer *buffer_list;
VkDeviceSize *buffer_offset;
uint32_t vertex_count;
const IBAccess *ib_access;
uint32_t vab_count;
VkBuffer *vab_list;
IndexBuffer *ibo;
public:
VertexInputData(const uint32_t,const uint32_t,const IBAccess *);
VertexInputData(const uint32_t,const uint32_t,const IBAccess *iba);
~VertexInputData();
const bool Comp(const VertexInputData *vid)const
{
if(!vid)return(false);
if(binding_count!=vid->binding_count)return(false);
for(uint32_t i=0;i<binding_count;i++)
{
if(buffer_list[i]!=vid->buffer_list[i])return(false);
if(buffer_offset[i]!=vid->buffer_offset[i])return(false);
}
if(vertex_count!=vid->vertex_count)return(false);
if(ib_access!=vid->ib_access)return(false);
return(true);
}
const bool Comp(const VertexInputData *vid)const;
};//struct VertexInputData
struct DrawData
{
uint vab_count;
VkDeviceSize * vab_offset;
VkDeviceSize vertex_count;
VkDeviceSize index_start;
VkDeviceSize index_count;
public:
DrawData(const uint32_t bc,const VkDeviceSize vc,const IBAccess *iba);
~DrawData();
const bool Comp(const DrawData *)const;
};
/**
* 可渲染对象<br>
*/
@@ -53,17 +49,24 @@ class Renderable
MaterialInstance * mat_inst;
Primitive * primitive;
VertexInputData * vertex_input;
VertexInputData * vertex_input_data;
DrawData * draw_data;
private:
friend Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *);
Renderable(Primitive *,MaterialInstance *,Pipeline *,VertexInputData *,DrawData *);
public:
virtual ~Renderable();
virtual ~Renderable()
{
//需要在这里添加删除pipeline/desc_sets/primitive引用计数的代码
SAFE_CLEAR(vertex_input_data);
SAFE_CLEAR(draw_data);
}
void UpdatePipeline (Pipeline *p){pipeline=p;}
@@ -74,7 +77,8 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const VertexInputData * GetVertexInputData ()const{return vertex_input;}
const VertexInputData * GetVertexInputData ()const{return vertex_input_data;}
const DrawData * GetDrawData ()const{return draw_data;}
};//class Renderable
Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);