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