OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList
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@@ -31,10 +31,10 @@ struct PrimitiveDataBuffer
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public:
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PrimitiveDataBuffer(const uint32_t,const uint32_t, IndexBuffer *);
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PrimitiveDataBuffer(const uint32_t,IndexBuffer *);
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~PrimitiveDataBuffer();
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const bool Comp(const PrimitiveDataBuffer *prb)const;
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const bool Comp(const PrimitiveDataBuffer *pdb)const;
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};//struct PrimitiveDataBuffer
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/**
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@@ -43,19 +43,27 @@ public:
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*/
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struct PrimitiveRenderData
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{
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uint vab_count;
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uint32_t vertex_count;
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uint32_t index_count;
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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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PrimitiveRenderData(const uint32_t bc,const uint32_t vc);
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~PrimitiveRenderData();
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PrimitiveRenderData(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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const bool Comp(const PrimitiveRenderData *)const;
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CompOperatorMemcmp(const PrimitiveRenderData &);
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CompOperatorMemcmpPointer(PrimitiveRenderData);
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};
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/**
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@@ -95,8 +103,8 @@ 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 PrimitiveDataBuffer * GetRenderBuffer ()const{return primitive_data_buffer;}
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const PrimitiveRenderData * GetRenderData ()const{return primitive_render_data;}
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const PrimitiveDataBuffer *GetRenderBuffer ()const{return primitive_data_buffer;}
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const PrimitiveRenderData *GetRenderData ()const{return primitive_render_data;}
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};//class Renderable
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Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
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