OK! Can RUN! full OK!...next step is to create VDMRender in MaterialRenderList

This commit is contained in:
2024-05-28 23:10:50 +08:00
parent 86ff7517d9
commit ca8e36687f
16 changed files with 163 additions and 153 deletions

View File

@@ -31,10 +31,10 @@ struct PrimitiveDataBuffer
public:
PrimitiveDataBuffer(const uint32_t,const uint32_t, IndexBuffer *);
PrimitiveDataBuffer(const uint32_t,IndexBuffer *);
~PrimitiveDataBuffer();
const bool Comp(const PrimitiveDataBuffer *prb)const;
const bool Comp(const PrimitiveDataBuffer *pdb)const;
};//struct PrimitiveDataBuffer
/**
@@ -43,19 +43,27 @@ public:
*/
struct PrimitiveRenderData
{
uint vab_count;
uint32_t vertex_count;
uint32_t index_count;
//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
//也因此把vertex_offset放在最前面
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
uint32_t first_index;
uint32_t vertex_count;
uint32_t index_count;
public:
PrimitiveRenderData(const uint32_t bc,const uint32_t vc);
~PrimitiveRenderData();
PrimitiveRenderData(const uint32_t vc,const uint32_t ic,const int32_t vo=0,const uint32_t fi=0)
{
vertex_count =vc;
index_count =ic;
vertex_offset =vo;
first_index =fi;
}
const bool Comp(const PrimitiveRenderData *)const;
CompOperatorMemcmp(const PrimitiveRenderData &);
CompOperatorMemcmpPointer(PrimitiveRenderData);
};
/**
@@ -95,8 +103,8 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const PrimitiveDataBuffer * GetRenderBuffer ()const{return primitive_data_buffer;}
const PrimitiveRenderData * GetRenderData ()const{return primitive_render_data;}
const PrimitiveDataBuffer *GetRenderBuffer ()const{return primitive_data_buffer;}
const PrimitiveRenderData *GetRenderData ()const{return primitive_render_data;}
};//class Renderable
Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);