use VAB instead of VBO

This commit is contained in:
2024-04-24 01:38:55 +08:00
parent acb69d3bf5
commit d8140ae64e
26 changed files with 167 additions and 152 deletions

View File

@@ -8,6 +8,22 @@
#include<hgl/graph/AABB.h>
#include<hgl/graph/VKVertexAttribBuffer.h>
VK_NAMESPACE_BEGIN
struct PrimitiveData
{
uint32_t vertex_count;
uint32_t va_count;
VABAccess *vab_list;
IndexBufferData index_buffer_data;
AABB BoundingBox;
};
/**
* 单一图元数据
*/
@@ -16,15 +32,13 @@ class Primitive
GPUDevice *device;
AnsiString prim_name;
VBOAccessMap buffer_list;
protected:
uint32_t vertex_count;
IndexBufferData index_buffer_data;
VABAccessMap buffer_list;
protected:
IndexBufferData index_buffer_data;
AABB BoundingBox;
@@ -53,7 +67,7 @@ public:
void SetBoundingBox(const AABB &aabb){BoundingBox=aabb;}
const AABB & GetBoundingBox()const {return BoundingBox;}
bool Set(const AnsiString &name,VBO *vb,VkDeviceSize offset=0);
bool Set(const AnsiString &name,VAB *vb,VkDeviceSize offset=0);
bool Set(IndexBuffer *ib,VkDeviceSize offset=0);
@@ -61,7 +75,7 @@ public:
const uint32_t GetVertexCount ()const {return vertex_count;}
bool GetVBOAccessData (const AnsiString &,VBOAccessData *);
bool GetVBOAccessData (const AnsiString &,VABAccess *);
const int GetBufferCount ()const {return buffer_list.GetCount();}
const IndexBufferData * GetIndexBufferData ()const {return &index_buffer_data;}