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devel_38_G
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8
.editorconfig
Normal file
8
.editorconfig
Normal file
@@ -0,0 +1,8 @@
|
||||
root = true
|
||||
|
||||
[*]
|
||||
indent_style = space
|
||||
indent_size = 4
|
||||
insert_final_newline = true
|
||||
trim_trailing_whitespace = true
|
||||
|
Submodule CMAssetsManage updated: 4b880eb50f...0fae462338
Submodule CMCMakeModule updated: 17e263bf44...737fe5c80d
2
CMCore
2
CMCore
Submodule CMCore updated: 0ac2a9431a...b78d31d8a0
Submodule CMPlatform updated: 103b0d845d...67e8e95665
Submodule CMSceneGraph updated: 079becd267...f74d7045fa
2
CMUtil
2
CMUtil
Submodule CMUtil updated: 1e121c1b3e...57ff3a70c9
@@ -8,21 +8,22 @@ set(CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/CMCMakeModule)
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||||
|
||||
set(ULRE_3RDPTY_ROOT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/3rdpty)
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||||
|
||||
include_directories(${ULRE_3RDPTY_ROOT_PATH}/NvTriStrip)
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||||
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
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||||
|
||||
SET(ROOT_INCLUDE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/inc)
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||||
SET(ULRE_RUNTIME_PATH ${CMAKE_CURRENT_SOURCE_DIR})
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|
||||
include(math)
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||||
include(vulkan)
|
||||
include(use_cm_module)
|
||||
|
||||
use_cm_module(Core)
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||||
use_cm_module(Util)
|
||||
use_cm_module(Platform)
|
||||
use_cm_module(AssetsManage)
|
||||
use_cm_module(SceneGraph)
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||||
|
||||
SET(ULRE CMCore
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||||
CMPlatform
|
||||
CMAssetsManage
|
||||
CMSceneGraph
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||||
CMUtil
|
||||
ULRE.Work
|
||||
ULRE.Util
|
||||
ULRE.ShaderGen
|
||||
ULRE.SceneGraph
|
||||
@@ -30,12 +31,11 @@ SET(ULRE CMCore
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${RENDER_LIBRARY}
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${Vulkan_LIBRARIES})
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include_directories(${ULRE_3RDPTY_ROOT_PATH}/NvTriStrip)
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||||
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/inc)
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||||
|
||||
SET(ROOT_INCLUDE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/inc)
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||||
|
||||
SET(ULRE_RUNTIME_PATH ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
use_cm_module(Core)
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||||
use_cm_module(Util)
|
||||
use_cm_module(Platform)
|
||||
use_cm_module(AssetsManage)
|
||||
use_cm_module(SceneGraph)
|
||||
|
||||
add_subdirectory(src)
|
||||
|
||||
|
@@ -120,7 +120,7 @@ private:
|
||||
return(nullptr);
|
||||
}
|
||||
|
||||
render_root.CreateSubNode(ri);
|
||||
render_root.Add(new SceneNode(ri));
|
||||
|
||||
return ri;
|
||||
}
|
||||
@@ -163,7 +163,7 @@ private:
|
||||
{
|
||||
Add(prim_plane_grid,mi_plane_grid,pipeline_plane_grid);
|
||||
|
||||
render_root.CreateSubNode(ro_billboard);
|
||||
render_root.Add(new SceneNode(ro_billboard));
|
||||
|
||||
camera->pos=Vector3f(32,32,32);
|
||||
camera_control->SetTarget(Vector3f(0,0,0));
|
||||
|
@@ -10,6 +10,7 @@
|
||||
set_property(TARGET ${name} PROPERTY FOLDER "ULRE/Example/Basic")
|
||||
endmacro()
|
||||
|
||||
CreateProject(00_RenderFrameworkTest rf_test.cpp)
|
||||
CreateProject(01_draw_triangle_in_NDC draw_triangle_in_NDC.cpp)
|
||||
CreateProject(02_draw_triangle_use_UBO draw_triangle_use_UBO.cpp)
|
||||
CreateProject(03_auto_instance auto_instance.cpp)
|
||||
|
@@ -1,19 +1,14 @@
|
||||
// 该范例主要演示使用RenderList系统绘制多个三角形,并利用RenderList进行排序以及自动合并进行Instance渲染
|
||||
|
||||
#include"VulkanAppFramework.h"
|
||||
#include<hgl/WorkManager.h>
|
||||
#include<hgl/math/Math.h>
|
||||
#include<hgl/filesystem/FileSystem.h>
|
||||
#include<hgl/graph/PrimitiveCreater.h>
|
||||
#include<hgl/graph/VKVertexInputConfig.h>
|
||||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||||
#include<hgl/graph/RenderList.h>
|
||||
|
||||
using namespace hgl;
|
||||
using namespace hgl::graph;
|
||||
|
||||
constexpr uint32_t SCREEN_WIDTH=1024;
|
||||
constexpr uint32_t SCREEN_HEIGHT=1024;
|
||||
|
||||
constexpr uint32_t VERTEX_COUNT=3;
|
||||
|
||||
constexpr uint32_t TRIANGLE_NUMBER=12;
|
||||
@@ -32,12 +27,15 @@ constexpr uint8 color_data[VERTEX_COUNT][4]=
|
||||
{0,0,255,255}
|
||||
};
|
||||
|
||||
class TestApp:public VulkanApplicationFramework
|
||||
class TestApp:public WorkObject
|
||||
{
|
||||
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
|
||||
|
||||
private:
|
||||
|
||||
AutoDelete<RenderList> render_list =nullptr;
|
||||
|
||||
SceneNode render_root;
|
||||
RenderList * render_list =nullptr;
|
||||
|
||||
MaterialInstance * material_instance =nullptr;
|
||||
Renderable * render_obj =nullptr;
|
||||
@@ -49,7 +47,7 @@ private:
|
||||
bool InitMaterial()
|
||||
{
|
||||
{
|
||||
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
|
||||
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
|
||||
|
||||
cfg.coordinate_system=CoordinateSystem2D::NDC;
|
||||
cfg.local_to_world=true;
|
||||
@@ -74,14 +72,11 @@ private:
|
||||
|
||||
bool InitVBO()
|
||||
{
|
||||
PrimitiveCreater rpc(device,material_instance->GetVIL());
|
||||
|
||||
rpc.Init("Triangle",VERTEX_COUNT);
|
||||
|
||||
if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data))return(false);
|
||||
if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
|
||||
|
||||
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
|
||||
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
|
||||
{
|
||||
{VAN::Position, VF_V2F, position_data},
|
||||
{VAN::Color, VF_V4UN8, color_data }
|
||||
});
|
||||
|
||||
if(!render_obj)
|
||||
return(false);
|
||||
@@ -91,10 +86,10 @@ private:
|
||||
|
||||
for(uint i=0;i<TRIANGLE_NUMBER;i++)
|
||||
{
|
||||
rad=deg2rad<double>((360/TRIANGLE_NUMBER)*i); //这里一定要加<float>或<float>,否则结果用int保存会出现问题
|
||||
rad=deg2rad<double>((360.0f/double(TRIANGLE_NUMBER))*i); //这里一定要加<float>或<float>,否则结果用int保存会出现问题
|
||||
mat=rotate(rad,Vector3f(0,0,1));
|
||||
|
||||
render_root.CreateSubNode(mat,render_obj);
|
||||
render_root.Add(new SceneNode(mat,render_obj));
|
||||
}
|
||||
|
||||
render_root.RefreshMatrix();
|
||||
@@ -106,45 +101,28 @@ private:
|
||||
|
||||
public:
|
||||
|
||||
~TestApp()
|
||||
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
|
||||
{
|
||||
SAFE_CLEAR(render_list);
|
||||
}
|
||||
|
||||
bool Init()
|
||||
{
|
||||
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
|
||||
return(false);
|
||||
|
||||
render_list=new RenderList(device);
|
||||
render_list=rf->CreateRenderList();
|
||||
|
||||
if(!InitMaterial())
|
||||
return(false);
|
||||
return;
|
||||
|
||||
if(!InitVBO())
|
||||
return(false);
|
||||
|
||||
BuildCommandBuffer(render_list);
|
||||
|
||||
return(true);
|
||||
return;
|
||||
}
|
||||
|
||||
void Resize(uint w,uint h)override
|
||||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
|
||||
{
|
||||
VulkanApplicationFramework::Resize(w,h);
|
||||
cmd->SetClearColor(0,clear_color);
|
||||
|
||||
BuildCommandBuffer(render_list);
|
||||
cmd->BeginRenderPass();
|
||||
render_list->Render(cmd);
|
||||
cmd->EndRenderPass();
|
||||
}
|
||||
};//class TestApp:public VulkanApplicationFramework
|
||||
};//class TestApp:public WorkObject
|
||||
|
||||
int main(int,char **)
|
||||
int os_main(int,os_char **)
|
||||
{
|
||||
TestApp app;
|
||||
|
||||
if(!app.Init())
|
||||
return(-1);
|
||||
|
||||
while(app.Run());
|
||||
|
||||
return 0;
|
||||
return RunFramework<TestApp>(OS_TEXT("AutoInstance"),1024,1024);
|
||||
}
|
||||
|
@@ -1,18 +1,14 @@
|
||||
// 该范例主要演示使用一个材质下的不同材质实例传递颜色参数绘制三角形,并依赖RenderList中的自动合并功能,让同一材质下所有不同材质实例的对象一次渲染完成。
|
||||
|
||||
#include"VulkanAppFramework.h"
|
||||
#include<hgl/WorkManager.h>
|
||||
#include<hgl/math/Math.h>
|
||||
#include<hgl/filesystem/FileSystem.h>
|
||||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||||
#include<hgl/graph/RenderList.h>
|
||||
#include<hgl/color/Color.h>
|
||||
|
||||
using namespace hgl;
|
||||
using namespace hgl::graph;
|
||||
|
||||
constexpr uint32_t SCREEN_WIDTH=1024;
|
||||
constexpr uint32_t SCREEN_HEIGHT=1024;
|
||||
|
||||
constexpr uint32_t VERTEX_COUNT=3;
|
||||
|
||||
constexpr float position_data[VERTEX_COUNT*2]=
|
||||
@@ -23,15 +19,19 @@ constexpr float position_data[VERTEX_COUNT*2]=
|
||||
};
|
||||
|
||||
constexpr uint DRAW_OBJECT_COUNT=12;
|
||||
constexpr double TRI_ROTATE_ANGLE=360.0f/DRAW_OBJECT_COUNT;
|
||||
|
||||
#define USE_MATERIAL_FILE true //是否使用材质文件
|
||||
|
||||
class TestApp:public VulkanApplicationFramework
|
||||
class TestApp:public WorkObject
|
||||
{
|
||||
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
|
||||
|
||||
private:
|
||||
|
||||
AutoDelete<RenderList> render_list =nullptr;
|
||||
|
||||
SceneNode render_root;
|
||||
RenderList * render_list =nullptr;
|
||||
|
||||
Material * material =nullptr;
|
||||
|
||||
@@ -48,7 +48,7 @@ private:
|
||||
bool InitMaterial()
|
||||
{
|
||||
{
|
||||
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"PureColor2D",Prim::Triangles);
|
||||
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"PureColor2D",Prim::Triangles);
|
||||
|
||||
cfg.coordinate_system=CoordinateSystem2D::NDC;
|
||||
cfg.local_to_world=true;
|
||||
@@ -83,19 +83,15 @@ private:
|
||||
|
||||
bool InitVBOAndRenderList()
|
||||
{
|
||||
PrimitiveCreater pc(device,material->GetDefaultVIL());
|
||||
Primitive *prim=CreatePrimitive("Triangle",VERTEX_COUNT,material->GetDefaultVIL(),
|
||||
{{VAN::Position, VF_V2F, position_data}});
|
||||
|
||||
if(!pc.Init("Triangle",VERTEX_COUNT))
|
||||
return(false);
|
||||
|
||||
if(!pc.WriteVAB(VAN::Position, VF_V2F, position_data))
|
||||
return(false);
|
||||
|
||||
Primitive *prim=pc.Create();
|
||||
if(!prim)
|
||||
return(false);
|
||||
|
||||
db->Add(prim);
|
||||
|
||||
Matrix4f mat;
|
||||
|
||||
for(uint i=0;i<DRAW_OBJECT_COUNT;i++)
|
||||
{
|
||||
@@ -104,7 +100,9 @@ private:
|
||||
if(!render_obj[i].r)
|
||||
return(false);
|
||||
|
||||
render_root.CreateSubNode(rotate(deg2rad<double>(double(360/DRAW_OBJECT_COUNT*i)),Vector3f(0,0,1)),render_obj[i].r);
|
||||
mat=rotate(deg2rad<double>(TRI_ROTATE_ANGLE*i),AxisVector::Z);
|
||||
|
||||
render_root.Add(new SceneNode(mat,render_obj[i].r));
|
||||
}
|
||||
|
||||
render_root.RefreshMatrix();
|
||||
@@ -116,45 +114,28 @@ private:
|
||||
|
||||
public:
|
||||
|
||||
~TestApp()
|
||||
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
|
||||
{
|
||||
SAFE_CLEAR(render_list);
|
||||
}
|
||||
|
||||
bool Init()
|
||||
{
|
||||
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
|
||||
return(false);
|
||||
|
||||
render_list=new RenderList(device);
|
||||
render_list=rf->CreateRenderList();
|
||||
|
||||
if(!InitMaterial())
|
||||
return(false);
|
||||
return;
|
||||
|
||||
if(!InitVBOAndRenderList())
|
||||
return(false);
|
||||
|
||||
BuildCommandBuffer(render_list);
|
||||
|
||||
return(true);
|
||||
return;
|
||||
}
|
||||
|
||||
void Resize(uint w,uint h)override
|
||||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
|
||||
{
|
||||
VulkanApplicationFramework::Resize(w,h);
|
||||
cmd->SetClearColor(0,clear_color);
|
||||
|
||||
BuildCommandBuffer(render_list);
|
||||
cmd->BeginRenderPass();
|
||||
render_list->Render(cmd);
|
||||
cmd->EndRenderPass();
|
||||
}
|
||||
};//class TestApp:public VulkanApplicationFramework
|
||||
|
||||
int main(int,char **)
|
||||
int os_main(int,os_char **)
|
||||
{
|
||||
TestApp app;
|
||||
|
||||
if(!app.Init())
|
||||
return(-1);
|
||||
|
||||
while(app.Run());
|
||||
|
||||
return 0;
|
||||
return RunFramework<TestApp>(OS_TEXT("AutoInstance"),1024,1024);
|
||||
}
|
||||
|
@@ -1,10 +1,7 @@
|
||||
// 该范例主要演示使用NDC坐标系直接绘制一个渐变色的三角形
|
||||
|
||||
#include"VulkanAppFramework.h"
|
||||
#include<hgl/math/Math.h>
|
||||
#include<hgl/WorkManager.h>
|
||||
#include<hgl/math/HalfFloat.h>
|
||||
#include<hgl/filesystem/FileSystem.h>
|
||||
#include<hgl/graph/SceneInfo.h>
|
||||
#include<hgl/graph/VKVertexInputConfig.h>
|
||||
#include<hgl/graph/PrimitiveCreater.h>
|
||||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||||
@@ -42,7 +39,8 @@ constexpr VkFormat PositionFormat=VF_V2F;
|
||||
|
||||
#ifdef USE_UNORM8_COLOR
|
||||
constexpr uint8 color_data[VERTEX_COUNT*4]=
|
||||
{ 255,0,0,255,
|
||||
{
|
||||
255,0,0,255,
|
||||
0,255,0,255,
|
||||
0,0,255,255
|
||||
};
|
||||
@@ -50,7 +48,8 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
|
||||
constexpr VkFormat ColorFormat=VF_V4UN8;
|
||||
#else
|
||||
constexpr float color_data[VERTEX_COUNT*4]=
|
||||
{ 1,0,0,1,
|
||||
{
|
||||
1,0,0,1,
|
||||
0,1,0,1,
|
||||
0,0,1,1
|
||||
};
|
||||
@@ -58,10 +57,12 @@ constexpr float color_data[VERTEX_COUNT*4]=
|
||||
constexpr VkFormat ColorFormat=VF_V4F;
|
||||
#endif//USE_UNORM8_COLOR
|
||||
|
||||
class TestApp:public VulkanApplicationFramework
|
||||
class TestApp:public WorkObject
|
||||
{
|
||||
private:
|
||||
|
||||
Color4f clear_color=Color4f(0.2f,0.2f,0.2f,1.0f);
|
||||
|
||||
#if defined(USE_HALF_FLOAT_POSITION)||defined(USE_UNORM8_COLOR)
|
||||
VILConfig vil_config;
|
||||
#endif
|
||||
@@ -86,7 +87,7 @@ private:
|
||||
|
||||
bool InitAutoMaterial()
|
||||
{
|
||||
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
|
||||
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2d",Prim::Triangles);
|
||||
|
||||
cfg.coordinate_system=CoordinateSystem2D::NDC;
|
||||
cfg.local_to_world=false;
|
||||
@@ -108,61 +109,47 @@ private:
|
||||
|
||||
bool InitVBO()
|
||||
{
|
||||
PrimitiveCreater rpc(device,material_instance->GetVIL());
|
||||
|
||||
rpc.Init("Triangle",VERTEX_COUNT);
|
||||
|
||||
#ifdef USE_HALF_FLOAT_POSITION
|
||||
Float32toFloat16(position_data_hf,position_data_float,VERTEX_COUNT*2);
|
||||
#endif//USE_HALF_FLOAT_POSITION
|
||||
|
||||
if(!rpc.WriteVAB(VAN::Position, PositionFormat, position_data))return(false);
|
||||
if(!rpc.WriteVAB(VAN::Color, ColorFormat, color_data ))return(false);
|
||||
|
||||
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
|
||||
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
|
||||
{
|
||||
{VAN::Position,PositionFormat,position_data},
|
||||
{VAN::Color, ColorFormat, color_data}
|
||||
});
|
||||
return(render_obj);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
bool Init()
|
||||
|
||||
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
|
||||
{
|
||||
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
|
||||
return(false);
|
||||
|
||||
InitVIL();
|
||||
|
||||
if(!InitAutoMaterial())
|
||||
return(false);
|
||||
return;
|
||||
|
||||
if(!InitPipeline())
|
||||
return(false);
|
||||
return;
|
||||
|
||||
if(!InitVBO())
|
||||
return(false);
|
||||
|
||||
if(!BuildCommandBuffer(render_obj))
|
||||
return(false);
|
||||
|
||||
return(true);
|
||||
return;
|
||||
}
|
||||
|
||||
void Resize(uint w,uint h)override
|
||||
void Tick(double)override{}
|
||||
|
||||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)
|
||||
{
|
||||
VulkanApplicationFramework::Resize(w,h);
|
||||
cmd->SetClearColor(0,clear_color);
|
||||
|
||||
BuildCommandBuffer(render_obj);
|
||||
cmd->BeginRenderPass();
|
||||
cmd->Render(render_obj);
|
||||
cmd->EndRenderPass();
|
||||
}
|
||||
};//class TestApp:public VulkanApplicationFramework
|
||||
};//class TestApp:public WorkObject
|
||||
|
||||
int main(int,char **)
|
||||
int os_main(int,os_char **)
|
||||
{
|
||||
TestApp app;
|
||||
|
||||
if(!app.Init())
|
||||
return(-1);
|
||||
|
||||
while(app.Run());
|
||||
|
||||
return 0;
|
||||
return RunFramework<TestApp>(OS_TEXT("Draw triangle in NDC space"));
|
||||
}
|
||||
|
@@ -1,9 +1,6 @@
|
||||
// 该范例主要演示使用2D坐系统直接绘制一个渐变色的三角形,使用UBO传递Viewport信息
|
||||
|
||||
#include"VulkanAppFramework.h"
|
||||
#include<hgl/math/Math.h>
|
||||
#include<hgl/filesystem/FileSystem.h>
|
||||
#include<hgl/graph/SceneInfo.h>
|
||||
#include<hgl/WorkManager.h>
|
||||
#include<hgl/graph/VKVertexInputConfig.h>
|
||||
#include<hgl/graph/PrimitiveCreater.h>
|
||||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||||
@@ -20,7 +17,7 @@ static float position_data_float[VERTEX_COUNT][2]=
|
||||
{0.25, 0.75}
|
||||
};
|
||||
|
||||
static uint16 position_data_u16[VERTEX_COUNT][2]={};
|
||||
static int16 position_data[VERTEX_COUNT][2]={};
|
||||
|
||||
constexpr uint8 color_data[VERTEX_COUNT*4]=
|
||||
{
|
||||
@@ -29,12 +26,17 @@ constexpr uint8 color_data[VERTEX_COUNT*4]=
|
||||
0,0,255,255
|
||||
};
|
||||
|
||||
//#define USE_ZERO2ONE_COORD //使用左上角0,0右下角1,1的坐标系
|
||||
constexpr VAType POSITION_SHADER_FORMAT =VAT_IVEC2;
|
||||
constexpr VkFormat POSITION_DATA_FORMAT =VF_V2I16;
|
||||
|
||||
class TestApp:public VulkanApplicationFramework
|
||||
constexpr VkFormat COLOR_DATA_FORMAT =VF_V4UN8;
|
||||
|
||||
class TestApp:public WorkObject
|
||||
{
|
||||
private:
|
||||
|
||||
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
|
||||
|
||||
MaterialInstance * material_instance =nullptr;
|
||||
Renderable * render_obj =nullptr;
|
||||
|
||||
@@ -44,23 +46,19 @@ private:
|
||||
|
||||
bool InitMaterial()
|
||||
{
|
||||
mtl::Material2DCreateConfig cfg(device->GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
|
||||
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
|
||||
|
||||
VILConfig vil_config;
|
||||
|
||||
#ifdef USE_ZERO2ONE_COORD
|
||||
cfg.coordinate_system=CoordinateSystem2D::ZeroToOne;
|
||||
#else
|
||||
cfg.coordinate_system=CoordinateSystem2D::Ortho;
|
||||
cfg.coordinate_system =CoordinateSystem2D::Ortho;
|
||||
|
||||
cfg.position_format =VAT_UVEC2; //这里指定shader中使用uvec2当做顶点输入格式
|
||||
cfg.position_format = POSITION_SHADER_FORMAT; //这里指定shader中使用ivec2当做顶点输入格式
|
||||
// ^
|
||||
// + 这上下两种格式要配套,否则会出错
|
||||
// v
|
||||
vil_config.Add(VAN::Position,VF_V2U16); //这里指定VAB中使用RG16U当做顶点数据格式
|
||||
#endif//USE_ZERO2ONE_COORD
|
||||
vil_config.Add(VAN::Position, POSITION_DATA_FORMAT); //这里指定VAB中使用RG16I当做顶点数据格式
|
||||
|
||||
vil_config.Add(VAN::Color,VF_V4UN8); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
|
||||
vil_config.Add(VAN::Color, COLOR_DATA_FORMAT); //这里指定VAB中使用RGBA8UNorm当做颜色数据格式
|
||||
|
||||
cfg.local_to_world=false;
|
||||
|
||||
@@ -79,58 +77,44 @@ private:
|
||||
|
||||
bool InitVBO()
|
||||
{
|
||||
PrimitiveCreater rpc(device,material_instance->GetVIL());
|
||||
const auto ext=GetExtent2D();
|
||||
|
||||
rpc.Init("Triangle",VERTEX_COUNT);
|
||||
for(uint i=0;i<VERTEX_COUNT;i++)
|
||||
{
|
||||
position_data[i][0]=position_data_float[i][0]*ext.width;
|
||||
position_data[i][1]=position_data_float[i][1]*ext.height;
|
||||
}
|
||||
|
||||
#ifdef USE_ZERO2ONE_COORD //使用0 to 1坐标系
|
||||
if(!rpc.WriteVAB(VAN::Position, VF_V2F, position_data_float ))return(false);
|
||||
#else //使用ortho坐标系
|
||||
if(!rpc.WriteVAB(VAN::Position, VF_V2U16, position_data_u16 ))return(false);
|
||||
#endif//USE_ZERO2ONE_COORD
|
||||
|
||||
if(!rpc.WriteVAB(VAN::Color, VF_V4UN8, color_data ))return(false);
|
||||
|
||||
render_obj=db->CreateRenderable(&rpc,material_instance,pipeline);
|
||||
return(true);
|
||||
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
|
||||
{
|
||||
{VAN::Position,POSITION_DATA_FORMAT,position_data},
|
||||
{VAN::Color, COLOR_DATA_FORMAT, color_data}
|
||||
});
|
||||
return(render_obj);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
bool Init(uint w,uint h)
|
||||
|
||||
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
|
||||
{
|
||||
if(!VulkanApplicationFramework::Init(w,h))
|
||||
return(false);
|
||||
|
||||
#ifndef USE_ZERO2ONE_COORD
|
||||
for(uint i=0;i<VERTEX_COUNT;i++)
|
||||
{
|
||||
position_data_u16[i][0]=position_data_float[i][0]*w;
|
||||
position_data_u16[i][1]=position_data_float[i][1]*h;
|
||||
}
|
||||
#endif//
|
||||
|
||||
if(!InitMaterial())
|
||||
return(false);
|
||||
return;
|
||||
|
||||
if(!InitVBO())
|
||||
return(false);
|
||||
|
||||
if(!BuildCommandBuffer(render_obj))
|
||||
return(false);
|
||||
|
||||
return(true);
|
||||
return;
|
||||
}
|
||||
|
||||
void Resize(uint w,uint h)override
|
||||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)override
|
||||
{
|
||||
VulkanApplicationFramework::Resize(w,h);
|
||||
cmd->SetClearColor(0,clear_color);
|
||||
|
||||
BuildCommandBuffer(render_obj);
|
||||
cmd->BeginRenderPass();
|
||||
cmd->Render(render_obj);
|
||||
cmd->EndRenderPass();
|
||||
}
|
||||
};//class TestApp:public VulkanApplicationFramework
|
||||
};//class TestApp:public WorkObject
|
||||
|
||||
int main(int,char **)
|
||||
int os_main(int,os_char **)
|
||||
{
|
||||
RunApp<TestApp>(1280,720);
|
||||
return RunFramework<TestApp>(OS_TEXT("Draw triangle use UBO"));
|
||||
}
|
||||
|
103
example/Basic/rf_test.cpp
Normal file
103
example/Basic/rf_test.cpp
Normal file
@@ -0,0 +1,103 @@
|
||||
#include<hgl/WorkManager.h>
|
||||
#include<hgl/graph/VKVertexInputConfig.h>
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/graph/mtl/Material2DCreateConfig.h>
|
||||
#include<hgl/graph/VKMaterialInstance.h>
|
||||
|
||||
using namespace hgl;
|
||||
using namespace hgl::graph;
|
||||
|
||||
constexpr uint32_t SCREEN_WIDTH=1280;
|
||||
constexpr uint32_t SCREEN_HEIGHT=720;
|
||||
|
||||
constexpr uint32_t VERTEX_COUNT=3;
|
||||
|
||||
constexpr float position_data[VERTEX_COUNT*2]=
|
||||
{
|
||||
0.0, -0.5,
|
||||
-0.5, 0.5,
|
||||
0.5, 0.5
|
||||
};
|
||||
|
||||
constexpr float color_data[VERTEX_COUNT*4]=
|
||||
{
|
||||
1,0,0,1,
|
||||
0,1,0,1,
|
||||
0,0,1,1
|
||||
};
|
||||
|
||||
class TestApp:public WorkObject
|
||||
{
|
||||
private:
|
||||
|
||||
Color4f clear_color =Color4f(0.2f,0.2f,0.2f,1.0f);
|
||||
|
||||
MaterialInstance * material_instance =nullptr;
|
||||
Renderable * render_obj =nullptr;
|
||||
|
||||
Pipeline * pipeline =nullptr;
|
||||
|
||||
private:
|
||||
|
||||
bool InitAutoMaterial()
|
||||
{
|
||||
mtl::Material2DCreateConfig cfg(GetDeviceAttribute(),"VertexColor2D",Prim::Triangles);
|
||||
|
||||
cfg.coordinate_system=CoordinateSystem2D::NDC;
|
||||
cfg.local_to_world=false;
|
||||
|
||||
AutoDelete<mtl::MaterialCreateInfo> mci=mtl::CreateVertexColor2D(&cfg);
|
||||
|
||||
material_instance=CreateMaterialInstance(mci);
|
||||
|
||||
return material_instance;
|
||||
}
|
||||
|
||||
bool InitPipeline()
|
||||
{
|
||||
// pipeline=db->CreatePipeline(material_instance,sc_render_target,OS_TEXT("res/pipeline/solid2d"));
|
||||
pipeline=CreatePipeline(material_instance,InlinePipeline::Solid2D,Prim::Triangles); //等同上一行,为Framework重载,默认使用swapchain的render target
|
||||
|
||||
return pipeline;
|
||||
}
|
||||
|
||||
bool InitVBO()
|
||||
{
|
||||
render_obj=CreateRenderable("Triangle",VERTEX_COUNT,material_instance,pipeline,
|
||||
{
|
||||
{VAN::Position,VF_V2F,position_data},
|
||||
{VAN::Color, VF_V4F,color_data}
|
||||
});
|
||||
return(render_obj);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
TestApp(RenderFramework *rf):WorkObject(rf,rf->GetSwapchainRenderTarget())
|
||||
{
|
||||
if(!InitAutoMaterial())
|
||||
return;
|
||||
|
||||
if(!InitPipeline())
|
||||
return;
|
||||
|
||||
if(!InitVBO())
|
||||
return;
|
||||
}
|
||||
|
||||
void Tick(double)override{}
|
||||
|
||||
void Render(double delta_time,graph::RenderCmdBuffer *cmd)
|
||||
{
|
||||
cmd->SetClearColor(0,clear_color);
|
||||
|
||||
cmd->BeginRenderPass();
|
||||
cmd->Render(render_obj);
|
||||
cmd->EndRenderPass();
|
||||
}
|
||||
};//class TestApp:public WorkObject
|
||||
|
||||
int os_main(int,os_char **)
|
||||
{
|
||||
return RunFramework<TestApp>(OS_TEXT("RenderFramework Test"));
|
||||
}
|
@@ -1,6 +1,6 @@
|
||||
include_directories(${CMAKE_CURRENT_SOURCE_DIR}/common)
|
||||
|
||||
SET(VULKAN_APP_FRAMEWORK ${CMAKE_CURRENT_SOURCE_DIR}/common/VulkanAppFramework.h)
|
||||
SET(VULKAN_APP_FRAMEWORK ${CMAKE_CURRENT_SOURCE_DIR}/common/VulkanAppFramework.h)
|
||||
|
||||
add_subdirectory(Basic)
|
||||
add_subdirectory(Texture)
|
||||
|
@@ -28,7 +28,7 @@ private:
|
||||
|
||||
bool InitTextRenderable()
|
||||
{
|
||||
UTF16String str;
|
||||
U16String str;
|
||||
|
||||
LoadStringFromTextFile(str,OS_TEXT("res/text/DaoDeBible.txt"));
|
||||
|
||||
|
@@ -22,6 +22,7 @@
|
||||
*/
|
||||
|
||||
#include"GizmoResource.h"
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/graph/InlineGeometry.h>
|
||||
|
||||
@@ -84,7 +85,7 @@ bool InitGizmoMoveStaticMesh()
|
||||
{
|
||||
SceneNode *root_node=new SceneNode();
|
||||
|
||||
root_node->CreateSubNode(sphere);
|
||||
root_node->Add(new SceneNode(sphere));
|
||||
|
||||
{
|
||||
Transform tm;
|
||||
@@ -96,30 +97,30 @@ bool InitGizmoMoveStaticMesh()
|
||||
{
|
||||
tm.SetScale(cylinder_scale);
|
||||
tm.SetTranslation(0,0,GIZMO_CYLINDER_OFFSET);
|
||||
root_node->CreateSubNode(tm,cylinder[2]); //Z 向上圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[2])); //Z 向上圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(0,0,GIZMO_CONE_OFFSET);
|
||||
root_node->CreateSubNode(tm,cone[2]); //Z 向上圆锥
|
||||
root_node->Add(new SceneNode(tm,cone[2])); //Z 向上圆锥
|
||||
|
||||
tm.SetScale(circle_scale);
|
||||
tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET,0);
|
||||
root_node->CreateSubNode(tm,circle[2]);
|
||||
root_node->Add(new SceneNode(tm,circle[2]));
|
||||
}
|
||||
|
||||
{
|
||||
tm.SetScale(cylinder_scale);
|
||||
tm.SetRotation(AxisVector::Y,90);
|
||||
tm.SetTranslation(GIZMO_CYLINDER_OFFSET,0,0);
|
||||
root_node->CreateSubNode(tm,cylinder[0]); //X 向右圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[0])); //X 向右圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(GIZMO_CONE_OFFSET,0,0);
|
||||
root_node->CreateSubNode(tm,cone[0]); //X 向右圆锥
|
||||
root_node->Add(new SceneNode(tm,cone[0])); //X 向右圆锥
|
||||
|
||||
tm.SetScale(circle_scale);
|
||||
tm.SetTranslation(0,GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET);
|
||||
root_node->CreateSubNode(tm,circle[0]);
|
||||
root_node->Add(new SceneNode(tm,circle[0]));
|
||||
}
|
||||
|
||||
{
|
||||
@@ -127,15 +128,15 @@ bool InitGizmoMoveStaticMesh()
|
||||
tm.SetRotation(AxisVector::X,-90);
|
||||
tm.SetTranslation(0,GIZMO_CYLINDER_OFFSET,0);
|
||||
|
||||
root_node->CreateSubNode(tm,cylinder[1]); //Y 向前圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[1])); //Y 向前圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(0,GIZMO_CONE_OFFSET,0);
|
||||
root_node->CreateSubNode(tm,cone[1]); //Y 向前圆锥
|
||||
root_node->Add(new SceneNode(tm,cone[1])); //Y 向前圆锥
|
||||
|
||||
tm.SetScale(circle_scale);
|
||||
tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,0,GIZMO_TWO_AXIS_OFFSET);
|
||||
root_node->CreateSubNode(tm,circle[1]);
|
||||
root_node->Add(new SceneNode(tm,circle[1]));
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -1,6 +1,7 @@
|
||||
#include"GizmoResource.h"
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/graph/InlineGeometry.h>
|
||||
#include<hgl/graph/TransformFaceToCamera.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
@@ -30,9 +31,9 @@ bool InitGizmoRotateStaticMesh()
|
||||
GetGizmoRenderable(GizmoShape::Torus,GizmoColor::White),
|
||||
};
|
||||
|
||||
for(int i=0;i<4;i++)
|
||||
for(auto *r:torus)
|
||||
{
|
||||
if(!torus[i])
|
||||
if(!r)
|
||||
return(false);
|
||||
}
|
||||
|
||||
@@ -44,13 +45,27 @@ bool InitGizmoRotateStaticMesh()
|
||||
|
||||
tm.SetScale(GIZMO_ARROW_LENGTH);
|
||||
|
||||
root_node->CreateSubNode(tm,torus[0]);
|
||||
root_node->Add(new SceneNode(tm,torus[0]));
|
||||
|
||||
tm.SetRotation(AXIS::Z,90);
|
||||
root_node->CreateSubNode(tm,torus[1]);
|
||||
root_node->Add(new SceneNode(tm,torus[1]));
|
||||
|
||||
tm.SetRotation(AXIS::Y,90);
|
||||
root_node->CreateSubNode(tm,torus[2]);
|
||||
root_node->Add(new SceneNode(tm,torus[2]));
|
||||
}
|
||||
|
||||
{
|
||||
SceneNode *white_torus=new SceneNode(scale(13),torus[3]);
|
||||
|
||||
white_torus->SetLocalNormal(AxisVector::X);
|
||||
|
||||
TransformFaceToCamera *rotate_white_torus_tfc=new TransformFaceToCamera();
|
||||
|
||||
//暂时因为无法传入Camera所以无法正确计算朝向,正在设计Actor/World结构
|
||||
|
||||
white_torus->GetTransform().AddTransform(rotate_white_torus_tfc);
|
||||
|
||||
root_node->Add(white_torus);
|
||||
}
|
||||
|
||||
sm_gizmo_rotate=CreateGizmoStaticMesh(root_node);
|
||||
|
@@ -22,6 +22,7 @@
|
||||
*/
|
||||
|
||||
#include"GizmoResource.h"
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/graph/InlineGeometry.h>
|
||||
|
||||
@@ -84,7 +85,7 @@ bool InitGizmoScaleStaticMesh()
|
||||
{
|
||||
SceneNode *root_node=new SceneNode();
|
||||
|
||||
root_node->CreateSubNode(scale(GIZMO_CENTER_SPHERE_RADIUS*2),center_cube);
|
||||
root_node->Add(new SceneNode(scale(GIZMO_CENTER_SPHERE_RADIUS*2),center_cube));
|
||||
|
||||
{
|
||||
Transform tm;
|
||||
@@ -96,30 +97,30 @@ bool InitGizmoScaleStaticMesh()
|
||||
{
|
||||
tm.SetScale(cylinder_scale);
|
||||
tm.SetTranslation(0,0,GIZMO_CYLINDER_OFFSET);
|
||||
root_node->CreateSubNode(tm,cylinder[2]); //Z 向上圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[2])); //Z 向上圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(0,0,GIZMO_CONE_OFFSET);
|
||||
root_node->CreateSubNode(tm,cube[2]); //Z 向上圆锥
|
||||
root_node->Add(new SceneNode(tm,cube[2])); //Z 向上圆锥
|
||||
|
||||
tm.SetScale(plane_scale);
|
||||
tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET,0);
|
||||
root_node->CreateSubNode(tm,square[2]);
|
||||
root_node->Add(new SceneNode(tm,square[2]));
|
||||
}
|
||||
|
||||
{
|
||||
tm.SetScale(cylinder_scale);
|
||||
tm.SetRotation(AxisVector::Y,90);
|
||||
tm.SetTranslation(GIZMO_CYLINDER_OFFSET,0,0);
|
||||
root_node->CreateSubNode(tm,cylinder[0]); //X 向右圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[0])); //X 向右圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(GIZMO_CONE_OFFSET,0,0);
|
||||
root_node->CreateSubNode(tm,cube[0]); //X 向右圆锥
|
||||
root_node->Add(new SceneNode(tm,cube[0])); //X 向右圆锥
|
||||
|
||||
tm.SetScale(plane_scale);
|
||||
tm.SetTranslation(0,GIZMO_TWO_AXIS_OFFSET,GIZMO_TWO_AXIS_OFFSET);
|
||||
root_node->CreateSubNode(tm,square[0]);
|
||||
root_node->Add(new SceneNode(tm,square[0]));
|
||||
}
|
||||
|
||||
{
|
||||
@@ -127,15 +128,15 @@ bool InitGizmoScaleStaticMesh()
|
||||
tm.SetRotation(AxisVector::X,-90);
|
||||
tm.SetTranslation(0,GIZMO_CYLINDER_OFFSET,0);
|
||||
|
||||
root_node->CreateSubNode(tm,cylinder[1]); //Y 向前圆柱
|
||||
root_node->Add(new SceneNode(tm,cylinder[1])); //Y 向前圆柱
|
||||
|
||||
tm.SetScale(one_scale);
|
||||
tm.SetTranslation(0,GIZMO_CONE_OFFSET,0);
|
||||
root_node->CreateSubNode(tm,cube[1]); //Y 向前圆锥
|
||||
root_node->Add(new SceneNode(tm,cube[1])); //Y 向前圆锥
|
||||
|
||||
tm.SetScale(plane_scale);
|
||||
tm.SetTranslation(GIZMO_TWO_AXIS_OFFSET,0,GIZMO_TWO_AXIS_OFFSET);
|
||||
root_node->CreateSubNode(tm,square[1]);
|
||||
root_node->Add(new SceneNode(tm,square[1]));
|
||||
}
|
||||
}
|
||||
|
||||
|
@@ -8,6 +8,7 @@
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/color/Color.h>
|
||||
#include<hgl/graph/InlineGeometry.h>
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
#include"GizmoResource.h"
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
@@ -20,20 +20,20 @@ constexpr const COLOR gizmo_color[size_t(GizmoColor::RANGE_SIZE)]=
|
||||
COLOR::BlenderYellow,
|
||||
};
|
||||
|
||||
constexpr const float GIZMO_ARROW_LENGTH=10; ///<箭头整体长度
|
||||
constexpr const float GIZMO_CENTER_SPHERE_RADIUS=1.0f; ///<中心球半径
|
||||
constexpr const float GIZMO_ARROW_LENGTH =10.0f; ///<箭头整体长度
|
||||
constexpr const float GIZMO_CENTER_SPHERE_RADIUS=1.0f; ///<中心球半径
|
||||
|
||||
constexpr const float GIZMO_CONE_LENGTH=1.0f; ///<圆锥高度
|
||||
constexpr const float GIZMO_CONE_RADIUS=1.0f; ///<圆锥底部半径
|
||||
constexpr const float GIZMO_CONE_OFFSET=GIZMO_ARROW_LENGTH-(GIZMO_CONE_LENGTH/2.0f); ///<圆锥偏移量
|
||||
constexpr const float GIZMO_CONE_LENGTH =1.0f; ///<圆锥高度
|
||||
constexpr const float GIZMO_CONE_RADIUS =1.0f; ///<圆锥底部半径
|
||||
constexpr const float GIZMO_CONE_OFFSET =GIZMO_ARROW_LENGTH-(GIZMO_CONE_LENGTH/2.0f); ///<圆锥偏移量
|
||||
|
||||
constexpr const float GIZMO_CYLINDER_RADIUS=0.25f; ///<圆柱半径
|
||||
constexpr const float GIZMO_CYLINDER_LENGTH=GIZMO_ARROW_LENGTH-GIZMO_CENTER_SPHERE_RADIUS-GIZMO_CONE_LENGTH; ///<圆柱长度
|
||||
constexpr const float GIZMO_CYLINDER_RADIUS =0.25f; ///<圆柱半径
|
||||
constexpr const float GIZMO_CYLINDER_LENGTH =GIZMO_ARROW_LENGTH-GIZMO_CENTER_SPHERE_RADIUS-GIZMO_CONE_LENGTH; ///<圆柱长度
|
||||
|
||||
constexpr const float GIZMO_CYLINDER_HALF_LENGTH=GIZMO_CYLINDER_LENGTH/2.0f; ///<圆柱一半长度
|
||||
constexpr const float GIZMO_CYLINDER_OFFSET=GIZMO_CYLINDER_HALF_LENGTH+GIZMO_CENTER_SPHERE_RADIUS; ///<圆柱偏移量
|
||||
constexpr const float GIZMO_CYLINDER_HALF_LENGTH=GIZMO_CYLINDER_LENGTH/2.0f; ///<圆柱一半长度
|
||||
constexpr const float GIZMO_CYLINDER_OFFSET =GIZMO_CYLINDER_HALF_LENGTH+GIZMO_CENTER_SPHERE_RADIUS; ///<圆柱偏移量
|
||||
|
||||
constexpr const float GIZMO_TWO_AXIS_OFFSET=5.0F; ///<二轴调节点偏移量(方片或圆)
|
||||
constexpr const float GIZMO_TWO_AXIS_OFFSET =5.0F; ///<二轴调节点偏移量(方片或圆)
|
||||
|
||||
Renderable *GetGizmoRenderable(const GizmoShape &gs,const GizmoColor &);
|
||||
|
||||
|
@@ -6,11 +6,12 @@ using namespace hgl;
|
||||
using namespace hgl::graph;
|
||||
|
||||
const Vector3f GizmoPosition(0,0,0);
|
||||
//
|
||||
|
||||
|
||||
///**
|
||||
//* 一种永远转向正面的场景节点
|
||||
//* 一种永远转向正面的变换节点
|
||||
//*/
|
||||
//class BillboardSceneNode:public SceneNode
|
||||
//class TransformBillboard:public TransformBase
|
||||
//{
|
||||
// CameraInfo *camera_info=nullptr;
|
||||
// bool face_to_camera=false;
|
||||
@@ -20,9 +21,6 @@ const Vector3f GizmoPosition(0,0,0);
|
||||
//
|
||||
//public:
|
||||
//
|
||||
// using SceneNode::SceneNode;
|
||||
// virtual ~BillboardSceneNode()=default;
|
||||
//
|
||||
// virtual void SetCameraInfo (CameraInfo * ci ){camera_info =ci;}
|
||||
// virtual void SetViewportInfo(ViewportInfo * vi ){viewport_info =vi;}
|
||||
//
|
||||
@@ -57,14 +55,11 @@ const Vector3f GizmoPosition(0,0,0);
|
||||
class TestApp:public SceneAppFramework
|
||||
{
|
||||
SceneNode root;
|
||||
//BillboardSceneNode *rotate_white_torus=nullptr;
|
||||
|
||||
StaticMesh *sm_move=nullptr;
|
||||
StaticMesh *sm_rotate=nullptr;
|
||||
StaticMesh *sm_scale=nullptr;
|
||||
|
||||
Renderable *face_torus=nullptr;
|
||||
|
||||
private:
|
||||
|
||||
bool InitGizmo()
|
||||
@@ -76,8 +71,6 @@ private:
|
||||
sm_rotate =GetGizmoRotateStaticMesh();
|
||||
sm_scale =GetGizmoScaleStaticMesh();
|
||||
|
||||
face_torus =GetGizmoRenderable(GizmoShape::Torus,GizmoColor::White);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
@@ -88,23 +81,10 @@ private:
|
||||
|
||||
root.Clear();
|
||||
|
||||
root.CreateSubNode(sm_move->GetScene());
|
||||
root.CreateSubNode(sm_rotate->GetScene());
|
||||
//root.Add(Duplication(sm_move->GetScene()));
|
||||
root.Add(Duplication(sm_rotate->GetScene()));
|
||||
//root.CreateSubNode(sm_scale->GetScene());
|
||||
|
||||
//{
|
||||
// Transform tm;
|
||||
|
||||
// tm.SetScale(7.5);
|
||||
|
||||
// rotate_white_torus=new BillboardSceneNode(tm,face_torus);
|
||||
|
||||
// rotate_white_torus->SetCameraInfo(ci);
|
||||
// rotate_white_torus->SetFaceToCamera(true);
|
||||
|
||||
// root.AddSubNode(rotate_white_torus);
|
||||
//}
|
||||
|
||||
root.RefreshMatrix();
|
||||
render_list->SetCamera(ci);
|
||||
render_list->Expend(&root);
|
||||
|
@@ -81,7 +81,7 @@ private:
|
||||
if(!ri)
|
||||
return(nullptr);
|
||||
|
||||
render_root.CreateSubNode(mat,ri);
|
||||
render_root.Add(new SceneNode(mat,ri));
|
||||
|
||||
return ri;
|
||||
}
|
||||
|
@@ -102,7 +102,7 @@ private:
|
||||
return(nullptr);
|
||||
}
|
||||
|
||||
render_root.CreateSubNode(ri);
|
||||
render_root.Add(new SceneNode(ri));
|
||||
|
||||
return ri;
|
||||
}
|
||||
|
@@ -55,7 +55,7 @@ protected:
|
||||
|
||||
GPUDevice * device =nullptr;
|
||||
RenderPass * device_render_pass =nullptr;
|
||||
RTSwapchain * sc_render_target =nullptr;
|
||||
SwapchainRenderTarget * sc_render_target =nullptr;
|
||||
|
||||
protected:
|
||||
|
||||
@@ -220,12 +220,12 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
bool BuildCommandBuffer(RenderCmdBuffer *cb,RenderPass *rp,Framebuffer *fb,Renderable *ri)
|
||||
bool BuildCommandBuffer(RenderCmdBuffer *cb,Framebuffer *fbo,Renderable *ri)
|
||||
{
|
||||
if(!ri)return(false);
|
||||
|
||||
cb->Begin();
|
||||
cb->BindFramebuffer(rp,fb);
|
||||
cb->BindFramebuffer(fbo);
|
||||
cb->SetClearColor(0,clear_color);
|
||||
cb->BeginRenderPass();
|
||||
cb->BindPipeline(ri->GetPipeline());
|
||||
@@ -238,19 +238,12 @@ public:
|
||||
return(true);
|
||||
}
|
||||
|
||||
void BuildCommandBuffer(RenderCmdBuffer *cb,RenderTarget *rt,Renderable *ri)
|
||||
{
|
||||
if(!cb||!rt||!ri)
|
||||
return;
|
||||
|
||||
BuildCommandBuffer(cb,rt->GetRenderPass(),rt->GetFramebuffer(),ri);
|
||||
}
|
||||
|
||||
bool BuildCommandBuffer(uint32_t index,Renderable *ri)
|
||||
{
|
||||
if(!ri)return(false);
|
||||
|
||||
return BuildCommandBuffer(cmd_buf[index],sc_render_target->GetRenderPass(),sc_render_target->GetFramebuffer(index),ri);
|
||||
return BuildCommandBuffer(cmd_buf[index],
|
||||
sc_render_target->GetFramebuffer(),ri);
|
||||
}
|
||||
|
||||
bool BuildCommandBuffer(Renderable *ri)
|
||||
@@ -277,7 +270,7 @@ public:
|
||||
RenderCmdBuffer *cb=cmd_buf[index];
|
||||
|
||||
cb->Begin();
|
||||
cb->BindFramebuffer(sc_render_target->GetRenderPass(),sc_render_target->GetFramebuffer(index));
|
||||
cb->BindFramebuffer(sc_render_target->GetFramebuffer(index));
|
||||
cb->SetClearColor(0,clear_color);
|
||||
cb->BeginRenderPass();
|
||||
rl->Render(cb);
|
||||
@@ -624,4 +617,4 @@ template<typename T> int RunApp(uint w,uint h)
|
||||
while(app.Run());
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
87
inc/hgl/WorkManager.h
Normal file
87
inc/hgl/WorkManager.h
Normal file
@@ -0,0 +1,87 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/WorkObject.h>
|
||||
#include<hgl/graph/VKRenderTargetSwapchain.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
/**
|
||||
* 工作管理器,管理一个序列的WorkObject<br>
|
||||
*/
|
||||
class WorkManager
|
||||
{
|
||||
protected:
|
||||
|
||||
graph::RenderFramework *render_framework;
|
||||
|
||||
uint fps=60;
|
||||
double frame_time=1.0f/double(fps);
|
||||
|
||||
double last_update_time=0;
|
||||
double last_render_time=0;
|
||||
double cur_time=0;
|
||||
|
||||
WorkObject *cur_work_object=nullptr;
|
||||
|
||||
public:
|
||||
|
||||
WorkManager(graph::RenderFramework *rf)
|
||||
{
|
||||
render_framework=rf;
|
||||
}
|
||||
|
||||
virtual ~WorkManager()
|
||||
{
|
||||
SAFE_CLEAR(cur_work_object);
|
||||
}
|
||||
|
||||
void SetFPS(uint f)
|
||||
{
|
||||
fps=f;
|
||||
frame_time=1.0f/double(fps);
|
||||
}
|
||||
|
||||
void Tick(WorkObject *wo);
|
||||
|
||||
virtual void Render(WorkObject *wo);
|
||||
|
||||
void Run(WorkObject *wo);
|
||||
};//class WorkManager
|
||||
|
||||
class SwapchainWorkManager:public WorkManager,public io::WindowEvent
|
||||
{
|
||||
graph::SwapchainModule *swapchain_module;
|
||||
|
||||
public:
|
||||
|
||||
SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
|
||||
{
|
||||
swapchain_module=rf->GetSwapchainModule();
|
||||
|
||||
render_framework->Join(this);
|
||||
}
|
||||
|
||||
~SwapchainWorkManager()
|
||||
{
|
||||
render_framework->Unjoin(this);
|
||||
}
|
||||
|
||||
void Render(WorkObject *wo) override;
|
||||
|
||||
void OnResize(uint w,uint h) override;
|
||||
};
|
||||
|
||||
template<typename WO> int RunFramework(const OSString &title,uint width=1280,uint height=720)
|
||||
{
|
||||
graph::RenderFramework rf(title);
|
||||
|
||||
if(!rf.Init(width,height))
|
||||
return(-1);
|
||||
|
||||
SwapchainWorkManager wm(&rf);
|
||||
|
||||
wm.Run(new WO(&rf));
|
||||
|
||||
return 0;
|
||||
}
|
||||
}//namespcae hgl
|
101
inc/hgl/WorkObject.h
Normal file
101
inc/hgl/WorkObject.h
Normal file
@@ -0,0 +1,101 @@
|
||||
#pragma once
|
||||
#include<hgl/type/object/TickObject.h>
|
||||
#include<hgl/graph/RenderFramework.h>
|
||||
#include<hgl/graph/VKRenderResource.h>
|
||||
#include<hgl/Time.h>
|
||||
//#include<iostream>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph::mtl
|
||||
{
|
||||
class MaterialCreateInfo;
|
||||
}
|
||||
|
||||
/**
|
||||
* 工作对象</p>
|
||||
*
|
||||
* WorkObject被定义为工作对象,所有的渲染控制都需要被写在WorkObject的Render函数下。
|
||||
*/
|
||||
class WorkObject:public TickObject
|
||||
{
|
||||
graph::RenderFramework *render_framework=nullptr;
|
||||
graph::IRenderTarget *cur_render_target=nullptr;
|
||||
graph::RenderPass *render_pass=nullptr;
|
||||
|
||||
bool destroy_flag=false;
|
||||
|
||||
bool renderable=true;
|
||||
bool render_dirty=true;
|
||||
|
||||
protected:
|
||||
|
||||
graph::RenderResource *db=nullptr; //暂时的,未来会被更好的机制替代
|
||||
|
||||
public:
|
||||
|
||||
graph::RenderFramework * GetRenderFramework (){return render_framework;}
|
||||
graph::GPUDevice * GetDevice (){return render_framework->GetDevice();}
|
||||
graph::GPUDeviceAttribute * GetDeviceAttribute (){return render_framework->GetDeviceAttribute();}
|
||||
|
||||
const VkExtent2D & GetExtent2D (){return cur_render_target->GetExtent();}
|
||||
|
||||
public:
|
||||
|
||||
const bool IsDestroy()const{return destroy_flag;}
|
||||
const bool IsRenderable()const{return renderable;}
|
||||
const bool IsRenderDirty()const{return render_dirty;}
|
||||
|
||||
void MarkDestory(){destroy_flag=true;}
|
||||
void SetRenderable(bool r){renderable=r;}
|
||||
void MarkRenderDirty(){render_dirty=true;}
|
||||
|
||||
public:
|
||||
|
||||
WorkObject(graph::RenderFramework *,graph::IRenderTarget *);
|
||||
virtual ~WorkObject()=default;
|
||||
|
||||
virtual void OnRenderTargetSwitch(graph::RenderFramework *rf,graph::IRenderTarget *rt);
|
||||
|
||||
virtual void OnResize(const VkExtent2D &){}
|
||||
|
||||
virtual void Tick(double){}
|
||||
|
||||
virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
|
||||
|
||||
virtual void Render(double delta_time);
|
||||
|
||||
public:
|
||||
|
||||
template<typename ...ARGS>
|
||||
graph::Pipeline *CreatePipeline(ARGS...args)
|
||||
{
|
||||
return render_pass->CreatePipeline(args...);
|
||||
}
|
||||
|
||||
graph::MaterialInstance *CreateMaterialInstance(const graph::mtl::MaterialCreateInfo *mci,const graph::VILConfig *vil_cfg=nullptr)
|
||||
{
|
||||
return db->CreateMaterialInstance(mci,vil_cfg);
|
||||
}
|
||||
|
||||
graph::Primitive *CreatePrimitive( const AnsiString &name,
|
||||
const uint32_t vertices_count,
|
||||
const graph::VIL *vil,
|
||||
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
|
||||
|
||||
graph::Renderable *CreateRenderable(const AnsiString &name,
|
||||
const uint32_t vertices_count,
|
||||
graph::MaterialInstance *mi,
|
||||
graph::Pipeline *pipeline,
|
||||
const std::initializer_list<graph::VertexAttribDataPtr> &vad_list);
|
||||
};//class WorkObject
|
||||
|
||||
/**
|
||||
* 但我们认为游戏开发者不应该关注如何控制渲染,而应该关注如何处理游戏逻辑.
|
||||
* 所以我们在WorkObject的基础上再提供RenderWorkObject派生类,用于直接封装好的渲染场景树控制。
|
||||
*
|
||||
* 开发者仅需要将要渲染的物件放置于场景树即可。
|
||||
|
||||
* 但开发者也可以直接使用WorkObject,自行管理这些事。
|
||||
* */
|
||||
}//namespcae hgl
|
45
inc/hgl/graph/LightCullMode.h
Normal file
45
inc/hgl/graph/LightCullMode.h
Normal file
@@ -0,0 +1,45 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKNamespace.h>
|
||||
#include<hgl/TypeFunc.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 光照剔除模式
|
||||
*/
|
||||
enum class LightingCullingMode
|
||||
{
|
||||
None, ///<不剔除
|
||||
|
||||
/**
|
||||
* 基于世界坐标的剔除模式
|
||||
* 一般用于一些空间划分极为规则的场景。每个物件都可以得到较为明确的体积,并可通过世界坐标快速定位。
|
||||
* 如即时战略游戏,普通的小爆炸,火光,影响的范围完全可以在世界坐标内圈定那些特件受影响,然后直接前向渲染即可。
|
||||
*/
|
||||
WorldCoord, ///<世界坐标剔除
|
||||
|
||||
/*
|
||||
* 基于Tile的剔除模式
|
||||
* 按屏幕XY坐标划分成多个Tile,再配合znear/zfar形成一个Volume。所有光源和Volume计算相交性
|
||||
*/
|
||||
Tile, ///<瓦片剔除
|
||||
|
||||
/**
|
||||
* 基于Tile的剔除模式的改进型
|
||||
* 同Tile方法,得出Tile后,再通过遍历Tile内所有象素,得出当前Tile的最远z值和最近z值。
|
||||
* 根据XY与zNear/zFar得出一个Volume,计算所有光源与Volume相交性。
|
||||
*/
|
||||
TileVolume, ///<瓦片体积剔除
|
||||
|
||||
/**
|
||||
* 基于Tile的剔除模式的改进型
|
||||
* 同TileVolume方法得出Volume后,再将Volume按深度划分成多个Volume。
|
||||
* 剔除掉没有象素的Volume,再将剩下的Volume与光源计算相交性。
|
||||
*/
|
||||
Cluster, ///<集簇剔除
|
||||
|
||||
ENUM_CLASS_RANGE(None,Cluster)
|
||||
};//enum class LightingCullingMode
|
||||
|
||||
VK_NAMESPACE_END
|
@@ -1,7 +1,6 @@
|
||||
#pragma once
|
||||
#include<hgl/graph/RenderNode.h>
|
||||
#include<hgl/graph/VKVABList.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/graph/VKIndirectCommandBuffer.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
@@ -9,15 +8,48 @@ class RenderAssignBuffer;
|
||||
class SceneNode;
|
||||
struct CameraInfo;
|
||||
|
||||
struct RenderPipelineIndex:public Comparator<RenderPipelineIndex>
|
||||
{
|
||||
Material *material;
|
||||
Pipeline *pipeline;
|
||||
|
||||
public:
|
||||
|
||||
const int compare(const RenderPipelineIndex &rli)const override
|
||||
{
|
||||
if(material<rli.material)return(-1);
|
||||
if(material>rli.material)return(1);
|
||||
|
||||
if(pipeline<rli.pipeline)return(-1);
|
||||
if(pipeline>rli.pipeline)return(1);
|
||||
|
||||
return(0);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
RenderPipelineIndex()
|
||||
{
|
||||
material=nullptr;
|
||||
pipeline=nullptr;
|
||||
}
|
||||
|
||||
RenderPipelineIndex(Material *m,Pipeline *p)
|
||||
{
|
||||
material=m;
|
||||
pipeline=p;
|
||||
}
|
||||
};//struct RenderPipelineIndex
|
||||
|
||||
/**
|
||||
* 同一材质的对象渲染列表
|
||||
* 同一材质与管线的渲染列表
|
||||
*/
|
||||
class MaterialRenderList
|
||||
{
|
||||
GPUDevice *device;
|
||||
RenderCmdBuffer *cmd_buf;
|
||||
|
||||
Material *material;
|
||||
RenderPipelineIndex rp_index;
|
||||
|
||||
CameraInfo *camera_info;
|
||||
|
||||
@@ -34,7 +66,6 @@ private:
|
||||
uint32_t first_instance; ///<第一个绘制实例(和instance渲染无关,对应InstanceRate的VAB)
|
||||
uint32_t instance_count;
|
||||
|
||||
Pipeline * pipeline;
|
||||
MaterialInstance * mi;
|
||||
|
||||
const PrimitiveDataBuffer * pdb;
|
||||
@@ -61,7 +92,6 @@ protected:
|
||||
|
||||
VABList * vab_list;
|
||||
|
||||
Pipeline * last_pipeline;
|
||||
const PrimitiveDataBuffer * last_data_buffer;
|
||||
const VDM * last_vdm;
|
||||
const PrimitiveRenderData * last_render_data;
|
||||
@@ -76,25 +106,20 @@ protected:
|
||||
|
||||
public:
|
||||
|
||||
MaterialRenderList(GPUDevice *d,bool l2w,Material *m);
|
||||
MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi);
|
||||
~MaterialRenderList();
|
||||
|
||||
void Add(SceneNode *);
|
||||
|
||||
void SetCameraInfo(CameraInfo *ci)
|
||||
{
|
||||
camera_info=ci;
|
||||
}
|
||||
void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
rn_list.Clear();
|
||||
}
|
||||
void Clear(){rn_list.Clear();}
|
||||
|
||||
void End();
|
||||
|
||||
void Render(RenderCmdBuffer *);
|
||||
|
||||
void UpdateLocalToWorld(); //刷新所有对象的LocalToWorld矩阵
|
||||
void UpdateMaterialInstance(SceneNode *);
|
||||
};//class MaterialRenderList
|
||||
VK_NAMESPACE_END
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#include<hgl/graph/MaterialRenderList.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
class MaterialRenderMap:public ObjectMap<Material *,MaterialRenderList>
|
||||
class MaterialRenderMap:public ObjectMap<RenderPipelineIndex,MaterialRenderList>
|
||||
{
|
||||
public:
|
||||
|
||||
|
87
inc/hgl/graph/RenderFramework.h
Normal file
87
inc/hgl/graph/RenderFramework.h
Normal file
@@ -0,0 +1,87 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/platform/Window.h>
|
||||
#include<hgl/graph/VKDevice.h>
|
||||
#include<hgl/graph/VKCommandBuffer.h>
|
||||
#include<hgl/graph/module/SwapchainModule.h>
|
||||
#include<hgl/graph/module/GraphModuleManager.h>
|
||||
#include<hgl/graph/RenderList.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class FontSource;
|
||||
class TileFont;
|
||||
class RenderPassManager;
|
||||
class TextureManager;
|
||||
class RenderTargetManager;
|
||||
|
||||
class RenderModule;
|
||||
|
||||
class RenderFramework:public io::WindowEvent
|
||||
{
|
||||
OSString app_name;
|
||||
|
||||
Window * win =nullptr;
|
||||
VulkanInstance * inst =nullptr;
|
||||
|
||||
GPUDevice * device =nullptr;
|
||||
|
||||
RenderResource * render_resource =nullptr;
|
||||
|
||||
protected:
|
||||
|
||||
GraphModuleManager * module_manager =nullptr;
|
||||
|
||||
RenderPassManager * rp_manager =nullptr;
|
||||
|
||||
TextureManager * tex_manager =nullptr;
|
||||
RenderTargetManager * rt_manager =nullptr;
|
||||
|
||||
SwapchainModule * sc_module =nullptr;
|
||||
|
||||
public:
|
||||
|
||||
Window * GetWindow ()const{return win;}
|
||||
GPUDevice * GetDevice ()const{return device;}
|
||||
VkDevice GetVkDevice ()const{return device->GetDevice();}
|
||||
const GPUPhysicalDevice * GetPhysicalDevice ()const{return device->GetPhysicalDevice();}
|
||||
GPUDeviceAttribute * GetDeviceAttribute ()const{return device->GetDeviceAttribute();}
|
||||
|
||||
RenderResource * GetRenderResource ()const{return render_resource;}
|
||||
|
||||
public:
|
||||
|
||||
GraphModuleManager * GetModuleManager (){return module_manager;}
|
||||
|
||||
RenderPassManager * GetRenderPassManager (){return rp_manager;}
|
||||
TextureManager * GetTextureManager (){return tex_manager;}
|
||||
RenderTargetManager * GetRenderTargetManager (){return rt_manager;}
|
||||
|
||||
SwapchainModule * GetSwapchainModule (){return sc_module;}
|
||||
SwapchainRenderTarget * GetSwapchainRenderTarget(){return sc_module?sc_module->GetRenderTarget():nullptr;}
|
||||
|
||||
public:
|
||||
|
||||
RenderFramework(const OSString &);
|
||||
virtual ~RenderFramework();
|
||||
|
||||
virtual bool Init(uint w,uint h);
|
||||
|
||||
public:
|
||||
|
||||
RenderList *CreateRenderList()
|
||||
{
|
||||
return(new RenderList(device));
|
||||
}
|
||||
|
||||
TileFont *CreateTileFont(FontSource *fs,int limit_count=-1); ///<创建只使用一种字符的Tile字符管理对象
|
||||
|
||||
public: // event
|
||||
|
||||
virtual void OnResize(uint w,uint h);
|
||||
virtual void OnActive(bool);
|
||||
virtual void OnClose();
|
||||
|
||||
};//class RenderFramework
|
||||
|
||||
VK_NAMESPACE_END
|
@@ -40,6 +40,7 @@ namespace hgl
|
||||
virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
|
||||
|
||||
virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
|
||||
virtual void UpdateMaterialInstance(SceneNode *); ///<有对象互换了材质实例
|
||||
|
||||
virtual void Clear(); ///<彻底清理
|
||||
};//class RenderList
|
||||
|
@@ -2,7 +2,7 @@
|
||||
#define HGL_GRAPH_RENDER_NODE_INCLUDE
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
@@ -11,21 +11,33 @@ namespace hgl
|
||||
class MaterialInstance;
|
||||
class SceneNode;
|
||||
|
||||
struct RenderNode
|
||||
struct RenderNode:public Comparator<RenderNode>
|
||||
{
|
||||
SceneNode *scene_node;
|
||||
uint index; ///<在MaterialRenderList中的索引
|
||||
|
||||
uint32 l2w_version;
|
||||
uint32 l2w_index;
|
||||
SceneNode * scene_node;
|
||||
|
||||
Vector3f world_position;
|
||||
float to_camera_distance;
|
||||
uint32 l2w_version;
|
||||
uint32 l2w_index;
|
||||
|
||||
Vector3f world_position;
|
||||
float to_camera_distance;
|
||||
|
||||
public:
|
||||
|
||||
//该函数位于MaterialRenderList.cpp
|
||||
const int compare(const RenderNode &)const override;
|
||||
};
|
||||
|
||||
using RenderNodeList=List<RenderNode>;
|
||||
using RenderNodePointerList=List<RenderNode *>;
|
||||
|
||||
using MaterialInstanceSets=SortedSets<MaterialInstance *>; ///<材质实例集合
|
||||
using MaterialInstanceSets=SortedSet<MaterialInstance *>; ///<材质实例集合
|
||||
}//namespace graph
|
||||
|
||||
template<> inline const int ItemComparator<graph::RenderNode>::compare(const graph::RenderNode &a,const graph::RenderNode &b)
|
||||
{
|
||||
return a.compare(b);
|
||||
}
|
||||
}//namespace hgl
|
||||
#endif//HGL_GRAPH_RENDER_NODE_INCLUDE
|
||||
|
@@ -1,38 +0,0 @@
|
||||
#ifndef HGL_GRAPH_SCENE_INFO_INCLUDE
|
||||
#define HGL_GRAPH_SCENE_INFO_INCLUDE
|
||||
|
||||
#include<hgl/math/Matrix.h>
|
||||
#include<hgl/CompOperator.h>
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
/**
|
||||
* MVP矩阵
|
||||
*/
|
||||
struct MVPMatrix
|
||||
{
|
||||
Matrix4f model; ///< model: Local to World
|
||||
//Matrix4f normal; ///<transpose(inverse(mat3(model)));
|
||||
Matrix3x4f normal; ///<这里用3x4,在Shader中是3x3(但实际它是3x4保存)
|
||||
|
||||
Matrix4f mv; ///< view * model
|
||||
Matrix4f mvp; ///< projection * view * model
|
||||
|
||||
public:
|
||||
|
||||
void Set(const Matrix4f &local_to_world,const Matrix4f &view_projection,const Matrix4f &view)
|
||||
{
|
||||
model =local_to_world;
|
||||
normal =transpose(inverse(model));
|
||||
mv =view*model;
|
||||
mvp =view_projection*model;
|
||||
}
|
||||
|
||||
CompOperatorMemcmp(const MVPMatrix &);
|
||||
};//struct MVPMatrix
|
||||
|
||||
constexpr size_t MVPMatrixBytes=sizeof(MVPMatrix);
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
#endif//HGL_GRAPH_SCENE_INFO_INCLUDE
|
31
inc/hgl/graph/SceneManager.h
Normal file
31
inc/hgl/graph/SceneManager.h
Normal file
@@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
/**
|
||||
* 场景管理器<Br>
|
||||
* 管理一个场景中的所有资源与场景节点
|
||||
*/
|
||||
class SceneManager
|
||||
{
|
||||
SceneNode *root_node;
|
||||
|
||||
|
||||
|
||||
public:
|
||||
|
||||
SceneNode *GetSceneRoot() {return root_node;}
|
||||
const SceneNode *GetSceneRoot()const{return root_node;}
|
||||
|
||||
const uint GetNodeCount()const { return node_list.GetCount(); }
|
||||
|
||||
public:
|
||||
|
||||
|
||||
|
||||
};//class SceneManager
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
116
inc/hgl/graph/SceneMatrix.h
Normal file
116
inc/hgl/graph/SceneMatrix.h
Normal file
@@ -0,0 +1,116 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/math/Transform.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
/**
|
||||
* 场景节点矩阵类<br>
|
||||
*
|
||||
* 用于描述一个物体在3D空间中的位置、旋转、缩放等信息。<br>
|
||||
* 构成说明:<br>
|
||||
* <ul>
|
||||
* <li>LocalMatrix 一般用于描述当前节点相对上一级的变换矩阵</li>
|
||||
* <li>LocalToWorldMatrix 最终用于描述当前节点相对于世界的变换矩阵,在渲染时使用</li>
|
||||
*
|
||||
* <li>transform_manager 用于管理当前节点所有的变换情况,如果本节点不存在额外变换,数量为0。</li>
|
||||
* </ul>
|
||||
*
|
||||
* LocalToWorldMatrix=ParnetMatrix * LocalMatrix * TransformMatrix<br>
|
||||
*/
|
||||
class SceneMatrix :public VersionData<Matrix4f>
|
||||
{
|
||||
protected:
|
||||
|
||||
Matrix4f parent_matrix;
|
||||
Matrix4f local_matrix;
|
||||
bool local_is_identity;
|
||||
|
||||
Vector3f local_normal;
|
||||
|
||||
TransformManager transform_manager;
|
||||
Matrix4f transform_matrix;
|
||||
|
||||
protected:
|
||||
|
||||
Vector3f OriginWorldPosition; //变换前世界坐标
|
||||
Vector3f FinalWorldPosition; //变换后世界坐标
|
||||
|
||||
Vector3f OriginWorldNormal; //变换前世界法线
|
||||
Vector3f FinalWorldNormal; //变换后世界法线
|
||||
|
||||
protected:
|
||||
|
||||
Matrix4f inverse_local_to_world_matrix; ///<世界到本地矩阵
|
||||
Matrix4f inverse_transpose_local_to_world_matrix; ///<世界到本地矩阵的转置矩阵
|
||||
|
||||
void MakeNewestData(Matrix4f &local_to_world_matrix) override; ///<生成最新的数据(需要派生类重载)
|
||||
|
||||
public:
|
||||
|
||||
void Clear();
|
||||
|
||||
const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵
|
||||
const Vector3f &GetLocalNormal()const{return local_normal;} ///<取得本地法线
|
||||
|
||||
const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵
|
||||
const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵
|
||||
const Matrix4f &GetInverseTransposeLocalToWorldMatrix() ///<取得世界到本地矩阵的转置矩阵
|
||||
{
|
||||
UpdateNewestData();
|
||||
return inverse_transpose_local_to_world_matrix;
|
||||
}
|
||||
|
||||
TransformManager &GetTransform(){return transform_manager;} ///<取得变换管理器
|
||||
|
||||
const Vector3f &GetWorldPosition()const{return FinalWorldPosition;} ///<取得世界坐标
|
||||
const Vector3f &GetWorldNormal()const { return FinalWorldNormal; } ///<取得世界法线
|
||||
|
||||
public:
|
||||
|
||||
SceneMatrix():VersionData(Identity4f){Clear();}
|
||||
SceneMatrix(SceneMatrix &so);
|
||||
SceneMatrix(const Matrix4f &mat):VersionData(Identity4f)
|
||||
{
|
||||
SetLocalMatrix(mat);
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
void SetLocalNormal(const Vector3f &normal)
|
||||
{
|
||||
//if(IsNearlyEqual(local_normal,normal))
|
||||
if(!hgl_cmp(local_normal,normal))
|
||||
return;
|
||||
|
||||
local_normal=normal;
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
void SetLocalMatrix(const Matrix4f &mat)
|
||||
{
|
||||
//if (IsNearlyEqual(local_matrix,mat))
|
||||
if(!hgl_cmp(local_matrix,mat))
|
||||
return;
|
||||
|
||||
local_matrix=mat;
|
||||
local_is_identity=IsIdentityMatrix(mat);
|
||||
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
void SetParentMatrix(const Matrix4f &pm)
|
||||
{
|
||||
//if (IsNearlyEqual(parent_matrix,pm))
|
||||
if(!hgl_cmp(parent_matrix,pm))
|
||||
return;
|
||||
|
||||
parent_matrix=pm;
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
virtual void Update();
|
||||
};//class SceneMatrix
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
@@ -2,12 +2,16 @@
|
||||
#define HGL_GRAPH_SCENE_NODE_INCLUDE
|
||||
|
||||
#include<hgl/type/ObjectList.h>
|
||||
#include<hgl/type/IDName.h>
|
||||
#include<hgl/graph/SceneOrient.h>
|
||||
#include<hgl/graph/AABB.h>
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
using SceneNodeID =uint64;
|
||||
using SceneNodeName =U16IDName;
|
||||
|
||||
/**
|
||||
* 场景节点数据类<br>
|
||||
* 从场景坐标变换(SceneOrient)类继承,
|
||||
@@ -15,6 +19,11 @@ namespace hgl
|
||||
*/
|
||||
class SceneNode:public SceneOrient ///场景节点类
|
||||
{
|
||||
SceneNode *Owner; ///<上级节点
|
||||
|
||||
SceneNodeID NodeID; ///<节点ID
|
||||
SceneNodeName NodeName; ///<节点名称
|
||||
|
||||
protected:
|
||||
|
||||
AABB BoundingBox; ///<绑定盒
|
||||
@@ -23,109 +32,67 @@ namespace hgl
|
||||
|
||||
Renderable *render_obj=nullptr; ///<可渲染实例
|
||||
|
||||
protected:
|
||||
|
||||
ObjectList<SceneNode> ChildNode; ///<子节点
|
||||
|
||||
public:
|
||||
|
||||
ObjectList<SceneNode> SubNode; ///<子节点
|
||||
const SceneNodeID & GetNodeID ()const { return NodeID; } ///<取得节点ID
|
||||
const SceneNodeName & GetNodeName ()const { return NodeName; } ///<取得节点名称
|
||||
|
||||
const ObjectList<SceneNode> &GetChildNode()const { return ChildNode; } ///<取得子节点列表
|
||||
|
||||
public:
|
||||
|
||||
SceneNode()=default;
|
||||
SceneNode(SceneNode *);
|
||||
SceneNode(const SceneNode &)=delete;
|
||||
SceneNode(const SceneNode *)=delete;
|
||||
SceneNode(const SceneOrient &so ):SceneOrient(so) {}
|
||||
SceneNode( Renderable *ri ) {render_obj=ri;}
|
||||
SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
|
||||
SceneNode(const Matrix4f &mat, Renderable *ri ):SceneOrient(mat) {render_obj=ri;}
|
||||
|
||||
public:
|
||||
|
||||
virtual ~SceneNode()=default;
|
||||
|
||||
void Clear() override
|
||||
{
|
||||
SceneOrient::Clear();
|
||||
|
||||
Owner=nullptr;
|
||||
|
||||
BoundingBox.SetZero();
|
||||
LocalBoundingBox.SetZero();
|
||||
|
||||
SubNode.Clear();
|
||||
ChildNode.Clear();
|
||||
render_obj=nullptr;
|
||||
}
|
||||
|
||||
const bool IsEmpty()const
|
||||
{
|
||||
if(render_obj)return(false);
|
||||
if(SubNode.GetCount())return(false);
|
||||
if(ChildNode.GetCount())return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
Renderable *GetRenderable(){return render_obj;}
|
||||
void SetRenderable(Renderable *);
|
||||
void SetOwner(SceneNode *sn) {Owner=sn;}
|
||||
SceneNode * GetOwner() noexcept{return Owner;}
|
||||
const SceneNode * GetOwner()const noexcept{return Owner;}
|
||||
|
||||
SceneNode *AddSubNode(SceneNode *sn)
|
||||
void SetRenderable(Renderable *);
|
||||
Renderable *GetRenderable() noexcept{return render_obj;}
|
||||
const Renderable *GetRenderable()const noexcept{return render_obj;}
|
||||
|
||||
SceneNode *Add(SceneNode *sn)
|
||||
{
|
||||
if(!sn)
|
||||
return(nullptr);
|
||||
|
||||
SubNode.Add(sn);
|
||||
return sn;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode()
|
||||
{
|
||||
SceneNode *sn=new SceneNode();
|
||||
|
||||
SubNode.Add(sn);
|
||||
return sn;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode(Renderable *ri)
|
||||
{
|
||||
if(!ri)
|
||||
return(nullptr);
|
||||
|
||||
SceneNode *sn=new SceneNode(ri);
|
||||
|
||||
SubNode.Add(sn);
|
||||
return sn;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode(const Matrix4f &mat)
|
||||
{
|
||||
SceneNode *sn=new SceneNode(mat);
|
||||
|
||||
SubNode.Add(sn);
|
||||
return sn;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode(const Matrix4f &mat,Renderable *ri)
|
||||
{
|
||||
if(!ri)
|
||||
return(nullptr);
|
||||
|
||||
SceneNode *sn=new SceneNode(mat,ri);
|
||||
|
||||
SubNode.Add(sn);
|
||||
return sn;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode(SceneNode *node)
|
||||
{
|
||||
if(!node)
|
||||
return(nullptr);
|
||||
|
||||
SceneNode *sn=new SceneNode(node);
|
||||
|
||||
SubNode.Add(sn);
|
||||
return node;
|
||||
}
|
||||
|
||||
SceneNode *CreateSubNode(const Matrix4f &mat,SceneNode *node)
|
||||
{
|
||||
if(!node)
|
||||
return(nullptr);
|
||||
|
||||
SceneNode *sn=new SceneNode(mat);
|
||||
sn->CreateSubNode(node);
|
||||
|
||||
SubNode.Add(sn);
|
||||
ChildNode.Add(sn);
|
||||
sn->SetOwner(this);
|
||||
return sn;
|
||||
}
|
||||
|
||||
@@ -133,13 +100,15 @@ namespace hgl
|
||||
|
||||
virtual void SetBoundingBox (const AABB &bb){BoundingBox=bb;} ///<设置绑定盒
|
||||
|
||||
virtual void RefreshMatrix () override; ///<刷新世界变换
|
||||
virtual void RefreshMatrix () override; ///<刷新世界变换
|
||||
virtual void RefreshBoundingBox (); ///<刷新绑定盒
|
||||
|
||||
virtual const AABB & GetBoundingBox ()const{return BoundingBox;} ///<取得绑定盒
|
||||
virtual const AABB & GetLocalBoundingBox ()const{return LocalBoundingBox;} ///<取得本地坐标绑定盒
|
||||
// virtual const AABB & GetWorldBoundingBox ()const{return WorldBoundingBox;} ///<取得世界坐标绑定盒
|
||||
};//class SceneNode
|
||||
|
||||
SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
#endif//HGL_GRAPH_SCENE_NODE_INCLUDE
|
||||
|
88
inc/hgl/graph/SceneNodeAttributes.h
Normal file
88
inc/hgl/graph/SceneNodeAttributes.h
Normal file
@@ -0,0 +1,88 @@
|
||||
#pragma once
|
||||
#include<hgl/type/DataType.h>
|
||||
#include<hgl/graph/ShadowPolicy.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
#pragma pack(push,1)
|
||||
/**
|
||||
* 场景节点变换属性<br>
|
||||
*/
|
||||
struct SceneNodeTransformAttributes
|
||||
{
|
||||
uint moveable:1; ///<可移动
|
||||
uint rotatable:1; ///<可旋转
|
||||
uint scalable:1; ///<可缩放
|
||||
|
||||
//为什么要 移动、旋转、缩放 三个分开而不是一个整体
|
||||
|
||||
// 一、不可移动、不可旋转、不可缩放的通常用于Lightmap等可以完全预计算的东西
|
||||
// 二、物理引擎对于可缩放是独立支持的,所以缩放要分开
|
||||
// 三、逻辑处理对移动一般有特别响应,但旋转不一定(也有可能只处理旋转),所以移动和旋转要分开
|
||||
|
||||
// 比如RTS中的激光坦克、电磁坦克,由于是圆形范围攻击的,所以不需要关心旋转属性,只需要关心移动属性即可
|
||||
// 同理,地面雷达,因为是扇形旋转扫描敌人的,所以只关心旋转
|
||||
// 而士兵、坦克等单位,既需要移动,又需要旋转,但不会缩放
|
||||
// 再比如风车,它不能移动,但可以旋转。但我们判断是否靠近是否看到,根本不需要关心旋转属性
|
||||
};
|
||||
|
||||
/**
|
||||
* 场景节点可视属性<br>
|
||||
*/
|
||||
struct SceneNodeVisualAttributes
|
||||
{
|
||||
uint visible:1; ///<是否可见
|
||||
|
||||
uint render_color:1; ///<渲染颜色
|
||||
uint render_normal:1; ///<渲染法线
|
||||
uint render_depth:1; ///<渲染深度
|
||||
|
||||
uint render_at_reflect:1; ///<在反射时渲染
|
||||
|
||||
uint cast_shadow:1; ///<投射阴影
|
||||
uint cast_static_shadow:1; ///<投射静态阴影(预计算阴影)
|
||||
uint cast_dynamic_shadow:1; ///<投射动态阴影
|
||||
|
||||
uint receive_static_shadow:1; ///<接收静态阴影
|
||||
uint receive_dynamic_shadow:1; ///<接收动态阴影
|
||||
|
||||
uint receive_static_light:1; ///<接收静态光照
|
||||
uint receive_dynamic_light:1; ///<接收动态光照
|
||||
|
||||
ObjectDynamicShadowPolicy dynamic_shadow_policy:8; ///<动态阴影策略
|
||||
|
||||
// uint8 light_channels; ///<接收的光通道
|
||||
};
|
||||
|
||||
constexpr const size_t SceneNodeVisualAttributesBytes=sizeof(SceneNodeVisualAttributes);
|
||||
|
||||
/**
|
||||
* 场景节点裁剪属性<br>
|
||||
*/
|
||||
struct SceneNodeCullAttribute
|
||||
{
|
||||
uint32 min_distance; ///<最小裁剪距离
|
||||
uint32 max_distance; ///<最大裁剪距离
|
||||
|
||||
uint32 min_volume; ///<最小裁剪体积
|
||||
uint32 max_volume; ///<最大裁剪体积
|
||||
};
|
||||
|
||||
struct SceneNodeAttributes
|
||||
{
|
||||
uint editor_only:1; ///<仅编辑器中使用
|
||||
uint can_tick:1; ///<可被Tick
|
||||
|
||||
SceneNodeTransformAttributes transform; ///<变换属性
|
||||
SceneNodeVisualAttributes visual; ///<可视属性
|
||||
|
||||
SceneNodeCullAttribute cull; ///<裁剪属性
|
||||
};
|
||||
|
||||
constexpr const size_t SceneNodeAttributesBytes=sizeof(SceneNodeAttributes);
|
||||
|
||||
#pragma pack(pop)
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
@@ -2,115 +2,13 @@
|
||||
#define HGL_GRAPH_SCENE_ORIENT_INCLUDE
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/math/Transform.h>
|
||||
#include<hgl/graph/SceneMatrix.h>
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
class SceneMatrix :public VersionData<Matrix4f>
|
||||
{
|
||||
protected:
|
||||
|
||||
Matrix4f parent_matrix;
|
||||
Matrix4f local_matrix;
|
||||
TransformManager transform_manager;
|
||||
Matrix4f transform_matrix;
|
||||
|
||||
protected:
|
||||
|
||||
Matrix4f inverse_local_to_world_matrix; ///<世界到本地矩阵
|
||||
Matrix4f inverse_transpose_local_to_world_matrix; ///<世界到本地矩阵的转置矩阵
|
||||
|
||||
void MakeNewestData(Matrix4f &local_to_world_matrix) override ///<生成最新的数据(需要派生类重载)
|
||||
{
|
||||
transform_manager.GetMatrix(transform_matrix);
|
||||
|
||||
local_to_world_matrix=parent_matrix*local_matrix*transform_matrix;
|
||||
|
||||
inverse_local_to_world_matrix =inverse(local_to_world_matrix);
|
||||
inverse_transpose_local_to_world_matrix=transpose(inverse_local_to_world_matrix);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
void Clear()
|
||||
{
|
||||
parent_matrix=Identity4f;
|
||||
local_matrix=Identity4f;
|
||||
transform_matrix=Identity4f;
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
const Matrix4f &GetLocalMatrix()const{return local_matrix;} ///<取得本地矩阵
|
||||
|
||||
const Matrix4f &GetLocalToWorldMatrix(){return GetNewestVersionData();} ///<取得本地到世界矩阵
|
||||
const Matrix4f &GetInverseLocalToWorldMatrix(){UpdateNewestData();return inverse_local_to_world_matrix;} ///<取得世界到本地矩阵
|
||||
const Matrix4f &GetInverseTransposeLocalToWorldMatrix() ///<取得世界到本地矩阵的转置矩阵
|
||||
{
|
||||
UpdateNewestData();
|
||||
return inverse_transpose_local_to_world_matrix;
|
||||
}
|
||||
|
||||
TransformManager &GetTransform() { return transform_manager; } ///<取得变换管理器
|
||||
|
||||
public:
|
||||
|
||||
SceneMatrix():VersionData(Identity4f)
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
SceneMatrix(SceneMatrix &so):VersionData(so.GetLocalToWorldMatrix())
|
||||
{
|
||||
parent_matrix=so.parent_matrix;
|
||||
local_matrix=so.local_matrix;
|
||||
transform_manager=so.transform_manager;
|
||||
transform_matrix=so.transform_matrix;
|
||||
|
||||
inverse_local_to_world_matrix=so.inverse_local_to_world_matrix;
|
||||
inverse_transpose_local_to_world_matrix=so.inverse_transpose_local_to_world_matrix;
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
SceneMatrix(const Matrix4f &mat):VersionData(Identity4f)
|
||||
{
|
||||
SetLocalMatrix(mat);
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
void SetLocalMatrix(const Matrix4f &mat)
|
||||
{
|
||||
//if (IsNearlyEqual(local_matrix,mat))
|
||||
if(!hgl_cmp(local_matrix,mat))
|
||||
return;
|
||||
|
||||
local_matrix=mat;
|
||||
UpdateVersion();
|
||||
}
|
||||
|
||||
void SetParentMatrix(const Matrix4f &pm)
|
||||
{
|
||||
//if (IsNearlyEqual(parent_matrix,pm))
|
||||
if(!hgl_cmp(parent_matrix,pm))
|
||||
return;
|
||||
|
||||
parent_matrix=pm;
|
||||
UpdateVersion();
|
||||
}
|
||||
};//class SceneMatrix
|
||||
|
||||
/**
|
||||
* 方向定位数据基类<br>
|
||||
* 用于描述一个物体在3D空间中的位置、旋转、缩放等信息。<br>
|
||||
* 构成说明:<br>
|
||||
* <ul>
|
||||
* <li>LocalMatrix 一般用于描述当前节点相对上一级的变换矩阵</li>
|
||||
* <li>LocalToWorldMatrix 最终用于描述当前节点相对于世界的变换矩阵,在渲染时使用</li>
|
||||
*
|
||||
* <li>transform_manager 用于管理当前节点所有的变换情况,如果本节点不存在额外变换,数量为0。</li>
|
||||
* </ul>
|
||||
*
|
||||
* LocalToWorldMatrix=ParnetMatrix * LocalMatrix * TraansformMatrix<br>
|
||||
*/
|
||||
class SceneOrient ///场景定位类
|
||||
{
|
||||
@@ -118,8 +16,6 @@ namespace hgl
|
||||
|
||||
SceneMatrix scene_matrix;
|
||||
|
||||
Vector3f WorldPosition;
|
||||
|
||||
public:
|
||||
|
||||
SceneOrient()=default;
|
||||
@@ -130,17 +26,17 @@ namespace hgl
|
||||
virtual void Clear()
|
||||
{
|
||||
scene_matrix.Clear();
|
||||
WorldPosition=ZeroVector3f;
|
||||
}
|
||||
|
||||
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
|
||||
void SetParentMatrix (const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
|
||||
void SetLocalNormal(const Vector3f &nor) {scene_matrix.SetLocalNormal(nor);} ///<设置本地法线
|
||||
void SetLocalMatrix (const Matrix4f &mat){scene_matrix.SetLocalMatrix(mat);} ///<设置本地矩阵
|
||||
void SetParentMatrix(const Matrix4f &mat){scene_matrix.SetParentMatrix(mat);} ///<设置上级到世界空间变换矩阵
|
||||
|
||||
public:
|
||||
|
||||
const uint32 GetLocalToWorldMatrixVersion()const { return scene_matrix.GetNewestVersion(); } ///<取得版本号
|
||||
const uint32 GetLocalToWorldMatrixVersion()const {return scene_matrix.GetNewestVersion();} ///<取得版本号
|
||||
|
||||
const Vector3f & GetWorldPosition() const { return WorldPosition; } ///<取得世界坐标
|
||||
const Vector3f & GetWorldPosition() const {return scene_matrix.GetWorldPosition();} ///<取得世界坐标
|
||||
const Matrix4f & GetLocalMatrix ()const {return scene_matrix.GetLocalMatrix();} ///<取得本地矩阵
|
||||
|
||||
TransformManager & GetTransform () {return scene_matrix.GetTransform();} ///<取得变换管理器
|
||||
|
43
inc/hgl/graph/ShadowPolicy.h
Normal file
43
inc/hgl/graph/ShadowPolicy.h
Normal file
@@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/TypeFunc.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
/**
|
||||
* 全局动态阴影策略
|
||||
*/
|
||||
enum class GlobalDynamicShadowPolicy
|
||||
{
|
||||
None, ///<不产生全局动态阴影
|
||||
|
||||
Cascade, ///<级联阴影
|
||||
ParallelSplit, ///<平行分割阴影
|
||||
Virtual, ///<虚拟阴影
|
||||
|
||||
ENUM_CLASS_RANGE(None,Virtual)
|
||||
};
|
||||
|
||||
/**
|
||||
* 对象动态阴影策略<br>
|
||||
* 注:动态阴影会使用屏幕空间技术,不管使用以下何种技术,会全部合成到一个屏幕空间shadow map,再统一做blur之类的操作
|
||||
*/
|
||||
enum class ObjectDynamicShadowPolicy
|
||||
{
|
||||
None, ///<不产生动态阴影
|
||||
|
||||
Global, ///<使用全局动态阴影
|
||||
|
||||
PerObject, ///<独立对象阴影(就是每个物件独立走普通shadowmap得到一张深度图,缓存到硬盘)
|
||||
|
||||
Plane, ///<压片阴影(极少三角面的片状物体专用)
|
||||
Capsule, ///<胶囊体阴影(一般用于骨骼动画模型阴影,每根骨骼一个胶囊)
|
||||
Cube, ///<立方体阴影(一般用于一些建筑物,比如楼房直接使用一个Cube做Raymarch)
|
||||
MeshSDF, ///<模型3D距离场阴影
|
||||
|
||||
ENUM_CLASS_RANGE(None,MeshSDF)
|
||||
};
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
@@ -1,25 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKRenderable.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/graph/SceneNode.h>
|
||||
#include<hgl/graph/VKNamespace.h>
|
||||
#include<hgl/graph/StaticMeshLODPolicy.h>
|
||||
#include<hgl/graph/ShadowPolicy.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class SceneNode;
|
||||
|
||||
class StaticMesh
|
||||
{
|
||||
protected:
|
||||
|
||||
|
||||
StaticMeshLODPolicy lod_policy; ///<LOD策略
|
||||
|
||||
SceneNode *root_node;
|
||||
|
||||
StaticMesh *shadow_proxy_static_mesh; ///<阴影代理静态网格
|
||||
StaticMesh *physic_proxy_static_mesh; ///<物理代理静态网格
|
||||
|
||||
protected:
|
||||
|
||||
bool two_side; ///<双面渲染
|
||||
|
||||
ObjectDynamicShadowPolicy recommend_dynamic_shadow_policy; ///<动态阴影策略(推荐项,最终可被取代)
|
||||
|
||||
public:
|
||||
|
||||
const StaticMeshLODPolicy GetLODPolicy()const { return lod_policy; } ///<取得LOD策略
|
||||
const ObjectDynamicShadowPolicy GetRecommendDynamicShadowPolicy()const { return recommend_dynamic_shadow_policy; } ///<取得推荐的动态阴影策略
|
||||
|
||||
public:
|
||||
|
||||
StaticMesh(SceneNode *);
|
||||
virtual ~StaticMesh();
|
||||
|
||||
// static StaticMesh *CreateNewObject(RenderResource *,SceneNode *);
|
||||
|
||||
public:
|
||||
|
||||
SceneNode *GetScene(){return root_node;}
|
||||
|
||||
SceneNode *GetShadowNode() { return shadow_proxy_static_mesh?shadow_proxy_static_mesh->GetScene():root_node; } ///<取得阴影渲染节点
|
||||
SceneNode *GetPhysicNode() { return physic_proxy_static_mesh?physic_proxy_static_mesh->GetScene():root_node; } ///<取得物理渲染节点
|
||||
|
||||
};//class StaticMesh
|
||||
VK_NAMESPACE_END
|
||||
|
30
inc/hgl/graph/StaticMeshLODPolicy.h
Normal file
30
inc/hgl/graph/StaticMeshLODPolicy.h
Normal file
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKNamespace.h>
|
||||
#include<hgl/TypeFunc.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 静态模型LOD策略
|
||||
*/
|
||||
enum class StaticMeshLODPolicy:uint8
|
||||
{
|
||||
None=0, ///<无LOD
|
||||
|
||||
DiscardDetail, ///<丢弃细节
|
||||
|
||||
AnotherMesh, ///<另一个模型
|
||||
|
||||
Billboard, ///<广告牌
|
||||
|
||||
//Voxel, ///<体素
|
||||
|
||||
//MeshSDF, ///<网格SDF
|
||||
|
||||
//MeshCard, ///<网格卡片
|
||||
|
||||
ENUM_CLASS_RANGE(None,Billboard)
|
||||
};//enum class StaticMeshLODPolicy
|
||||
|
||||
VK_NAMESPACE_END
|
@@ -12,13 +12,15 @@ namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
class TextureManager;
|
||||
|
||||
/**
|
||||
* TileData是一种处理大量等同尺寸及格式贴图的管理机制,程序会自动根据显卡最大贴图处理能力来创建尽可能符合需求的贴图。(注:Tile的大小不必符合2次幂)
|
||||
* Tile的增加或删除,程序会自动排序,尽可能小的减少I/O消耗。
|
||||
*/
|
||||
class TileData ///Tile纹理管理
|
||||
{
|
||||
GPUDevice *device;
|
||||
TextureManager *tex_manager;
|
||||
|
||||
protected:
|
||||
|
||||
@@ -51,8 +53,8 @@ namespace hgl
|
||||
Texture2D * GetTexture ()const{return tile_texture;} ///<取得贴图
|
||||
|
||||
public:
|
||||
|
||||
TileData(GPUDevice *,Texture2D *,const uint tw,const uint th);
|
||||
|
||||
TileData(TextureManager *,Texture2D *,const uint tw,const uint th);
|
||||
virtual ~TileData();
|
||||
|
||||
void BeginCommit();
|
||||
|
@@ -1,5 +1,4 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/type/List.h>
|
||||
#include<hgl/math/Math.h>
|
||||
@@ -9,6 +8,7 @@
|
||||
#include<hgl/graph/VKFormat.h>
|
||||
#include<hgl/graph/VKPrimitiveType.h>
|
||||
#include<hgl/graph/VKStruct.h>
|
||||
#include<hgl/graph/ViewportInfo.h>
|
||||
#include<hgl/graph/VKRenderbufferInfo.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
@@ -25,9 +25,21 @@ constexpr size_t VK_DESCRIPTOR_TYPE_END_RANGE=VK_DESCRIPTOR_TYPE_INPUT_ATTACHMEN
|
||||
constexpr size_t VK_DESCRIPTOR_TYPE_RANGE_SIZE=VK_DESCRIPTOR_TYPE_END_RANGE-VK_DESCRIPTOR_TYPE_BEGIN_RANGE+1;
|
||||
#endif//VK_DESCRIPTOR_TYPE_RANGE_SIZE
|
||||
|
||||
struct VertexAttribDataPtr
|
||||
{
|
||||
const char * name;
|
||||
const VkFormat format;
|
||||
const void * data;
|
||||
};
|
||||
|
||||
using BindingMap =Map<AnsiString,int>;
|
||||
using BindingMapArray =BindingMap[VK_DESCRIPTOR_TYPE_RANGE_SIZE];
|
||||
|
||||
class DescriptorBinding;
|
||||
|
||||
class GraphModule;
|
||||
class RenderFramework;
|
||||
|
||||
class VulkanInstance;
|
||||
class GPUPhysicalDevice;
|
||||
class GPUDevice;
|
||||
@@ -36,8 +48,12 @@ class DeviceQueue;
|
||||
class ImageView;
|
||||
class Framebuffer;
|
||||
struct Swapchain;
|
||||
class IRenderTarget;
|
||||
class RenderTarget;
|
||||
class RTSwapchain;
|
||||
class MultiFrameRenderTarget;
|
||||
class SwapchainRenderTarget;
|
||||
|
||||
struct CopyBufferToImageInfo;
|
||||
|
||||
class Texture;
|
||||
class Texture1D;
|
||||
@@ -50,9 +66,12 @@ class TextureCubeArray;
|
||||
|
||||
class Sampler;
|
||||
|
||||
class TileData;
|
||||
|
||||
class DeviceMemory;
|
||||
class DeviceBuffer;
|
||||
struct DeviceBufferData;
|
||||
template<typename T> class DeviceBufferMap;
|
||||
|
||||
struct PrimitiveDataBuffer;
|
||||
struct PrimitiveRenderData;
|
||||
@@ -174,5 +193,5 @@ inline void copy(VkExtent3D &e3d,const VkExtent2D &e2d,const uint32 depth=1)
|
||||
e3d.height =e2d.height;
|
||||
e3d.depth =depth;
|
||||
}
|
||||
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_INCLUDE
|
||||
|
@@ -1,8 +1,8 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_BUFFER_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_BUFFER_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKMemory.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
struct DeviceBufferData
|
||||
{
|
||||
@@ -50,5 +50,40 @@ public:
|
||||
virtual bool Write (const void *ptr,uint32_t size) {return buf.memory->Write(ptr,0,size);}
|
||||
bool Write (const void *ptr) {return buf.memory->Write(ptr);}
|
||||
};//class DeviceBuffer
|
||||
|
||||
template<typename T> class DeviceBufferMap
|
||||
{
|
||||
DeviceBuffer *dev_buf;
|
||||
T data_map;
|
||||
|
||||
public:
|
||||
|
||||
static const VkDeviceSize GetSize()
|
||||
{
|
||||
return sizeof(T);
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
DeviceBufferMap(DeviceBuffer *buf)
|
||||
{
|
||||
dev_buf=buf;
|
||||
}
|
||||
|
||||
virtual ~DeviceBufferMap()
|
||||
{
|
||||
delete dev_buf;
|
||||
}
|
||||
|
||||
operator DeviceBuffer *(){return dev_buf;}
|
||||
|
||||
T *data(){return &data_map;}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if(dev_buf)
|
||||
dev_buf->Write(&data_map,sizeof(T));
|
||||
}
|
||||
};
|
||||
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_BUFFER_INCLUDE
|
||||
|
@@ -5,6 +5,7 @@
|
||||
#include<hgl/graph/VKVABList.h>
|
||||
#include<hgl/graph/VKPipeline.h>
|
||||
#include<hgl/graph/VKDescriptorSet.h>
|
||||
#include<hgl/graph/VKRenderable.h>
|
||||
#include<hgl/color/Color4f.h>
|
||||
VK_NAMESPACE_BEGIN
|
||||
class GPUCmdBuffer
|
||||
@@ -15,6 +16,8 @@ protected:
|
||||
|
||||
VkCommandBuffer cmd_buf;
|
||||
|
||||
bool cmd_begin;
|
||||
|
||||
public:
|
||||
|
||||
GPUCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb);
|
||||
@@ -23,9 +26,19 @@ public:
|
||||
operator VkCommandBuffer(){return cmd_buf;}
|
||||
operator const VkCommandBuffer()const{return cmd_buf;}
|
||||
operator const VkCommandBuffer *()const{return &cmd_buf;}
|
||||
|
||||
const bool IsBegin()const{return cmd_begin;}
|
||||
|
||||
bool Begin();
|
||||
bool End(){return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);}
|
||||
virtual bool Begin();
|
||||
virtual bool End()
|
||||
{
|
||||
if(!cmd_begin)
|
||||
return(false);
|
||||
|
||||
cmd_begin=false;
|
||||
|
||||
return(vkEndCommandBuffer(cmd_buf)==VK_SUCCESS);
|
||||
}
|
||||
|
||||
#ifdef _DEBUG
|
||||
void SetDebugName(const AnsiString &);
|
||||
@@ -37,6 +50,8 @@ public:
|
||||
#endif//_DEBUG
|
||||
};//class GPUCmdBuffer
|
||||
|
||||
class DescriptorBinding;
|
||||
|
||||
class RenderCmdBuffer:public GPUCmdBuffer
|
||||
{
|
||||
uint32_t cv_count;
|
||||
@@ -44,17 +59,29 @@ class RenderCmdBuffer:public GPUCmdBuffer
|
||||
VkRect2D render_area;
|
||||
VkViewport viewport;
|
||||
|
||||
Framebuffer *fbo;
|
||||
RenderPassBeginInfo rp_begin;
|
||||
VkPipelineLayout pipeline_layout;
|
||||
|
||||
void SetFBO(Framebuffer *);
|
||||
DescriptorBinding *desc_binding=nullptr;
|
||||
|
||||
private:
|
||||
|
||||
void SetClear();
|
||||
|
||||
public:
|
||||
|
||||
RenderCmdBuffer(const GPUDeviceAttribute *attr,VkCommandBuffer cb);
|
||||
~RenderCmdBuffer();
|
||||
|
||||
void SetDescriptorBinding(DescriptorBinding *db) { desc_binding=db; }
|
||||
|
||||
bool End() override
|
||||
{
|
||||
desc_binding=nullptr;
|
||||
|
||||
return GPUCmdBuffer::End();
|
||||
}
|
||||
|
||||
void SetRenderArea(const VkRect2D &ra){render_area=ra;}
|
||||
void SetRenderArea(const VkExtent2D &);
|
||||
void SetViewport(const VkViewport &vp){viewport=vp;}
|
||||
@@ -78,7 +105,7 @@ public:
|
||||
|
||||
//以上设定在Begin开始后即不可改变
|
||||
|
||||
bool BindFramebuffer(RenderPass *rp,Framebuffer *fb);
|
||||
bool BindFramebuffer(Framebuffer *);
|
||||
|
||||
bool BeginRenderPass();
|
||||
void NextSubpass(){vkCmdNextSubpass(cmd_buf,VK_SUBPASS_CONTENTS_INLINE);}
|
||||
@@ -216,6 +243,19 @@ public: //draw
|
||||
void Draw (const PrimitiveDataBuffer *prb,const PrimitiveRenderData *prd,const uint32_t instance_count=1,const uint32_t first_instance=0);
|
||||
|
||||
public: //dynamic state
|
||||
|
||||
public:
|
||||
|
||||
void Render(Renderable *ri)
|
||||
{
|
||||
if(!ri)return;
|
||||
|
||||
BindPipeline(ri->GetPipeline());
|
||||
BindDescriptorSets(ri->GetMaterial());
|
||||
BindDataBuffer(ri->GetDataBuffer());
|
||||
|
||||
Draw(ri->GetDataBuffer(),ri->GetRenderData());
|
||||
}
|
||||
};//class RenderCmdBuffer:public GPUCmdBuffer
|
||||
|
||||
class TextureCmdBuffer:public GPUCmdBuffer
|
||||
|
@@ -3,6 +3,7 @@
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/color/Color4f.h>
|
||||
#include<hgl/graph/VKTexture.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
struct DebugUtilsFunction
|
||||
@@ -92,6 +93,13 @@ public:
|
||||
// DU_FUNC(BufferCollectionFuchsia, BUFFER_COLLECTION_FUCHSIA)
|
||||
|
||||
#undef DU_FUNC
|
||||
|
||||
void SetTexture(Texture *tex,const AnsiString &info)
|
||||
{
|
||||
SetImage( tex->GetImage(), info+"_Image" );
|
||||
SetImageView( tex->GetVulkanImageView(), info+"_ImageView" );
|
||||
SetDeviceMemory(tex->GetDeviceMemory(), info+"_Memory" );
|
||||
}
|
||||
|
||||
void QueueBegin (VkQueue,const char *,const Color4f &color=Color4f(1,1,1,1));
|
||||
void QueueEnd (VkQueue q){duf.QueueEnd(q);}
|
||||
|
@@ -1,112 +1,109 @@
|
||||
#ifndef HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
|
||||
#define HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/type/Map.h>
|
||||
#include<hgl/type/String.h>
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKDescriptorSetType.h>
|
||||
namespace hgl
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class DeviceBuffer;
|
||||
class Texture;
|
||||
class Material;
|
||||
class MaterialParameters;
|
||||
|
||||
/**
|
||||
* 描述符绑定器<Br>
|
||||
* 一般用于注册通用数据,为材质进行自动绑定。
|
||||
*/
|
||||
class DescriptorBinding
|
||||
{
|
||||
namespace graph
|
||||
DescriptorSetType set_type; ///<描述符合集类型
|
||||
|
||||
Map<AnsiString,DeviceBuffer *> ubo_map;
|
||||
Map<AnsiString,DeviceBuffer *> ssbo_map;
|
||||
Map<AnsiString,Texture *> texture_map;
|
||||
|
||||
public:
|
||||
|
||||
DescriptorBinding(const DescriptorSetType &dst)
|
||||
{
|
||||
class DeviceBuffer;
|
||||
class Texture;
|
||||
class Material;
|
||||
class MaterialParameters;
|
||||
set_type=dst;
|
||||
}
|
||||
|
||||
/**
|
||||
* 描述符绑定器<Br>
|
||||
* 一般用于注册通用数据,为材质进行自动绑定。
|
||||
*/
|
||||
class DescriptorBinding
|
||||
{
|
||||
DescriptorSetType set_type; ///<描述符合集类型
|
||||
bool AddUBO(const AnsiString &name,DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
|
||||
Map<AnsiString,DeviceBuffer *> ubo_map;
|
||||
Map<AnsiString,DeviceBuffer *> ssbo_map;
|
||||
Map<AnsiString,Texture *> texture_map;
|
||||
return ubo_map.Add(name,buf);
|
||||
}
|
||||
|
||||
public:
|
||||
DeviceBuffer *GetUBO(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
|
||||
DescriptorBinding(const DescriptorSetType &dst)
|
||||
{
|
||||
set_type=dst;
|
||||
}
|
||||
return GetObjectFromList(ubo_map,name);
|
||||
}
|
||||
|
||||
bool AddUBO(const AnsiString &name,DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
void RemoveUBO(DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return;
|
||||
|
||||
return ubo_map.Add(name,buf);
|
||||
}
|
||||
ubo_map.DeleteByValue(buf);
|
||||
}
|
||||
|
||||
DeviceBuffer *GetUBO(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
bool AddSSBO(const AnsiString &name,DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
|
||||
return GetObjectFromList(ubo_map,name);
|
||||
}
|
||||
return ssbo_map.Add(name,buf);
|
||||
}
|
||||
|
||||
void RemoveUBO(DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return;
|
||||
DeviceBuffer *GetSSBO(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
|
||||
ubo_map.DeleteByValue(buf);
|
||||
}
|
||||
return GetObjectFromList(ssbo_map,name);
|
||||
}
|
||||
|
||||
bool AddSSBO(const AnsiString &name,DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
void RemoveSSBO(DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return;
|
||||
|
||||
return ssbo_map.Add(name,buf);
|
||||
}
|
||||
ssbo_map.DeleteByValue(buf);
|
||||
}
|
||||
|
||||
DeviceBuffer *GetSSBO(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
bool AddTexture(const AnsiString &name,Texture *tex)
|
||||
{
|
||||
if(!tex)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
|
||||
return GetObjectFromList(ssbo_map,name);
|
||||
}
|
||||
return texture_map.Add(name,tex);
|
||||
}
|
||||
|
||||
void RemoveSSBO(DeviceBuffer *buf)
|
||||
{
|
||||
if(!buf)return;
|
||||
Texture *GetTexture(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
|
||||
ssbo_map.DeleteByValue(buf);
|
||||
}
|
||||
return GetObjectFromList(texture_map,name);
|
||||
}
|
||||
|
||||
bool AddTexture(const AnsiString &name,Texture *tex)
|
||||
{
|
||||
if(!tex)return(false);
|
||||
if(name.IsEmpty())return(false);
|
||||
void RemoveTexture(Texture *tex)
|
||||
{
|
||||
if(!tex)return;
|
||||
|
||||
return texture_map.Add(name,tex);
|
||||
}
|
||||
texture_map.DeleteByValue(tex);
|
||||
}
|
||||
|
||||
Texture *GetTexture(const AnsiString &name)
|
||||
{
|
||||
if(name.IsEmpty())return(nullptr);
|
||||
private:
|
||||
|
||||
return GetObjectFromList(texture_map,name);
|
||||
}
|
||||
void BindUBO(MaterialParameters *,const BindingMap &,bool dynamic);
|
||||
|
||||
void RemoveTexture(Texture *tex)
|
||||
{
|
||||
if(!tex)return;
|
||||
public:
|
||||
|
||||
texture_map.DeleteByValue(tex);
|
||||
}
|
||||
bool Bind(Material *);
|
||||
};//class DescriptorBinding
|
||||
|
||||
private:
|
||||
|
||||
void BindUBO(MaterialParameters *,const BindingMap &,bool dynamic);
|
||||
|
||||
public:
|
||||
|
||||
bool Bind(Material *);
|
||||
};//class DescriptorBinding
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
#endif//HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
|
||||
VK_NAMESPACE_END
|
||||
|
@@ -4,7 +4,7 @@
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/type/Map.h>
|
||||
#include<hgl/type/ObjectList.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
VK_NAMESPACE_BEGIN
|
||||
class DeviceBuffer;
|
||||
|
||||
@@ -20,7 +20,7 @@ class DescriptorSet
|
||||
ObjectList<VkDescriptorImageInfo> image_list;
|
||||
List<VkWriteDescriptorSet> wds_list;
|
||||
|
||||
SortedSets<uint32_t> binded_sets;
|
||||
SortedSet<uint32_t> binded_sets;
|
||||
|
||||
bool is_dirty;
|
||||
|
||||
|
@@ -32,29 +32,10 @@ class GPUDevice
|
||||
{
|
||||
GPUDeviceAttribute *attr;
|
||||
|
||||
DeviceQueue *texture_queue;
|
||||
TextureCmdBuffer *texture_cmd_buf;
|
||||
|
||||
private:
|
||||
|
||||
DeviceRenderPassManage *render_pass_manage;
|
||||
RenderPass *device_render_pass;
|
||||
|
||||
RTSwapchain *sc_rt;
|
||||
|
||||
RTSwapchain *CreateSwapchainRenderTarget();
|
||||
|
||||
void InitRenderPassManage();
|
||||
void ClearRenderPassManage();
|
||||
|
||||
private:
|
||||
|
||||
VkCommandBuffer CreateCommandBuffer(const AnsiString &);
|
||||
|
||||
bool CreateSwapchainFBO(Swapchain *);
|
||||
|
||||
Swapchain *CreateSwapchain(const VkExtent2D &acquire_extent);
|
||||
|
||||
private:
|
||||
|
||||
friend class VulkanDeviceCreater;
|
||||
@@ -79,15 +60,11 @@ public:
|
||||
const VkColorSpaceKHR GetColorSpace ()const {return attr->surface_format.colorSpace;}
|
||||
VkQueue GetGraphicsQueue () {return attr->graphics_queue;}
|
||||
|
||||
RenderPass * GetRenderPass () {return device_render_pass;}
|
||||
|
||||
RTSwapchain * GetSwapchainRT () {return sc_rt;}
|
||||
|
||||
const VkExtent2D & GetSwapchainSize ()const {return sc_rt->GetExtent();}
|
||||
|
||||
void WaitIdle ()const {vkDeviceWaitIdle(attr->device);}
|
||||
|
||||
|
||||
#ifdef _DEBUG
|
||||
DebugUtils * GetDebugUtils (){return attr->debug_utils;}
|
||||
#endif//_DEBUG
|
||||
|
||||
public:
|
||||
|
||||
@@ -141,7 +118,13 @@ public: //Buffer相关
|
||||
#define CREATE_BUFFER_OBJECT(LargeName,type) DeviceBuffer *Create##LargeName( VkDeviceSize size,void *data, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size ,size,data, sm);} \
|
||||
DeviceBuffer *Create##LargeName( VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,size ,size,nullptr, sm);} \
|
||||
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size,void *data, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,data, sm);} \
|
||||
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,nullptr, sm);}
|
||||
DeviceBuffer *Create##LargeName(VkDeviceSize range,VkDeviceSize size, SharingMode sm=SharingMode::Exclusive) {return CreateBuffer(VK_BUFFER_USAGE_##type##_BUFFER_BIT,range,size,nullptr, sm);} \
|
||||
\
|
||||
template<typename T> T *Create##LargeName() \
|
||||
{ \
|
||||
DeviceBuffer *buf=Create##LargeName(T::GetSize()); \
|
||||
return(buf?new T(buf):nullptr); \
|
||||
}
|
||||
|
||||
CREATE_BUFFER_OBJECT(UBO,UNIFORM)
|
||||
CREATE_BUFFER_OBJECT(SSBO,STORAGE)
|
||||
@@ -160,57 +143,6 @@ public: //间接绘制
|
||||
IndirectDrawIndexedBuffer * CreateIndirectDrawIndexedBuffer(const uint32_t cmd_count,SharingMode sm=SharingMode::Exclusive);
|
||||
IndirectDispatchBuffer * CreateIndirectDispatchBuffer( const uint32_t cmd_count,SharingMode sm=SharingMode::Exclusive);
|
||||
|
||||
public: //Image
|
||||
|
||||
VkImage CreateImage (VkImageCreateInfo *);
|
||||
void DestroyImage (VkImage);
|
||||
|
||||
private: //texture
|
||||
|
||||
bool CopyBufferToImage (const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage);
|
||||
|
||||
bool CopyBufferToImage (Texture *,DeviceBuffer *buf,const VkBufferImageCopy *,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags);//=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,1,dstStage);}
|
||||
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,1,dstStage);}
|
||||
|
||||
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,6,dstStage);}
|
||||
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,6,dstStage);}
|
||||
|
||||
bool CommitTexture2D (Texture2D *,DeviceBuffer *buf,VkPipelineStageFlags stage);
|
||||
bool CommitTexture2DMipmaps (Texture2D *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
|
||||
|
||||
bool CommitTextureCube (TextureCube *,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags stage);
|
||||
bool CommitTextureCubeMipmaps (TextureCube *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
|
||||
|
||||
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
|
||||
|
||||
public: //Texture
|
||||
|
||||
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
|
||||
|
||||
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
|
||||
|
||||
Texture2D *CreateTexture2D(TextureData *);
|
||||
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
|
||||
|
||||
Texture2DArray *CreateTexture2DArray(TextureData *);
|
||||
Texture2DArray *CreateTexture2DArray(TextureCreateInfo *ci);
|
||||
Texture2DArray *CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps);
|
||||
|
||||
TextureCube *CreateTextureCube(TextureData *);
|
||||
TextureCube *CreateTextureCube(TextureCreateInfo *ci);
|
||||
|
||||
void Clear(TextureCreateInfo *);
|
||||
|
||||
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2D(Texture2D *,void *data,const uint32_t size,const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2DArray(Texture2DArray *,void *data,const uint32_t size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
public: //
|
||||
|
||||
Sampler *CreateSampler(VkSamplerCreateInfo *sci=nullptr);
|
||||
@@ -231,25 +163,11 @@ public: //Command Buffer 相关
|
||||
|
||||
public:
|
||||
|
||||
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
|
||||
|
||||
Fence * CreateFence(bool);
|
||||
Semaphore * CreateGPUSemaphore();
|
||||
|
||||
DeviceQueue *CreateQueue(const uint32_t fence_count=1,const bool create_signaled=false);
|
||||
|
||||
public: //FrameBuffer相关
|
||||
|
||||
Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint color_count,ImageView *depth);
|
||||
// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
|
||||
Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
|
||||
Framebuffer *CreateFBO(RenderPass *,ImageView *);
|
||||
|
||||
public:
|
||||
|
||||
RenderTarget *CreateRT( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
|
||||
RenderTarget *CreateRT( const FramebufferInfo *fbi,const uint32_t fence_count=1);
|
||||
|
||||
public:
|
||||
|
||||
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
|
||||
|
@@ -1,13 +1,13 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_FRAMEBUFFER_INCLUDE
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKRenderPass.h>
|
||||
VK_NAMESPACE_BEGIN
|
||||
class Framebuffer
|
||||
{
|
||||
VkDevice device;
|
||||
VkFramebuffer frame_buffer;
|
||||
VkRenderPass render_pass;
|
||||
RenderPass *render_pass;
|
||||
|
||||
VkExtent2D extent;
|
||||
uint32_t attachment_count;
|
||||
@@ -16,9 +16,9 @@ class Framebuffer
|
||||
|
||||
private:
|
||||
|
||||
friend class GPUDevice;
|
||||
friend class RenderTargetManager;
|
||||
|
||||
Framebuffer(VkDevice,VkFramebuffer,const VkExtent2D &,VkRenderPass,uint32_t color_count,bool depth);
|
||||
Framebuffer(VkDevice,VkFramebuffer,const VkExtent2D &,RenderPass *,uint32_t color_count,bool depth);
|
||||
|
||||
public:
|
||||
|
||||
@@ -27,7 +27,7 @@ public:
|
||||
operator VkFramebuffer(){return frame_buffer;}
|
||||
|
||||
const VkFramebuffer GetFramebuffer ()const{return frame_buffer;}
|
||||
const VkRenderPass GetRenderPass ()const{return render_pass;}
|
||||
RenderPass * GetRenderPass ()const{return render_pass;}
|
||||
|
||||
const VkExtent2D & GetExtent ()const{return extent;}
|
||||
|
||||
|
@@ -95,6 +95,6 @@ public:
|
||||
MaterialInstance *CreateMI(const VILConfig *vil_cfg=nullptr);
|
||||
};//class Material
|
||||
|
||||
using MaterialSets=SortedSets<Material *>;
|
||||
using MaterialSets=SortedSet<Material *>;
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE
|
||||
|
@@ -2,7 +2,7 @@
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/type/String.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
class GPUPhysicalDevice
|
||||
@@ -14,11 +14,13 @@ class GPUPhysicalDevice
|
||||
VkPhysicalDeviceVulkan11Features features11;
|
||||
VkPhysicalDeviceVulkan12Features features12;
|
||||
VkPhysicalDeviceVulkan13Features features13;
|
||||
VkPhysicalDeviceVulkan14Features features14;
|
||||
|
||||
VkPhysicalDeviceProperties properties;
|
||||
VkPhysicalDeviceVulkan11Properties properties11;
|
||||
VkPhysicalDeviceVulkan12Properties properties12;
|
||||
VkPhysicalDeviceVulkan13Properties properties13;
|
||||
VkPhysicalDeviceVulkan14Properties properties14;
|
||||
|
||||
VkPhysicalDeviceMemoryProperties memory_properties;
|
||||
List<VkLayerProperties> layer_properties;
|
||||
@@ -36,6 +38,7 @@ public:
|
||||
const VkPhysicalDeviceVulkan11Features &GetFeatures11 ()const{return features11;}
|
||||
const VkPhysicalDeviceVulkan12Features &GetFeatures12 ()const{return features12;}
|
||||
const VkPhysicalDeviceVulkan13Features &GetFeatures13 ()const{return features13;}
|
||||
const VkPhysicalDeviceVulkan14Features &GetFeatures14 ()const{return features14;}
|
||||
|
||||
const VkPhysicalDeviceProperties & GetProperties ()const{return properties;}
|
||||
const VkPhysicalDeviceMemoryProperties &GetMemoryProperties ()const{return memory_properties;}
|
||||
@@ -66,7 +69,11 @@ public:
|
||||
const uint32_t GetSSBORange ()const{return properties.limits.maxStorageBufferRange;}
|
||||
const VkDeviceSize GetSSBOAlign ()const{return properties.limits.minStorageBufferOffsetAlignment;}
|
||||
|
||||
const uint32_t GetConstantSize ()const{return properties.limits.maxPushConstantsSize;}
|
||||
const uint32_t GetConstantSize ()const{return properties.limits.maxPushConstantsSize;}
|
||||
|
||||
const VkDeviceSize GetMaxBufferSize()const{return properties13.maxBufferSize;}
|
||||
|
||||
const uint32_t GetMaxPushDescriptors()const{return properties14.maxPushDescriptors;}
|
||||
|
||||
public:
|
||||
|
||||
@@ -182,6 +189,9 @@ public:
|
||||
const VkBool32 SupportYcbcrConversion ()const{return features11.samplerYcbcrConversion;}
|
||||
const VkBool32 SupportClampMirrorToEdge ()const{return features12.samplerMirrorClampToEdge;}
|
||||
|
||||
const VkBool32 SupportSmoothLines ()const{return features14.smoothLines;}
|
||||
const VkBool32 SupportStippledSmoothLines ()const{return features14.stippledSmoothLines;}
|
||||
|
||||
const void GetPointSize(float &granularity,float &min_size,float &max_size) const
|
||||
{
|
||||
granularity =properties.limits.pointSizeGranularity;
|
||||
|
@@ -1,4 +1,4 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
|
||||
#ifndef HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
@@ -31,10 +31,18 @@ public:
|
||||
|
||||
VkResult Present(const VkPresentInfoKHR *pi){return vkQueuePresentKHR(queue,pi);}
|
||||
|
||||
/**
|
||||
* 等待Submit的队列完成操作。这个操作会阻塞当前线程,所以在Submit后请不要立即使用它。而是在下一次队列提交前再做这个操作。
|
||||
*/
|
||||
bool WaitQueue();
|
||||
|
||||
/**
|
||||
* 等待Queue命令执行完成的fence信号
|
||||
*/
|
||||
bool WaitFence(const bool wait_all=true,const uint64_t time_out=HGL_NANO_SEC_PER_SEC);
|
||||
bool Submit(const VkCommandBuffer &cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
|
||||
|
||||
bool Submit(const VkCommandBuffer *cmd_buf,const uint32_t count,Semaphore *wait_sem,Semaphore *complete_sem);
|
||||
bool Submit(GPUCmdBuffer *cmd_buf,Semaphore *wait_sem,Semaphore *complete_sem);
|
||||
};//class DeviceQueue
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_SUBMIT_QUEUE_INCLUDE
|
||||
|
@@ -29,7 +29,7 @@ protected:
|
||||
|
||||
private:
|
||||
|
||||
friend class DeviceRenderPassManage;
|
||||
friend class RenderPassManager;
|
||||
|
||||
RenderPass(VkDevice d,VkPipelineCache pc,VkRenderPass rp,const List<VkFormat> &cf,VkFormat df);
|
||||
|
||||
@@ -37,8 +37,10 @@ public:
|
||||
|
||||
virtual ~RenderPass();
|
||||
|
||||
VkRenderPass GetVkRenderPass(){return render_pass;}
|
||||
VkPipelineCache GetPipelineCache(){return pipeline_cache;}
|
||||
operator const VkRenderPass()const{return render_pass;}
|
||||
|
||||
const VkRenderPass GetVkRenderPass()const{return render_pass;}
|
||||
const VkPipelineCache GetPipelineCache()const{return pipeline_cache;}
|
||||
|
||||
const uint GetColorCount()const{return color_formats.GetCount();}
|
||||
const List<VkFormat> & GetColorFormat()const{return color_formats;}
|
||||
|
@@ -34,11 +34,8 @@ using DescriptorSetID =int;
|
||||
using PrimitiveID =int;
|
||||
using RenderableID =int;
|
||||
using SamplerID =int;
|
||||
using TextureID =int;
|
||||
using StaticMeshID =int;
|
||||
|
||||
class VertexAttribData;
|
||||
|
||||
using ShaderModuleMapByName=ObjectMap<AnsiString,ShaderModule>;
|
||||
constexpr const size_t VK_SHADER_STAGE_TYPE_COUNT=20;//GetBitOffset((uint32_t)VK_SHADER_STAGE_CLUSTER_CULLING_BIT_HUAWEI)+1;
|
||||
|
||||
@@ -51,7 +48,6 @@ class RenderResource
|
||||
|
||||
ShaderModuleMapByName shader_module_by_name[VK_SHADER_STAGE_TYPE_COUNT];
|
||||
Map<AnsiString,Material *> material_by_name;
|
||||
Map<OSString,Texture *> texture_by_name;
|
||||
|
||||
IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
|
||||
IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
|
||||
@@ -59,7 +55,6 @@ class RenderResource
|
||||
IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
|
||||
IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
|
||||
IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
|
||||
IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
|
||||
IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
|
||||
|
||||
IDObjectManage<StaticMeshID, StaticMesh> rm_static_mesh; ///<静态网格合集
|
||||
@@ -105,7 +100,6 @@ public: //添加数据到管理器(如果指针为nullptr会返回-1)
|
||||
PrimitiveID Add(Primitive * p ){return rm_primitives.Add(p);}
|
||||
BufferID Add(DeviceBuffer * buf ){return rm_buffers.Add(buf);}
|
||||
SamplerID Add(Sampler * s ){return rm_samplers.Add(s);}
|
||||
TextureID Add(Texture * t ){return rm_textures.Add(t);}
|
||||
RenderableID Add(Renderable * r ){return rm_renderables.Add(r);}
|
||||
StaticMeshID Add(StaticMesh * sm ){return rm_static_mesh.Add(sm);}
|
||||
|
||||
@@ -159,14 +153,6 @@ public: //Material
|
||||
Sampler * CreateSampler(VkSamplerCreateInfo *sci=nullptr);
|
||||
Sampler * CreateSampler(Texture *);
|
||||
|
||||
public: //texture
|
||||
|
||||
Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
|
||||
TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
|
||||
|
||||
Texture2DArray * CreateTexture2DArray(const AnsiString &name,const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
|
||||
bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
|
||||
|
||||
public: //Get
|
||||
|
||||
Material * GetMaterial (const MaterialID &id){return rm_material.Get(id);}
|
||||
@@ -175,7 +161,6 @@ public: //Get
|
||||
Primitive * GetPrimitive (const PrimitiveID &id){return rm_primitives.Get(id);}
|
||||
DeviceBuffer * GetBuffer (const BufferID &id){return rm_buffers.Get(id);}
|
||||
Sampler * GetSampler (const SamplerID &id){return rm_samplers.Get(id);}
|
||||
Texture * GetTexture (const TextureID &id){return rm_textures.Get(id);}
|
||||
Renderable * GetRenderable (const RenderableID &id){return rm_renderables.Get(id);}
|
||||
|
||||
StaticMesh * GetStaticMesh (const StaticMeshID &id){return rm_static_mesh.Get(id);}
|
||||
@@ -188,7 +173,6 @@ public: //Release
|
||||
void Release(Primitive * p ){rm_primitives.Release(p);}
|
||||
void Release(DeviceBuffer * buf ){rm_buffers.Release(buf);}
|
||||
void Release(Sampler * s ){rm_samplers.Release(s);}
|
||||
void Release(Texture * t ){rm_textures.Release(t);}
|
||||
void Release(Renderable * r ){rm_renderables.Release(r);}
|
||||
|
||||
void Release(StaticMesh * sm ){rm_static_mesh.Release(sm);}
|
||||
|
@@ -1,5 +1,4 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKRenderPass.h>
|
||||
@@ -7,109 +6,77 @@
|
||||
#include<hgl/graph/VKSwapchain.h>
|
||||
#include<hgl/graph/VKQueue.h>
|
||||
#include<hgl/graph/VKPipeline.h>
|
||||
#include<hgl/graph/VKCommandBuffer.h>
|
||||
#include<hgl/graph/VKDescriptorBindingManage.h>
|
||||
//#include<iostream>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
/**
|
||||
* 渲染目标
|
||||
*/
|
||||
class RenderTarget
|
||||
|
||||
class RenderFramework;
|
||||
|
||||
using UBOViewportInfo=DeviceBufferMap<graph::ViewportInfo>;
|
||||
|
||||
class IRenderTarget
|
||||
{
|
||||
protected:
|
||||
RenderFramework *render_framework;
|
||||
|
||||
DeviceQueue *queue;
|
||||
|
||||
RenderPass *render_pass;
|
||||
Framebuffer *fbo;
|
||||
|
||||
VkExtent2D extent;
|
||||
|
||||
UBOViewportInfo *ubo_vp_info;
|
||||
|
||||
DescriptorBinding desc_binding;
|
||||
|
||||
public:
|
||||
|
||||
RenderFramework * GetRenderFramework ()const{return render_framework;}
|
||||
GPUDevice * GetDevice ()const;
|
||||
VkDevice GetVkDevice ()const;
|
||||
DescriptorBinding * GetDescriptorBinding(){return &desc_binding;}
|
||||
|
||||
const VkExtent2D &GetExtent ()const{return extent;}
|
||||
|
||||
virtual uint32_t GetColorCount ()=0;
|
||||
virtual bool hasDepth ()=0;
|
||||
|
||||
public:
|
||||
|
||||
void OnResize(const VkExtent2D &ext);
|
||||
|
||||
public:
|
||||
|
||||
IRenderTarget(RenderFramework *,const VkExtent2D &);
|
||||
virtual ~IRenderTarget();
|
||||
|
||||
Semaphore *render_complete_semaphore =nullptr;
|
||||
virtual Framebuffer * GetFramebuffer ()=0;
|
||||
virtual RenderPass * GetRenderPass ()=0;
|
||||
|
||||
protected:
|
||||
virtual Texture2D * GetColorTexture (const int index=0)=0;
|
||||
virtual Texture2D * GetDepthTexture ()=0;
|
||||
|
||||
uint32_t color_count;
|
||||
Texture2D **color_textures;
|
||||
Texture2D *depth_texture;
|
||||
public: // Command Buffer
|
||||
|
||||
protected:
|
||||
virtual DeviceQueue * GetQueue ()=0;
|
||||
virtual Semaphore * GetRenderCompleteSemaphore()=0;
|
||||
|
||||
friend class GPUDevice;
|
||||
virtual RenderCmdBuffer * GetRenderCmdBuffer ()=0;
|
||||
|
||||
RenderTarget(DeviceQueue *,Semaphore *);
|
||||
RenderTarget(DeviceQueue *,Semaphore *,RenderPass *_rp,Framebuffer *_fb,Texture2D **color_texture_list,const uint32_t color_count,Texture2D *depth_texture);
|
||||
virtual bool Submit (Semaphore *wait_sem)=0;
|
||||
|
||||
virtual bool Submit (){return Submit(nullptr);}
|
||||
|
||||
virtual bool WaitQueue ()=0;
|
||||
virtual bool WaitFence ()=0;
|
||||
|
||||
virtual RenderCmdBuffer * BeginRender ()=0;
|
||||
virtual void EndRender ()=0;
|
||||
|
||||
public:
|
||||
|
||||
virtual ~RenderTarget();
|
||||
|
||||
DeviceQueue * GetQueue () {return queue;}
|
||||
const VkExtent2D & GetExtent ()const {return extent;}
|
||||
virtual RenderPass * GetRenderPass () {return render_pass;}
|
||||
virtual const VkRenderPass GetVkRenderPass ()const {return render_pass->GetVkRenderPass();}
|
||||
virtual const uint32_t GetColorCount ()const {return fbo->GetColorCount();}
|
||||
virtual Framebuffer * GetFramebuffer () {return fbo;}
|
||||
virtual void Bind (Material *mtl)
|
||||
{
|
||||
if(mtl)
|
||||
desc_binding.Bind(mtl);
|
||||
}
|
||||
};//class IRenderTarget
|
||||
|
||||
virtual Texture2D * GetColorTexture (const int index=0){return color_textures[index];}
|
||||
virtual Texture2D * GetDepthTexture (){return depth_texture;}
|
||||
|
||||
public: // command buffer
|
||||
|
||||
Semaphore * GetRenderCompleteSemaphore (){return render_complete_semaphore;}
|
||||
virtual bool Submit (RenderCmdBuffer *,Semaphore *present_complete_semaphore=nullptr);
|
||||
|
||||
bool WaitQueue(){return queue->WaitQueue();}
|
||||
bool WaitFence(){return queue->WaitFence();}
|
||||
};//class RenderTarget
|
||||
|
||||
/**
|
||||
* 交换链专用渲染目标
|
||||
*/
|
||||
class RTSwapchain:public RenderTarget
|
||||
{
|
||||
VkDevice device;
|
||||
Swapchain *swapchain;
|
||||
PresentInfo present_info;
|
||||
|
||||
Semaphore *present_complete_semaphore=nullptr;
|
||||
|
||||
uint32_t current_frame;
|
||||
|
||||
public:
|
||||
|
||||
RTSwapchain(VkDevice dev,Swapchain *sc,DeviceQueue *q,Semaphore *rcs,Semaphore *pcs,RenderPass *rp);
|
||||
~RTSwapchain();
|
||||
|
||||
Framebuffer * GetFramebuffer ()override {return swapchain->sc_fbo[current_frame];}
|
||||
Framebuffer * GetFramebuffer (const uint32_t index) {return swapchain->sc_fbo[index];}
|
||||
|
||||
const uint32_t GetColorCount ()const override {return 1;}
|
||||
const uint32_t GetImageCount ()const {return swapchain->color_count;}
|
||||
|
||||
virtual Texture2D * GetColorTexture (const int index=0) override{return swapchain->sc_color[index];}
|
||||
virtual Texture2D * GetDepthTexture () override{return swapchain->sc_depth;}
|
||||
|
||||
public:
|
||||
|
||||
const uint32_t GetCurrentFrameIndices ()const {return current_frame;}
|
||||
Semaphore * GetPresentCompleteSemaphore () {return present_complete_semaphore;}
|
||||
|
||||
public:
|
||||
|
||||
/**
|
||||
* 请求下一帧画面的索引
|
||||
* @param present_complete_semaphore 推送完成信号
|
||||
*/
|
||||
int AcquireNextImage();
|
||||
|
||||
/**
|
||||
* 推送后台画面到前台
|
||||
* @param render_complete_semaphore 渲染完成信号
|
||||
*/
|
||||
bool PresentBackbuffer(VkSemaphore *wait_semaphores,const uint32_t wait_semaphore_count);
|
||||
|
||||
bool PresentBackbuffer();
|
||||
|
||||
bool Submit(VkCommandBuffer);
|
||||
bool Submit(VkCommandBuffer,Semaphore *);
|
||||
};//class RTSwapchain:public RenderTarget
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_RENDER_TARGET_INCLUDE
|
||||
|
38
inc/hgl/graph/VKRenderTargetData.h
Normal file
38
inc/hgl/graph/VKRenderTargetData.h
Normal file
@@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
struct RenderTargetData
|
||||
{
|
||||
Framebuffer * fbo;
|
||||
DeviceQueue * queue;
|
||||
Semaphore * render_complete_semaphore;
|
||||
|
||||
RenderCmdBuffer * cmd_buf;
|
||||
|
||||
uint32_t color_count; ///<颜色成分数量
|
||||
Texture2D ** color_textures; ///<颜色成分纹理列表
|
||||
Texture2D * depth_texture; ///<深度成分纹理
|
||||
|
||||
public:
|
||||
|
||||
Texture2D *GetColorTexture(const uint32_t index)
|
||||
{
|
||||
if(index>=color_count)
|
||||
return(nullptr);
|
||||
|
||||
return color_textures[index];
|
||||
}
|
||||
|
||||
bool Submit(Semaphore *wait_sem);
|
||||
|
||||
RenderCmdBuffer *BeginRender(DescriptorBinding *);
|
||||
|
||||
void EndRender();
|
||||
|
||||
virtual void Clear();
|
||||
};//struct RenderTargetData
|
||||
|
||||
VK_NAMESPACE_END
|
97
inc/hgl/graph/VKRenderTargetMultiFrame.h
Normal file
97
inc/hgl/graph/VKRenderTargetMultiFrame.h
Normal file
@@ -0,0 +1,97 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKRenderTarget.h>
|
||||
#include<hgl/graph/VKRenderTargetData.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 多帧渲染目标
|
||||
*/
|
||||
class MultiFrameRenderTarget:public IRenderTarget
|
||||
{
|
||||
protected:
|
||||
|
||||
uint32_t frame_number;
|
||||
uint32_t current_frame;
|
||||
|
||||
RenderTargetData *rtd_list;
|
||||
|
||||
protected:
|
||||
|
||||
friend class RenderTargetManager;
|
||||
|
||||
MultiFrameRenderTarget(RenderFramework *rf,const uint32_t fn,RenderTargetData *rtl):IRenderTarget(rf,rtl[0].fbo->GetExtent())
|
||||
{
|
||||
frame_number=fn;
|
||||
current_frame=0;
|
||||
|
||||
rtd_list=rtl;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
virtual ~MultiFrameRenderTarget() override
|
||||
{
|
||||
for(uint32_t i=0;i<frame_number;i++)
|
||||
rtd_list[i].Clear();
|
||||
|
||||
delete[] rtd_list;
|
||||
}
|
||||
|
||||
virtual bool NextFrame()
|
||||
{
|
||||
++current_frame;
|
||||
|
||||
if(current_frame>=frame_number)
|
||||
current_frame=0;
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
uint32_t GetCurrentFrameIndices ()const{return current_frame;}
|
||||
uint32_t GetFrameCount ()const{return frame_number;}
|
||||
|
||||
public:
|
||||
|
||||
Framebuffer * GetFramebuffer ()override{return rtd_list[current_frame].fbo;}
|
||||
RenderPass * GetRenderPass ()override{return rtd_list[current_frame].fbo->GetRenderPass();}
|
||||
|
||||
uint32_t GetColorCount ()override{return rtd_list[current_frame].color_count;}
|
||||
|
||||
Texture2D * GetColorTexture (const int index=0) override{return rtd_list[current_frame].GetColorTexture(index);}
|
||||
Texture2D * GetDepthTexture () override{return rtd_list[current_frame].depth_texture;}
|
||||
|
||||
|
||||
bool hasDepth ()override{return rtd_list[current_frame].depth_texture;}
|
||||
|
||||
public: // Command Buffer
|
||||
|
||||
DeviceQueue * GetQueue ()override{return rtd_list[current_frame].queue;}
|
||||
Semaphore * GetRenderCompleteSemaphore ()override{return rtd_list[current_frame].render_complete_semaphore;}
|
||||
RenderCmdBuffer * GetRenderCmdBuffer ()override{return rtd_list[current_frame].cmd_buf;}
|
||||
|
||||
Framebuffer * GetFramebuffer (const uint32_t index){return rtd_list[index].fbo;}
|
||||
RenderCmdBuffer * GetRenderCmdBuffer (const uint32_t index){return rtd_list[index].cmd_buf;}
|
||||
|
||||
virtual bool Submit (Semaphore *wait_sem)override{return rtd_list[current_frame].Submit(wait_sem);}
|
||||
|
||||
bool WaitQueue ()override{return rtd_list[current_frame].queue->WaitQueue();}
|
||||
bool WaitFence ()override{return rtd_list[current_frame].queue->WaitFence();}
|
||||
|
||||
public:
|
||||
|
||||
virtual RenderCmdBuffer *BeginRender()override
|
||||
{
|
||||
//std::cout<<"Begin Render frame="<<current_frame<<std::endl;
|
||||
return rtd_list[current_frame].BeginRender(GetDescriptorBinding());
|
||||
}
|
||||
|
||||
virtual void EndRender() override
|
||||
{
|
||||
//std::cout<<"End Render frame="<<current_frame<<std::endl;
|
||||
rtd_list[current_frame].EndRender();
|
||||
}
|
||||
};//class MultiFrameRenderTarget
|
||||
|
||||
VK_NAMESPACE_END
|
85
inc/hgl/graph/VKRenderTargetSingle.h
Normal file
85
inc/hgl/graph/VKRenderTargetSingle.h
Normal file
@@ -0,0 +1,85 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKRenderTarget.h>
|
||||
#include<hgl/graph/VKRenderTargetData.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 单帧渲染目标
|
||||
*/
|
||||
class RenderTarget:public IRenderTarget
|
||||
{
|
||||
RenderTargetData *data;
|
||||
|
||||
protected:
|
||||
|
||||
friend class SwapchainModule;
|
||||
friend class RenderTargetManager;
|
||||
|
||||
RenderTarget(RenderFramework *rf,RenderTargetData *rtd):IRenderTarget(rf,rtd->fbo->GetExtent())
|
||||
{
|
||||
data=rtd;
|
||||
|
||||
data->cmd_buf->SetDescriptorBinding(GetDescriptorBinding());
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
virtual ~RenderTarget() override
|
||||
{
|
||||
if(data)
|
||||
{
|
||||
data->Clear();
|
||||
delete data;
|
||||
}
|
||||
}
|
||||
|
||||
Framebuffer * GetFramebuffer ()override{return data->fbo;}
|
||||
RenderPass * GetRenderPass ()override{return data->fbo->GetRenderPass();}
|
||||
|
||||
uint32_t GetColorCount ()override{return data->color_count;}
|
||||
|
||||
bool hasDepth ()override{return data->depth_texture;}
|
||||
|
||||
Texture2D * GetColorTexture (const int index=0) override{return data->GetColorTexture(index);}
|
||||
Texture2D * GetDepthTexture () override{return data->depth_texture;}
|
||||
|
||||
public: // Command Buffer
|
||||
|
||||
DeviceQueue * GetQueue ()override{return data->queue;}
|
||||
Semaphore * GetRenderCompleteSemaphore()override{return data->render_complete_semaphore;}
|
||||
|
||||
RenderCmdBuffer * GetRenderCmdBuffer ()override{return data->cmd_buf;}
|
||||
|
||||
virtual bool Submit (Semaphore *wait_sem)override
|
||||
{
|
||||
if(!data)
|
||||
return(false);
|
||||
|
||||
return data->Submit(wait_sem);
|
||||
}
|
||||
|
||||
bool WaitQueue ()override{return data->queue->WaitQueue();}
|
||||
bool WaitFence ()override{return data->queue->WaitFence();}
|
||||
|
||||
public:
|
||||
|
||||
virtual RenderCmdBuffer *BeginRender()override
|
||||
{
|
||||
if(!data)
|
||||
return(nullptr);
|
||||
|
||||
return data->BeginRender(GetDescriptorBinding());
|
||||
}
|
||||
|
||||
virtual void EndRender() override
|
||||
{
|
||||
if(!data)
|
||||
return;
|
||||
|
||||
data->EndRender();
|
||||
}
|
||||
};//class RenderTarget
|
||||
|
||||
VK_NAMESPACE_END
|
35
inc/hgl/graph/VKRenderTargetSwapchain.h
Normal file
35
inc/hgl/graph/VKRenderTargetSwapchain.h
Normal file
@@ -0,0 +1,35 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKRenderTargetMultiFrame.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 交换链专用渲染目标
|
||||
*/
|
||||
class SwapchainRenderTarget:public MultiFrameRenderTarget
|
||||
{
|
||||
Swapchain *swapchain;
|
||||
PresentInfo present_info;
|
||||
|
||||
Semaphore *present_complete_semaphore=nullptr;
|
||||
|
||||
private:
|
||||
|
||||
SwapchainRenderTarget(RenderFramework *rf,Swapchain *sc,Semaphore *pcs,RenderTargetData *rtdl);
|
||||
|
||||
friend class SwapchainModule;
|
||||
friend class RenderTargetManager;
|
||||
|
||||
public:
|
||||
|
||||
~SwapchainRenderTarget() override;
|
||||
|
||||
public:
|
||||
|
||||
bool NextFrame ()override; ///<获取下一帧的索引
|
||||
|
||||
bool Submit ()override; ///<提交当前帧的渲染,交推送到前台
|
||||
};//class SwapchainRenderTarget:public MultiFrameRenderTarget
|
||||
|
||||
VK_NAMESPACE_END
|
@@ -12,7 +12,7 @@ VK_NAMESPACE_BEGIN
|
||||
* 原始图元数据缓冲区<Br>
|
||||
* 提供在渲染之前的数据绑定信息
|
||||
*/
|
||||
struct PrimitiveDataBuffer
|
||||
struct PrimitiveDataBuffer:public Comparator<PrimitiveDataBuffer>
|
||||
{
|
||||
uint32_t vab_count;
|
||||
VkBuffer * vab_list;
|
||||
@@ -32,14 +32,14 @@ public:
|
||||
PrimitiveDataBuffer(const uint32_t,IndexBuffer *,VertexDataManager *_v=nullptr);
|
||||
~PrimitiveDataBuffer();
|
||||
|
||||
const bool Comp(const PrimitiveDataBuffer *pdb)const;
|
||||
const int compare(const PrimitiveDataBuffer &pdb)const override;
|
||||
};//struct PrimitiveDataBuffer
|
||||
|
||||
/**
|
||||
* 原始图元渲染数据<Br>
|
||||
* 提供在渲染时的数据
|
||||
*/
|
||||
struct PrimitiveRenderData
|
||||
struct PrimitiveRenderData:public ComparatorData<PrimitiveRenderData>
|
||||
{
|
||||
//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
|
||||
@@ -59,9 +59,6 @@ public:
|
||||
vertex_offset =vo;
|
||||
first_index =fi;
|
||||
}
|
||||
|
||||
CompOperatorMemcmp(const PrimitiveRenderData &);
|
||||
CompOperatorMemcmpPointer(PrimitiveRenderData);
|
||||
};
|
||||
|
||||
/**
|
||||
@@ -103,6 +100,20 @@ public:
|
||||
|
||||
const PrimitiveDataBuffer *GetDataBuffer ()const{return primitive_data_buffer;}
|
||||
const PrimitiveRenderData *GetRenderData ()const{return primitive_render_data;}
|
||||
|
||||
public:
|
||||
|
||||
bool ChangeMaterialInstance(MaterialInstance *mi)
|
||||
{
|
||||
if(!mi)
|
||||
return(false);
|
||||
|
||||
if(mi->GetMaterial()!=mat_inst->GetMaterial()) //不能换母材质
|
||||
return(false);
|
||||
|
||||
mat_inst=mi;
|
||||
return(true);
|
||||
}
|
||||
};//class Renderable
|
||||
|
||||
Renderable *CreateRenderable(Primitive *,MaterialInstance *,Pipeline *);
|
||||
|
@@ -3,7 +3,7 @@
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKVertexInputLayout.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
|
@@ -1,30 +1,41 @@
|
||||
#ifndef HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
|
||||
#define HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/VKTexture.h>
|
||||
#include<hgl/type/List.h>
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
struct SwapchainImage
|
||||
{
|
||||
Texture2D * color =nullptr;
|
||||
Texture2D * depth =nullptr;
|
||||
|
||||
Framebuffer * fbo =nullptr;
|
||||
|
||||
RenderCmdBuffer * cmd_buf =nullptr;
|
||||
|
||||
public:
|
||||
|
||||
~SwapchainImage();
|
||||
};//struct SwapchainImage
|
||||
|
||||
struct Swapchain
|
||||
{
|
||||
public:
|
||||
|
||||
VkDevice device =VK_NULL_HANDLE;
|
||||
VkDevice device =VK_NULL_HANDLE;
|
||||
|
||||
VkExtent2D extent;
|
||||
VkExtent2D extent;
|
||||
VkSurfaceTransformFlagBitsKHR transform;
|
||||
|
||||
VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
|
||||
VkSwapchainKHR swap_chain =VK_NULL_HANDLE;
|
||||
VkSurfaceFormatKHR surface_format {};
|
||||
VkFormat depth_format =VK_FORMAT_UNDEFINED;
|
||||
|
||||
uint32_t color_count =0;
|
||||
uint32_t image_count =0;
|
||||
|
||||
Texture2D ** sc_color =nullptr;
|
||||
Texture2D * sc_depth =nullptr;
|
||||
|
||||
Framebuffer ** sc_fbo =nullptr;
|
||||
SwapchainImage * sc_image =nullptr;
|
||||
|
||||
public:
|
||||
|
||||
virtual ~Swapchain();
|
||||
};//struct Swapchain
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_VULKAN_SWAP_CHAIN_INCLUDE
|
||||
|
@@ -11,15 +11,23 @@ VK_NAMESPACE_BEGIN
|
||||
|
||||
BitmapData *LoadBitmapFromFile(const OSString &filename);
|
||||
|
||||
using TextureID=int;
|
||||
class TextureManager;
|
||||
|
||||
class Texture
|
||||
{
|
||||
protected:
|
||||
|
||||
TextureManager *manager;
|
||||
TextureID texture_id;
|
||||
|
||||
VkDevice device;
|
||||
TextureData *data;
|
||||
|
||||
public:
|
||||
|
||||
TextureManager * GetManager () {return manager;}
|
||||
const TextureID GetID ()const noexcept {return texture_id;}
|
||||
|
||||
TextureData * GetData () {return data;}
|
||||
|
||||
VkDeviceMemory GetDeviceMemory () {return data?(data->memory?data->memory->operator VkDeviceMemory():VK_NULL_HANDLE):VK_NULL_HANDLE;}
|
||||
@@ -40,9 +48,10 @@ public:
|
||||
|
||||
public:
|
||||
|
||||
Texture(VkDevice dev,TextureData *td)
|
||||
Texture(TextureManager *tm,const TextureID &id,TextureData *td)
|
||||
{
|
||||
device=dev;
|
||||
manager=tm;
|
||||
texture_id=id;
|
||||
data=td;
|
||||
}
|
||||
|
||||
@@ -94,8 +103,8 @@ public:
|
||||
class TextureCube:public Texture
|
||||
{
|
||||
public:
|
||||
|
||||
TextureCube(VkDevice dev,TextureData *td):Texture(dev,td){}
|
||||
|
||||
using Texture::Texture;
|
||||
~TextureCube()=default;
|
||||
|
||||
static VkImageViewType GetImageViewType(){return VK_IMAGE_VIEW_TYPE_CUBE;}
|
||||
|
@@ -12,7 +12,7 @@ namespace hgl
|
||||
/**
|
||||
* 字体信息
|
||||
*/
|
||||
struct Font
|
||||
struct Font:public ComparatorData<Font>
|
||||
{
|
||||
os_char name[MAX_FONT_NAME_LENGTH]; ///<字体名称
|
||||
|
||||
@@ -28,8 +28,6 @@ namespace hgl
|
||||
|
||||
Font();
|
||||
Font(const os_char *,int,int,bool b=false,bool i=false,bool=true);
|
||||
|
||||
CompOperatorMemcmp(const Font &); ///<比较操作符重载
|
||||
};//struct Font
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
|
@@ -3,7 +3,7 @@
|
||||
|
||||
#include<hgl/type/StrChar.h>
|
||||
#include<hgl/type/Map.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
#include<hgl/graph/font/Font.h>
|
||||
#include<hgl/type/UnicodeBlocks.h>
|
||||
|
||||
@@ -71,7 +71,7 @@ namespace hgl
|
||||
{
|
||||
protected:
|
||||
|
||||
SortedSets<void *> ref_object;
|
||||
SortedSet<void *> ref_object;
|
||||
|
||||
ObjectMap<u32char,CLA> cla_cache;
|
||||
|
||||
|
@@ -24,10 +24,10 @@ namespace hgl
|
||||
friend class TextLayout;
|
||||
friend class TextRender;
|
||||
|
||||
SortedSets<u32char> chars_sets;
|
||||
SortedSet<u32char> chars_sets;
|
||||
|
||||
const SortedSets<u32char> &GetCharsSets()const{return chars_sets;}
|
||||
void SetCharsSets(const SortedSets<u32char> &sl){chars_sets=sl;}
|
||||
const SortedSet<u32char> &GetCharsSets()const{return chars_sets;}
|
||||
void SetCharsSets(const SortedSet<u32char> &sl){chars_sets=sl;}
|
||||
void ClearCharsSets(){chars_sets.Clear();}
|
||||
|
||||
private:
|
||||
|
@@ -54,9 +54,9 @@ namespace hgl
|
||||
public:
|
||||
|
||||
TextPrimitive *CreatePrimitive();
|
||||
TextPrimitive *CreatePrimitive(const UTF16String &str);
|
||||
TextPrimitive *CreatePrimitive(const U16String &str);
|
||||
|
||||
bool Layout(TextPrimitive *tr,const UTF16String &str);
|
||||
bool Layout(TextPrimitive *tr,const U16String &str);
|
||||
|
||||
Renderable *CreateRenderable(TextPrimitive *text_primitive);
|
||||
|
||||
|
@@ -24,7 +24,7 @@ namespace hgl
|
||||
|
||||
TileResPool to_res;
|
||||
|
||||
SortedSets<u32char> not_bitmap_chars;
|
||||
SortedSet<u32char> not_bitmap_chars;
|
||||
|
||||
public:
|
||||
|
||||
@@ -37,7 +37,7 @@ namespace hgl
|
||||
TileFont(TileData *td,FontSource *fs);
|
||||
virtual ~TileFont();
|
||||
|
||||
bool Registry(TileUVFloatMap &,SortedSets<u32char> &chars_sets); ///<注册要使用的字符
|
||||
bool Registry(TileUVFloatMap &,SortedSet<u32char> &chars_sets); ///<注册要使用的字符
|
||||
void Unregistry(const List<u32char> &); ///<注销要使用的字符
|
||||
};//class TileFont
|
||||
}//namespace graph
|
||||
|
68
inc/hgl/graph/module/GraphModule.h
Normal file
68
inc/hgl/graph/module/GraphModule.h
Normal file
@@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/type/TypeInfo.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class TextureManager;
|
||||
class RenderTargetManager;
|
||||
class RenderPassManager;
|
||||
|
||||
class GraphModule
|
||||
{
|
||||
RenderFramework *render_framework;
|
||||
|
||||
public:
|
||||
|
||||
RenderFramework * GetRenderFramework ()const{return render_framework;} ///<取得渲染框架
|
||||
GPUDevice * GetDevice (); ///<取得GPU设备
|
||||
VkDevice GetVkDevice ()const; ///<取得VkDevice
|
||||
const GPUPhysicalDevice * GetPhysicalDevice ()const; ///<取得物理设备
|
||||
GPUDeviceAttribute *GetDeviceAttribute ()const; ///<取得设备属性
|
||||
VkPipelineCache GetPipelineCache ()const; ///<取得PipelineCache
|
||||
|
||||
public:
|
||||
|
||||
virtual void OnResize(const VkExtent2D &){}; ///<窗口大小改变
|
||||
|
||||
public:
|
||||
|
||||
GraphModule(RenderFramework *rf){render_framework=rf;}
|
||||
virtual ~GraphModule()=default;
|
||||
|
||||
virtual const size_t GetTypeHash()const noexcept=0;
|
||||
virtual const AnsiString &GetName()const=0;
|
||||
};//class GraphModule
|
||||
|
||||
template<typename T,typename BASE> class GraphModuleInherit:public BASE
|
||||
{
|
||||
AnsiString manager_name;
|
||||
|
||||
public:
|
||||
|
||||
const size_t GetTypeHash()const noexcept override
|
||||
{
|
||||
return typeid(T).hash_code();
|
||||
}
|
||||
|
||||
const AnsiString &GetName()const override
|
||||
{
|
||||
return manager_name;
|
||||
}
|
||||
|
||||
public:
|
||||
|
||||
GraphModuleInherit(RenderFramework *rf,const AnsiString &name):BASE(rf)
|
||||
{
|
||||
manager_name=name;
|
||||
}
|
||||
|
||||
virtual ~GraphModuleInherit()=default;
|
||||
};//class GraphModuleInherit
|
||||
|
||||
#define GRAPH_MODULE_CLASS(class_name) class class_name:public GraphModuleInherit<class_name,GraphModule>
|
||||
|
||||
#define GRAPH_MODULE_CONSTRUCT(class_name) class_name::class_name(RenderFramework *rf):GraphModuleInherit<class_name,GraphModule>(rf,#class_name)
|
||||
|
||||
VK_NAMESPACE_END
|
56
inc/hgl/graph/module/GraphModuleManager.h
Normal file
56
inc/hgl/graph/module/GraphModuleManager.h
Normal file
@@ -0,0 +1,56 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/type/Map.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class GraphModuleManager
|
||||
{
|
||||
RenderFramework *render_framework;
|
||||
|
||||
protected:
|
||||
|
||||
List<GraphModule *> module_list;
|
||||
Map<size_t,GraphModule *> module_map;
|
||||
|
||||
public:
|
||||
|
||||
GraphModuleManager(RenderFramework *rf){render_framework=rf;}
|
||||
|
||||
virtual ~GraphModuleManager();
|
||||
|
||||
public:
|
||||
|
||||
RenderFramework * GetRenderFramework ()const{return render_framework;} ///<取得渲染框架
|
||||
GPUDevice * GetDevice ()const; ///<取得GPU设备
|
||||
|
||||
public:
|
||||
|
||||
GraphModule * Get(const size_t type_hash) {return GetObjectFromList(module_map,type_hash);} ///<取得指定类型的模块
|
||||
template<typename T>
|
||||
T * Get() {return((T *)Get(typeid(T).hash_code()));} ///<取得指定类型的模块
|
||||
|
||||
bool Contains(const size_t &type_hash)const {return module_map.ContainsKey(type_hash);} ///<确认是否包含指定类型的模块
|
||||
|
||||
template<typename T>
|
||||
bool Contains()const{return Contains(typeid(T).hash_code());} ///<确认是否包含指定类型的模块
|
||||
|
||||
bool Registry(GraphModule *); ///<注册一个模块
|
||||
bool Unregistry(GraphModule *); ///<注销一个模块
|
||||
|
||||
template<typename T>
|
||||
T *GetOrCreate() ///<注册一个模块
|
||||
{
|
||||
if(Contains<T>())
|
||||
return Get<T>();
|
||||
|
||||
T *result=new T(render_framework);
|
||||
|
||||
Registry(result);
|
||||
|
||||
return result;
|
||||
}
|
||||
};//class GraphModuleManager
|
||||
|
||||
VK_NAMESPACE_END
|
27
inc/hgl/graph/module/RenderModule.h
Normal file
27
inc/hgl/graph/module/RenderModule.h
Normal file
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/module/GraphModule.h>
|
||||
#include<hgl/type/Size2.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 渲染模块基类
|
||||
*/
|
||||
class RenderModule:public GraphModule
|
||||
{
|
||||
public:
|
||||
|
||||
NO_COPY_NO_MOVE(RenderModule)
|
||||
|
||||
using GraphModule::GraphModule;
|
||||
virtual ~RenderModule()=default;
|
||||
|
||||
virtual bool OnFrameRender(const double,RenderCmdBuffer *)=0; ///<帧绘制回调
|
||||
};//class RenderModule
|
||||
|
||||
#define RENDER_MODULE_CLASS(class_name) class class_name:public GraphModuleInherit<class_name,RenderModule>
|
||||
|
||||
#define RENDER_MODULE_CONSTRUCT(class_name) class_name::class_name(GPUDevice *dev):GraphModuleInherit<class_name,RenderModule>(dev,#class_name)
|
||||
|
||||
VK_NAMESPACE_END
|
@@ -1,28 +1,30 @@
|
||||
#ifndef HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
|
||||
#define HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VK.h>
|
||||
#include<hgl/graph/module/GraphModule.h>
|
||||
#include<hgl/type/Map.h>
|
||||
#include<hgl/util/hash/Hash.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
using RenderPassHASHCode=util::HashCodeSHA1LE;
|
||||
|
||||
class DeviceRenderPassManage
|
||||
using RenderPassHASHCode=util::HashCode<128/8>;
|
||||
|
||||
inline util::Hash *CreateRenderPassHash()
|
||||
{
|
||||
VkDevice device;
|
||||
VkPipelineCache pipeline_cache;
|
||||
return util::CreateHash(util::HASH::xxH3_128);
|
||||
}
|
||||
|
||||
GRAPH_MODULE_CLASS(RenderPassManager)
|
||||
{
|
||||
util::Hash *hash;
|
||||
|
||||
Map<RenderPassHASHCode,RenderPass *> RenderPassList;
|
||||
|
||||
private:
|
||||
|
||||
friend class GPUDevice;
|
||||
RenderPassManager(RenderFramework *);
|
||||
~RenderPassManager();
|
||||
|
||||
DeviceRenderPassManage(VkDevice,VkPipelineCache);
|
||||
~DeviceRenderPassManage();
|
||||
friend class GraphModuleManager;
|
||||
|
||||
private:
|
||||
|
||||
@@ -31,7 +33,9 @@ private:
|
||||
const List<VkSubpassDependency> &dependency,
|
||||
const RenderbufferInfo *);
|
||||
|
||||
public:
|
||||
|
||||
RenderPass * AcquireRenderPass( const RenderbufferInfo *,const uint subpass_count=2);
|
||||
};//class DeviceRenderPassManage
|
||||
};//class RenderPassManager
|
||||
|
||||
VK_NAMESPACE_END
|
||||
#endif//HGL_VULKAN_DEVICE_RENDERPASS_MANAGE_INCLUDE
|
33
inc/hgl/graph/module/RenderTargetManager.h
Normal file
33
inc/hgl/graph/module/RenderTargetManager.h
Normal file
@@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/module/GraphModule.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
class TextureManager;
|
||||
class RenderPassManager;
|
||||
|
||||
GRAPH_MODULE_CLASS(RenderTargetManager)
|
||||
{
|
||||
TextureManager *tex_manager;
|
||||
RenderPassManager *rp_manager;
|
||||
|
||||
public:
|
||||
|
||||
RenderTargetManager(RenderFramework *,TextureManager *tm,RenderPassManager *rpm);
|
||||
virtual ~RenderTargetManager()=default;
|
||||
|
||||
public: //FrameBuffer相关
|
||||
|
||||
Framebuffer *CreateFBO(RenderPass *rp,ImageView **color_list,const uint image_count,ImageView *depth);
|
||||
// Framebuffer *CreateFBO(RenderPass *,List<ImageView *> &color,ImageView *depth);
|
||||
Framebuffer *CreateFBO(RenderPass *,ImageView *color,ImageView *depth);
|
||||
Framebuffer *CreateFBO(RenderPass *,ImageView *);
|
||||
|
||||
public:
|
||||
|
||||
RenderTarget *CreateRT( const FramebufferInfo *fbi,RenderPass *,const uint32_t fence_count=1);
|
||||
RenderTarget *CreateRT( const FramebufferInfo *fbi,const uint32_t fence_count=1);
|
||||
};//class RenderTargetManager
|
||||
|
||||
VK_NAMESPACE_END
|
46
inc/hgl/graph/module/SwapchainModule.h
Normal file
46
inc/hgl/graph/module/SwapchainModule.h
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/module/GraphModule.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
GRAPH_MODULE_CLASS(SwapchainModule)
|
||||
{
|
||||
TextureManager * tex_manager =nullptr;
|
||||
RenderTargetManager * rt_manager =nullptr;
|
||||
RenderPassManager * rp_manager =nullptr;
|
||||
|
||||
RenderPass * sc_render_pass =nullptr;
|
||||
|
||||
SwapchainRenderTarget * sc_render_target=nullptr;
|
||||
|
||||
protected:
|
||||
|
||||
bool CreateSwapchainFBO(Swapchain *);
|
||||
Swapchain *CreateSwapchain();
|
||||
bool CreateSwapchainRenderTarget();
|
||||
|
||||
public:
|
||||
|
||||
virtual void OnResize(const VkExtent2D &)override; ///<窗口大小改变
|
||||
|
||||
public:
|
||||
|
||||
SwapchainModule(RenderFramework *,TextureManager *tm,RenderTargetManager *rtm,RenderPassManager *rpm);
|
||||
virtual ~SwapchainModule();
|
||||
|
||||
// RenderCmdBuffer *BeginRender();
|
||||
|
||||
//void EndRender();
|
||||
|
||||
public:
|
||||
|
||||
RenderPass * GetRenderPass ()const{return sc_render_pass;}
|
||||
|
||||
bool GetSwapchainSize(VkExtent2D *)const;
|
||||
|
||||
SwapchainRenderTarget * GetRenderTarget ()const{return sc_render_target;}
|
||||
bool AcquireNextImage()const;
|
||||
};//class SwapchainModule:public GraphModule
|
||||
|
||||
VK_NAMESPACE_END
|
126
inc/hgl/graph/module/TextureManager.h
Normal file
126
inc/hgl/graph/module/TextureManager.h
Normal file
@@ -0,0 +1,126 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/module/GraphModule.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
#include<hgl/type/IDName.h>
|
||||
#include<hgl/type/RectScope.h>
|
||||
#include<hgl/type/object/ObjectBaseInfo.h>
|
||||
#include<hgl/graph/ImageRegion.h>
|
||||
#include<hgl/graph/VKTexture.h>
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
|
||||
GRAPH_MODULE_CLASS(TextureManager)
|
||||
{
|
||||
DeviceQueue *texture_queue=nullptr;
|
||||
TextureCmdBuffer *texture_cmd_buf=nullptr;
|
||||
|
||||
private:
|
||||
|
||||
TextureID texture_serial=0;
|
||||
|
||||
const TextureID AcquireID(){return texture_serial++;} ///<取得一个新的纹理ID
|
||||
|
||||
private:
|
||||
|
||||
SortedSet<VkImage> image_set;
|
||||
SortedSet<Texture *> texture_set; ///<纹理合集
|
||||
|
||||
Map<TextureID,Texture *> texture_by_id;
|
||||
Map<OSString,Texture *> texture_by_filename;
|
||||
|
||||
const TextureID Add(Texture *);
|
||||
const TextureID Add(Texture *,const OSString &);
|
||||
|
||||
public:
|
||||
|
||||
TextureManager(RenderFramework *rf);
|
||||
virtual ~TextureManager();
|
||||
|
||||
const VkFormatProperties GetFormatProperties(const VkFormat)const;
|
||||
|
||||
public: //Buffer
|
||||
|
||||
DeviceBuffer *CreateTransferSourceBuffer(const VkDeviceSize,const void *data_ptr=nullptr);
|
||||
|
||||
private: //Image
|
||||
|
||||
VkImage CreateImage (VkImageCreateInfo *);
|
||||
void DestroyImage (VkImage);
|
||||
|
||||
private: //texture
|
||||
|
||||
bool CopyBufferToImage (const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage);
|
||||
|
||||
bool CopyBufferToImage (Texture *,DeviceBuffer *buf,const VkBufferImageCopy *,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags);//=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,1,dstStage);}
|
||||
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,1,dstStage);}
|
||||
|
||||
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,6,dstStage);}
|
||||
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,6,dstStage);}
|
||||
|
||||
bool CommitTexture2D (Texture2D *,DeviceBuffer *buf,VkPipelineStageFlags stage);
|
||||
bool CommitTexture2DMipmaps (Texture2D *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
|
||||
|
||||
bool CommitTextureCube (TextureCube *,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags stage);
|
||||
bool CommitTextureCubeMipmaps (TextureCube *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
|
||||
|
||||
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
|
||||
|
||||
public: //Format
|
||||
|
||||
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
|
||||
|
||||
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
|
||||
|
||||
bool CheckColorAttachmentFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT,ImageTiling::Optimal);}
|
||||
bool CheckDepthStencilAttachFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT,ImageTiling::Optimal);}
|
||||
|
||||
public: //Create/Chagne
|
||||
|
||||
Texture2D *CreateTexture2D(TextureData *);
|
||||
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
|
||||
|
||||
Texture2DArray *CreateTexture2DArray(TextureData *);
|
||||
Texture2DArray *CreateTexture2DArray(TextureCreateInfo *ci);
|
||||
Texture2DArray *CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps);
|
||||
|
||||
TextureCube *CreateTextureCube(TextureData *);
|
||||
TextureCube *CreateTextureCube(TextureCreateInfo *ci);
|
||||
|
||||
void Clear(TextureCreateInfo *);
|
||||
|
||||
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
|
||||
|
||||
public:
|
||||
|
||||
void Release(Texture *);
|
||||
void Destory(Texture *tex)
|
||||
{
|
||||
if(!tex)return;
|
||||
|
||||
Release(tex);
|
||||
delete tex;
|
||||
}
|
||||
|
||||
public: // Load
|
||||
|
||||
Texture2D * LoadTexture2D(const OSString &,bool auto_mipmaps=false);
|
||||
TextureCube * LoadTextureCube(const OSString &,bool auto_mipmaps=false);
|
||||
|
||||
Texture2DArray * CreateTexture2DArray(const AnsiString &name,const uint32_t width,const uint32_t height,const uint32_t layer,const VkFormat &fmt,bool auto_mipmaps=false);
|
||||
bool LoadTexture2DToArray(Texture2DArray *,const uint32_t layer,const OSString &);
|
||||
|
||||
public: //TileData
|
||||
|
||||
TileData *CreateTileData(const VkFormat video_format,const uint width,const uint height,const uint count); ///<创建一个Tile数据集
|
||||
|
||||
};//class TextureManager
|
||||
VK_NAMESPACE_END
|
0
inc/hgl/graph/module/VkModuleDebugUtil.h
Normal file
0
inc/hgl/graph/module/VkModuleDebugUtil.h
Normal file
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/mtl/StdMaterial.h>
|
||||
#include<hgl/graph/mtl/ShaderBuffer.h>
|
||||
#include<hgl/graph/mtl/ShaderBufferSource.h>
|
||||
#include<hgl/math/Vector.h>
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
namespace blinnphong
|
||||
|
@@ -6,7 +6,7 @@
|
||||
#include<hgl/graph/VertexAttrib.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
struct Material2DCreateConfig:public MaterialCreateConfig
|
||||
struct Material2DCreateConfig:public MaterialCreateConfig,public Comparator<Material2DCreateConfig>
|
||||
{
|
||||
CoordinateSystem2D coordinate_system; ///<使用的坐标系
|
||||
|
||||
@@ -32,9 +32,9 @@ public:
|
||||
position_format=VAT_VEC2;
|
||||
}
|
||||
|
||||
int Comp(const Material2DCreateConfig &cfg)const
|
||||
const int compare(const Material2DCreateConfig &cfg)const override
|
||||
{
|
||||
int off=MaterialCreateConfig::Comp(cfg);
|
||||
int off=MaterialCreateConfig::compare(cfg);
|
||||
|
||||
if(off)return off;
|
||||
|
||||
@@ -48,8 +48,6 @@ public:
|
||||
|
||||
return off;
|
||||
}
|
||||
|
||||
CompOperator(const Material2DCreateConfig &,Comp)
|
||||
};//struct Material2DCreateConfig:public MaterialCreateConfig
|
||||
|
||||
MaterialCreateInfo *CreateVertexColor2D(const Material2DCreateConfig *);
|
||||
|
@@ -5,58 +5,8 @@
|
||||
#include<hgl/graph/VertexAttrib.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
enum class LightingModel:uint8
|
||||
{
|
||||
Unlit,
|
||||
|
||||
Gizmo, ///<Gizmo专用(Blinnphong的特定版本,内置假的太阳光方向、高光系数等,使其不需要外部UBO传入)
|
||||
|
||||
Blinnphong, ///<Blinnphong光照模型
|
||||
|
||||
FakePBR, ///<假PBR(使用Blinnphong+HalfLambert模拟)
|
||||
MicroPBR, ///<微型PBR(只有BaseColor/Normal/Metallic/Roughness四个基础数据的PBR)
|
||||
|
||||
WebPBR, ///<Khronos为WebGL提供的PBR
|
||||
FilamentPBR, ///<Filament引擎所使用的PBR
|
||||
AMDPBR, ///<AMD Caulrdon框架所使用的PBR
|
||||
|
||||
BlenderPBR, ///<Blender所使用的PBR
|
||||
|
||||
ENUM_CLASS_RANGE(Unlit,BlenderPBR)
|
||||
};
|
||||
|
||||
constexpr const char *LightingModelName[]=
|
||||
{
|
||||
"Unlit",
|
||||
|
||||
"Gizmo",
|
||||
|
||||
"Blinnphong",
|
||||
|
||||
"FakePBR",
|
||||
"MicroPBR",
|
||||
|
||||
"WebPBR",
|
||||
"FilamentPBR",
|
||||
"AMDPBR",
|
||||
|
||||
"BlenderPBR"
|
||||
};
|
||||
|
||||
/**
|
||||
* 天光来源
|
||||
*/
|
||||
enum class SkyLightSource:uint8
|
||||
{
|
||||
PureColor, ///<纯色
|
||||
Simplest, ///<极简(一行代码)
|
||||
Cubemap, ///<立方体贴图
|
||||
IBL, ///<IBL立方体贴图
|
||||
|
||||
ENUM_CLASS_RANGE(PureColor,IBL)
|
||||
};
|
||||
|
||||
struct Material3DCreateConfig:public MaterialCreateConfig
|
||||
struct Material3DCreateConfig:public MaterialCreateConfig,public Comparator<Material3DCreateConfig>
|
||||
{
|
||||
bool camera; ///<包含摄像机矩阵信息
|
||||
|
||||
@@ -82,9 +32,9 @@ public:
|
||||
// reverse_depth=false;
|
||||
}
|
||||
|
||||
int Comp(const Material3DCreateConfig &cfg)const
|
||||
const int compare(const Material3DCreateConfig &cfg)const override
|
||||
{
|
||||
int off=MaterialCreateConfig::Comp(cfg);
|
||||
int off=MaterialCreateConfig::compare(cfg);
|
||||
|
||||
if(off)return off;
|
||||
|
||||
@@ -98,8 +48,6 @@ public:
|
||||
|
||||
return off;
|
||||
}
|
||||
|
||||
CompOperator(const Material3DCreateConfig &,Comp)
|
||||
};//struct Material3DCreateConfig:public MaterialCreateConfig
|
||||
|
||||
MaterialCreateInfo *CreateVertexColor3D(const Material3DCreateConfig *);
|
||||
|
@@ -13,7 +13,7 @@ class MaterialCreateInfo;
|
||||
/**
|
||||
* 材质配置结构
|
||||
*/
|
||||
struct MaterialCreateConfig
|
||||
struct MaterialCreateConfig:public Comparator<MaterialCreateConfig>
|
||||
{
|
||||
const GPUDeviceAttribute *dev_attr;
|
||||
|
||||
@@ -42,7 +42,7 @@ public:
|
||||
prim=p;
|
||||
}
|
||||
|
||||
virtual int Comp(const MaterialCreateConfig &cfg)const
|
||||
const int compare(const MaterialCreateConfig &cfg)const override
|
||||
{
|
||||
int off;
|
||||
|
||||
@@ -59,8 +59,6 @@ public:
|
||||
|
||||
return off;
|
||||
}
|
||||
|
||||
CompOperator(const MaterialCreateConfig &,Comp)
|
||||
};//struct MaterialCreateConfig
|
||||
STD_MTL_NAMESPACE_END
|
||||
#endif//HGL_GRAPH_MTL_CONFIG_INCLUDE
|
||||
|
@@ -1,18 +0,0 @@
|
||||
#ifndef HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE
|
||||
#define HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE
|
||||
|
||||
#include<hgl/type/DataType.h>
|
||||
|
||||
namespace hgl
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
struct ShaderBufferSource
|
||||
{
|
||||
const char *struct_name;
|
||||
const char *name;
|
||||
const char *codes;
|
||||
};
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
#endif//HGL_GRAPH_MTL_SHADER_BUFFER_INCLUDE
|
11
inc/hgl/graph/mtl/ShaderBufferSource.h
Normal file
11
inc/hgl/graph/mtl/ShaderBufferSource.h
Normal file
@@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
|
||||
namespace hgl::graph
|
||||
{
|
||||
struct ShaderBufferSource
|
||||
{
|
||||
const char *struct_name;
|
||||
const char *name;
|
||||
const char *codes;
|
||||
};
|
||||
}//namespace hgl::graph
|
@@ -6,551 +6,436 @@
|
||||
#include<hgl/graph/VKInterpolation.h>
|
||||
#include<hgl/graph/VKSamplerType.h>
|
||||
#include<hgl/graph/VKImageType.h>
|
||||
#include<hgl/CompOperator.h>
|
||||
#include<hgl/Comparator.h>
|
||||
|
||||
namespace hgl
|
||||
VK_NAMESPACE_BEGIN
|
||||
enum class ShaderVariableBaseType:uint8
|
||||
{
|
||||
namespace graph
|
||||
{
|
||||
enum class ShaderVariableBaseType:uint8
|
||||
{
|
||||
Scalar=0,
|
||||
Vector,
|
||||
Matrix,
|
||||
Sampler,
|
||||
Image,
|
||||
AtomicCounter,
|
||||
Scalar=0,
|
||||
Vector,
|
||||
Matrix,
|
||||
Sampler,
|
||||
Image,
|
||||
AtomicCounter,
|
||||
|
||||
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
|
||||
};//enum class ShaderVariableBaseType
|
||||
ENUM_CLASS_RANGE(Scalar,AtomicCounter)
|
||||
};//enum class ShaderVariableBaseType
|
||||
|
||||
using SVBaseType=ShaderVariableBaseType;
|
||||
using SVBaseType=ShaderVariableBaseType;
|
||||
|
||||
#pragma pack(push,1)
|
||||
#pragma pack(push,1)
|
||||
|
||||
struct ShaderVariableType
|
||||
struct ShaderVariableType:public Comparator<ShaderVariableType>
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
union
|
||||
{
|
||||
struct
|
||||
{
|
||||
SVBaseType base_type;
|
||||
|
||||
union
|
||||
{
|
||||
struct
|
||||
struct Scalar
|
||||
{
|
||||
SVBaseType base_type;
|
||||
VABaseType type;
|
||||
}scalar;
|
||||
|
||||
union
|
||||
{
|
||||
struct Scalar
|
||||
{
|
||||
VABaseType type;
|
||||
}scalar;
|
||||
struct Vector
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 vec_size;
|
||||
}vector;
|
||||
|
||||
struct Vector
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 vec_size;
|
||||
}vector;
|
||||
struct Matrix
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 n;
|
||||
uint8 m;
|
||||
}matrix;
|
||||
|
||||
struct Matrix
|
||||
{
|
||||
VABaseType type;
|
||||
uint8 n;
|
||||
uint8 m;
|
||||
}matrix;
|
||||
struct Sampler
|
||||
{
|
||||
SamplerType type;
|
||||
}sampler;
|
||||
|
||||
struct Sampler
|
||||
{
|
||||
SamplerType type;
|
||||
}sampler;
|
||||
|
||||
struct Image
|
||||
{
|
||||
ShaderImageType type;
|
||||
}image;
|
||||
};
|
||||
};
|
||||
|
||||
uint32 type_code;
|
||||
struct Image
|
||||
{
|
||||
ShaderImageType type;
|
||||
}image;
|
||||
};
|
||||
|
||||
uint32 array_size;
|
||||
};
|
||||
|
||||
uint64 svt_code;
|
||||
uint32 type_code;
|
||||
};
|
||||
|
||||
public:
|
||||
|
||||
ShaderVariableType()
|
||||
{
|
||||
svt_code=0;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderVariableType &svt)
|
||||
{
|
||||
svt_code=svt.svt_code;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VAType &vat,const uint count)
|
||||
{
|
||||
From(vat,count);
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Scalar;
|
||||
|
||||
scalar.type=vabt;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vabt;
|
||||
vector.vec_size=size;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Matrix;
|
||||
|
||||
matrix.type=vabt;
|
||||
matrix.n=col;
|
||||
matrix.m=row;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const SamplerType &st,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Sampler;
|
||||
|
||||
sampler.type=st;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Image;
|
||||
|
||||
image.type=sit;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
const bool Check()const
|
||||
{
|
||||
if(!RangeCheck(base_type))return(false);
|
||||
|
||||
RANGE_CHECK_RETURN_FALSE(base_type)
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return(true);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
if(vector.vec_size<2||vector.vec_size>4)return(false);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
if(matrix.m==0)
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
if(matrix.n<2||matrix.n>4)return(false);
|
||||
if(matrix.m<2||matrix.m>4)return(false);
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return RangeCheck(sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return RangeCheck(image.type);
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
int Comp(const ShaderVariableType &svt)const
|
||||
{
|
||||
int off=(int)base_type-(int)svt.base_type;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
if(base_type==SVBaseType::Scalar)
|
||||
return int(scalar.type)-int(svt.scalar.type);
|
||||
|
||||
if(base_type==SVBaseType::Vector)
|
||||
{
|
||||
off=int(vector.type)-int(svt.vector.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=vector.vec_size-svt.vector.vec_size;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return int(vector.type)-int(svt.vector.type);
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Matrix)
|
||||
{
|
||||
off=int(matrix.type)-int(svt.matrix.type);
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
off=matrix.n-svt.matrix.n;
|
||||
|
||||
if(off)return(off);
|
||||
|
||||
return matrix.m-svt.matrix.m;
|
||||
}
|
||||
|
||||
if(base_type==SVBaseType::Sampler)
|
||||
return int(sampler.type)-int(svt.sampler.type);
|
||||
|
||||
if(base_type==SVBaseType::Image)
|
||||
return int(image.type)-int(svt.image.type);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
CompOperator(const ShaderVariableType &,Comp)
|
||||
|
||||
const char *GetTypename()const;
|
||||
|
||||
bool ParseTypeString(const char *str);
|
||||
|
||||
const uint64 ToCode()const{return svt_code;}
|
||||
const bool FromCode(const uint64 code)
|
||||
{
|
||||
svt_code=code;
|
||||
|
||||
return Check();
|
||||
}
|
||||
|
||||
const bool From(const VAType &vat,const uint16 count=1)
|
||||
{
|
||||
array_size=count;
|
||||
|
||||
if(vat.vec_size==1)
|
||||
{
|
||||
base_type=SVBaseType::Scalar;
|
||||
scalar.type=vat.basetype;
|
||||
|
||||
return(true);
|
||||
}
|
||||
else if(vat.vec_size<=4)
|
||||
{
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vat.basetype;
|
||||
vector.vec_size=vat.vec_size;
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
return(false);
|
||||
}
|
||||
|
||||
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
|
||||
{
|
||||
ShaderVariableType svt;
|
||||
|
||||
svt.base_type =SVBaseType::Scalar;
|
||||
svt.scalar.type =vabt;
|
||||
svt.array_size =count;
|
||||
|
||||
return svt;
|
||||
}
|
||||
};//struct ShaderVariableType
|
||||
#pragma pack(pop)
|
||||
|
||||
using SVType=ShaderVariableType;
|
||||
|
||||
const SVType SVT_BOOL (VABaseType::Bool, 1);
|
||||
const SVType SVT_INT (VABaseType::Int, 1);
|
||||
const SVType SVT_UINT (VABaseType::UInt, 1);
|
||||
const SVType SVT_FLOAT (VABaseType::Float, 1);
|
||||
const SVType SVT_DOUBLE(VABaseType::Double, 1);
|
||||
|
||||
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
|
||||
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
|
||||
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
|
||||
|
||||
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
|
||||
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
|
||||
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
|
||||
|
||||
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
|
||||
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
|
||||
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
|
||||
|
||||
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
|
||||
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
|
||||
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
|
||||
|
||||
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
|
||||
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
|
||||
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
|
||||
|
||||
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
|
||||
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
|
||||
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
|
||||
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
|
||||
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
|
||||
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
|
||||
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
|
||||
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
|
||||
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
|
||||
|
||||
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
|
||||
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
|
||||
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
|
||||
|
||||
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
|
||||
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
|
||||
|
||||
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
|
||||
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
|
||||
|
||||
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
|
||||
|
||||
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
|
||||
|
||||
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
|
||||
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
|
||||
|
||||
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
|
||||
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
|
||||
|
||||
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
|
||||
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
|
||||
|
||||
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
|
||||
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
|
||||
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
|
||||
|
||||
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
|
||||
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
|
||||
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
|
||||
|
||||
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
|
||||
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
|
||||
|
||||
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
|
||||
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
|
||||
|
||||
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
|
||||
|
||||
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
|
||||
|
||||
const SVType SVT_Image2DMS(ShaderImageType::Image2DMS,1);
|
||||
const SVType SVT_Image2DMSArray(ShaderImageType::Image2DMSArray,1);
|
||||
|
||||
struct ShaderVariable
|
||||
{
|
||||
char name[VERTEX_ATTRIB_NAME_MAX_LENGTH];
|
||||
uint location;
|
||||
SVType type;
|
||||
Interpolation interpolation; //插值方式
|
||||
uint32 array_size;
|
||||
};
|
||||
|
||||
using SVList=List<ShaderVariable>;
|
||||
uint64 svt_code;
|
||||
};
|
||||
|
||||
struct ShaderVariableArray
|
||||
public:
|
||||
|
||||
ShaderVariableType()
|
||||
{
|
||||
svt_code=0;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderVariableType &svt)
|
||||
{
|
||||
svt_code=svt.svt_code;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VAType &vat,const uint count)
|
||||
{
|
||||
From(vat,count);
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Scalar;
|
||||
|
||||
scalar.type=vabt;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 size,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Vector;
|
||||
|
||||
vector.type=vabt;
|
||||
vector.vec_size=size;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const VABaseType &vabt,const uint8 row,const uint8 col,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Matrix;
|
||||
|
||||
matrix.type=vabt;
|
||||
matrix.n=col;
|
||||
matrix.m=row;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const SamplerType &st,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Sampler;
|
||||
|
||||
sampler.type=st;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
ShaderVariableType(const ShaderImageType &sit,const uint32 count)
|
||||
{
|
||||
svt_code=0;
|
||||
|
||||
base_type=SVBaseType::Image;
|
||||
|
||||
image.type=sit;
|
||||
|
||||
array_size=count;
|
||||
}
|
||||
|
||||
const bool Check()const;
|
||||
|
||||
const int compare(const ShaderVariableType &svt)const override;
|
||||
|
||||
const char *GetTypename()const;
|
||||
|
||||
bool ParseTypeString(const char *str);
|
||||
|
||||
const uint64 ToCode()const{return svt_code;}
|
||||
const bool FromCode(const uint64 code)
|
||||
{
|
||||
svt_code=code;
|
||||
|
||||
return Check();
|
||||
}
|
||||
|
||||
const bool From(const VAType &vat,const uint16 count=1);
|
||||
|
||||
static const ShaderVariableType Scalar(const VABaseType &vabt,const uint count=1)
|
||||
{
|
||||
ShaderVariableType svt;
|
||||
|
||||
svt.base_type =SVBaseType::Scalar;
|
||||
svt.scalar.type =vabt;
|
||||
svt.array_size =count;
|
||||
|
||||
return svt;
|
||||
}
|
||||
};//struct ShaderVariableType
|
||||
#pragma pack(pop)
|
||||
|
||||
using SVType=ShaderVariableType;
|
||||
|
||||
const SVType SVT_BOOL (VABaseType::Bool, 1);
|
||||
const SVType SVT_INT (VABaseType::Int, 1);
|
||||
const SVType SVT_UINT (VABaseType::UInt, 1);
|
||||
const SVType SVT_FLOAT (VABaseType::Float, 1);
|
||||
const SVType SVT_DOUBLE(VABaseType::Double, 1);
|
||||
|
||||
const SVType SVT_BVEC2 (VABaseType::Bool, 2,1);
|
||||
const SVType SVT_BVEC3 (VABaseType::Bool, 3,1);
|
||||
const SVType SVT_BVEC4 (VABaseType::Bool, 4,1);
|
||||
|
||||
const SVType SVT_IVEC2 (VABaseType::Int, 2,1);
|
||||
const SVType SVT_IVEC3 (VABaseType::Int, 3,1);
|
||||
const SVType SVT_IVEC4 (VABaseType::Int, 4,1);
|
||||
|
||||
const SVType SVT_UVEC2 (VABaseType::UInt, 2,1);
|
||||
const SVType SVT_UVEC3 (VABaseType::UInt, 3,1);
|
||||
const SVType SVT_UVEC4 (VABaseType::UInt, 4,1);
|
||||
|
||||
const SVType SVT_VEC2 (VABaseType::Float, 2,1);
|
||||
const SVType SVT_VEC3 (VABaseType::Float, 3,1);
|
||||
const SVType SVT_VEC4 (VABaseType::Float, 4,1);
|
||||
|
||||
const SVType SVT_DVEC2 (VABaseType::Double, 2,1);
|
||||
const SVType SVT_DVEC3 (VABaseType::Double, 3,1);
|
||||
const SVType SVT_DVEC4 (VABaseType::Double, 4,1);
|
||||
|
||||
const SVType SVT_MAT2 (VABaseType::Float, 2,2,1);
|
||||
const SVType SVT_MAT3 (VABaseType::Float, 3,3,1);
|
||||
const SVType SVT_MAT4 (VABaseType::Float, 4,4,1);
|
||||
const SVType SVT_MAT2x3(VABaseType::Float, 2,3,1);
|
||||
const SVType SVT_MAT2x4(VABaseType::Float, 2,4,1);
|
||||
const SVType SVT_MAT3x2(VABaseType::Float, 3,2,1);
|
||||
const SVType SVT_MAT3x4(VABaseType::Float, 3,4,1);
|
||||
const SVType SVT_MAT4x2(VABaseType::Float, 4,2,1);
|
||||
const SVType SVT_MAT4x3(VABaseType::Float, 4,3,1);
|
||||
|
||||
const SVType SVT_Sampler1D(SamplerType::Sampler1D, 1);
|
||||
const SVType SVT_Sampler2D(SamplerType::Sampler2D, 1);
|
||||
const SVType SVT_Sampler3D(SamplerType::Sampler3D, 1);
|
||||
|
||||
const SVType SVT_SamplerCube(SamplerType::SamplerCube, 1);
|
||||
const SVType SVT_Sampler2DRect(SamplerType::Sampler2DRect, 1);
|
||||
|
||||
const SVType SVT_Sampler1DArray(SamplerType::Sampler1DArray,1);
|
||||
const SVType SVT_Sampler2DArray(SamplerType::Sampler2DArray,1);
|
||||
|
||||
const SVType SVT_SamplerCubeArray(SamplerType::SamplerCubeArray,1);
|
||||
|
||||
const SVType SVT_SamplerBuffer(SamplerType::SamplerBuffer,1);
|
||||
|
||||
const SVType SVT_Sampler2DMS(SamplerType::Sampler2DMS,1);
|
||||
const SVType SVT_Sampler2DMSArray(SamplerType::Sampler2DMSArray,1);
|
||||
|
||||
const SVType SVT_Sampler1DShadow(SamplerType::Sampler1DShadow,1);
|
||||
const SVType SVT_Sampler2DShadow(SamplerType::Sampler2DShadow,1);
|
||||
|
||||
const SVType SVT_SamplerCubeShadow(SamplerType::SamplerCubeShadow,1);
|
||||
const SVType SVT_Sampler2DRectShadow(SamplerType::Sampler2DRectShadow,1);
|
||||
|
||||
const SVType SVT_Sampler1DArrayShadow(SamplerType::Sampler1DArrayShadow,1);
|
||||
const SVType SVT_Sampler2DArrayShadow(SamplerType::Sampler2DArrayShadow,1);
|
||||
const SVType SVT_SamplerCubeArrayShadow(SamplerType::SamplerCubeArrayShadow,1);
|
||||
|
||||
const SVType SVT_Image1D(ShaderImageType::Image1D,1);
|
||||
const SVType SVT_Image2D(ShaderImageType::Image2D,1);
|
||||
const SVType SVT_Image3D(ShaderImageType::Image3D,1);
|
||||
|
||||
const SVType SVT_ImageCube(ShaderImageType::ImageCube,1);
|
||||
const SVType SVT_Image2DRect(ShaderImageType::Image2DRect,1);
|
||||
|
||||
const SVType SVT_Image1DArray(ShaderImageType::Image1DArray,1);
|
||||
const SVType SVT_Image2DArray(ShaderImageType::Image2DArray,1);
|
||||
|
||||
const SVType SVT_ImageCubeArray(ShaderImageType::ImageCubeArray,1);
|
||||
|
||||
const SVType SVT_ImageBuffer(ShaderImageType::ImageBuffer,1);
|
||||
|
||||
const SVType SVT_Image2DMS(ShaderImageType::Image2DMS,1);
|
||||
const SVType SVT_Image2DMSArray(ShaderImageType::Image2DMSArray,1);
|
||||
|
||||
struct ShaderVariable
|
||||
{
|
||||
char name[VERTEX_ATTRIB_NAME_MAX_LENGTH];
|
||||
uint location;
|
||||
SVType type;
|
||||
Interpolation interpolation; //插值方式
|
||||
};
|
||||
|
||||
using SVList=List<ShaderVariable>;
|
||||
|
||||
struct ShaderVariableArray:public Comparator<ShaderVariableArray>
|
||||
{
|
||||
uint count;
|
||||
|
||||
ShaderVariable *items;
|
||||
|
||||
public:
|
||||
|
||||
const bool IsEmpty()const{return !items||count<=0;}
|
||||
|
||||
public:
|
||||
|
||||
ShaderVariableArray()
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
~ShaderVariableArray()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
const int compare(const ShaderVariableArray &sva)const override
|
||||
{
|
||||
int off=count-sva.count;
|
||||
if(off)return off;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
uint count;
|
||||
off=items[i].location-sva.items[i].location;
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
ShaderVariable *items;
|
||||
if(items[i].type.ToCode()>sva.items[i].type.ToCode())
|
||||
return 1;
|
||||
|
||||
public:
|
||||
//ToCode返回的是uint64,可能差值超大,所以不能直接用-的结果
|
||||
|
||||
const bool IsEmpty()const{return !items||count<=0;}
|
||||
if(items[i].type.ToCode()<sva.items[i].type.ToCode())
|
||||
return -1;
|
||||
|
||||
public:
|
||||
off=int(items[i].interpolation)-int(sva.items[i].interpolation);
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
ShaderVariableArray()
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
off=hgl::strcmp(items[i].name,sva.items[i].name);
|
||||
if(off)
|
||||
return off;
|
||||
}
|
||||
|
||||
~ShaderVariableArray()
|
||||
{
|
||||
Clear();
|
||||
}
|
||||
|
||||
int Comp(const ShaderVariableArray *sva)const
|
||||
{
|
||||
if(!sva)
|
||||
return 1;
|
||||
|
||||
int off=count-sva->count;
|
||||
if(off)return off;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
off=items[i].location-sva->items[i].location;
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
if(items[i].type.ToCode()>sva->items[i].type.ToCode())
|
||||
return 1;
|
||||
|
||||
//ToCode返回的是uint64,可能差值超大,所以不能直接用-的结果
|
||||
|
||||
if(items[i].type.ToCode()<sva->items[i].type.ToCode())
|
||||
return -1;
|
||||
|
||||
off=int(items[i].interpolation)-int(sva->items[i].interpolation);
|
||||
if(off)
|
||||
return off;
|
||||
|
||||
off=hgl::strcmp(items[i].name,sva->items[i].name);
|
||||
if(off)
|
||||
return off;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int Comp(const ShaderVariableArray &sva)const{return Comp(&sva);}
|
||||
|
||||
CompOperator(const ShaderVariableArray *,Comp)
|
||||
CompOperator(const ShaderVariableArray &,Comp)
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool Init(const uint c=0)
|
||||
{
|
||||
if(items)
|
||||
return(false);
|
||||
bool Init(const uint c=0)
|
||||
{
|
||||
if(items)
|
||||
return(false);
|
||||
|
||||
if(c>0)
|
||||
{
|
||||
count=c;
|
||||
items=array_alloc<ShaderVariable>(count);
|
||||
}
|
||||
else
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
if(c>0)
|
||||
{
|
||||
count=c;
|
||||
items=array_alloc<ShaderVariable>(count);
|
||||
}
|
||||
else
|
||||
{
|
||||
count=0;
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool Contains(const char *name)const
|
||||
{
|
||||
if(count<=0)
|
||||
return(false);
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
if(hgl::strcmp(items[i].name,name)==0)
|
||||
return(true);
|
||||
}
|
||||
|
||||
bool IsMember(const char *name)const
|
||||
{
|
||||
if(count<=0)
|
||||
return(false);
|
||||
return(false);
|
||||
}
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
if(hgl::strcmp(items[i].name,name)==0)
|
||||
return(true);
|
||||
bool Add(ShaderVariable &sv)
|
||||
{
|
||||
if(Contains(sv.name))
|
||||
return(false);
|
||||
|
||||
return(false);
|
||||
}
|
||||
sv.location=count;
|
||||
|
||||
bool Add(ShaderVariable &sv)
|
||||
{
|
||||
if(IsMember(sv.name))
|
||||
return(false);
|
||||
|
||||
sv.location=count;
|
||||
|
||||
if(!items)
|
||||
{
|
||||
items=array_alloc<ShaderVariable>(1);
|
||||
count=1;
|
||||
}
|
||||
else
|
||||
{
|
||||
++count;
|
||||
items=array_realloc(items,count);
|
||||
}
|
||||
if(!items)
|
||||
{
|
||||
items=array_alloc<ShaderVariable>(1);
|
||||
count=1;
|
||||
}
|
||||
else
|
||||
{
|
||||
++count;
|
||||
items=array_realloc(items,count);
|
||||
}
|
||||
|
||||
hgl_cpy(items[count-1],sv);
|
||||
return(true);
|
||||
}
|
||||
hgl_cpy(items[count-1],sv);
|
||||
return(true);
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
if(items)
|
||||
{
|
||||
array_free(items);
|
||||
items=nullptr;
|
||||
}
|
||||
void Clear()
|
||||
{
|
||||
if(items)
|
||||
{
|
||||
array_free(items);
|
||||
items=nullptr;
|
||||
}
|
||||
|
||||
count=0;
|
||||
}
|
||||
count=0;
|
||||
}
|
||||
|
||||
bool Clone(const ShaderVariableArray *src)
|
||||
{
|
||||
if(!src)
|
||||
return(false);
|
||||
bool Clone(const ShaderVariableArray *src)
|
||||
{
|
||||
if(!src)
|
||||
return(false);
|
||||
|
||||
if(!Init(src->count))
|
||||
return(false);
|
||||
if(!Init(src->count))
|
||||
return(false);
|
||||
|
||||
hgl_cpy(items,src->items,src->count);
|
||||
return(true);
|
||||
}
|
||||
hgl_cpy(items,src->items,src->count);
|
||||
return(true);
|
||||
}
|
||||
|
||||
void ToString(AnsiString &output_string)
|
||||
void ToString(AnsiString &output_string)
|
||||
{
|
||||
if(IsEmpty())
|
||||
return;
|
||||
|
||||
const ShaderVariable *sv=items;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
{
|
||||
output_string+=" ";
|
||||
|
||||
if(sv->interpolation!=Interpolation::Smooth)
|
||||
{
|
||||
if(IsEmpty())
|
||||
return;
|
||||
|
||||
const ShaderVariable *sv=items;
|
||||
|
||||
for(uint i=0;i<count;i++)
|
||||
if(RangeCheck(sv->interpolation))
|
||||
{
|
||||
output_string+=" ";
|
||||
|
||||
if(sv->interpolation!=Interpolation::Smooth)
|
||||
{
|
||||
if(RangeCheck(sv->interpolation))
|
||||
{
|
||||
output_string+=InterpolationName[size_t(sv->interpolation)];
|
||||
output_string+=" ";
|
||||
}
|
||||
}
|
||||
|
||||
output_string+=sv->type.GetTypename();
|
||||
output_string+=InterpolationName[size_t(sv->interpolation)];
|
||||
output_string+=" ";
|
||||
output_string+=sv->name;
|
||||
output_string+=";\n";
|
||||
|
||||
++sv;
|
||||
}
|
||||
}
|
||||
};//struct ShaderVariableArray
|
||||
|
||||
using SVArray=ShaderVariableArray;
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
output_string+=sv->type.GetTypename();
|
||||
output_string+=" ";
|
||||
output_string+=sv->name;
|
||||
output_string+=";\n";
|
||||
|
||||
++sv;
|
||||
}
|
||||
}
|
||||
};//struct ShaderVariableArray
|
||||
|
||||
using SVArray=ShaderVariableArray;
|
||||
|
||||
VK_NAMESPACE_END
|
||||
|
@@ -2,58 +2,55 @@
|
||||
|
||||
#include<hgl/type/String.h>
|
||||
|
||||
#define STD_MTL_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace mtl{
|
||||
#define STD_MTL_NAMESPACE_END }}}
|
||||
#define STD_MTL_NAMESPACE_BEGIN namespace hgl::graph::mtl{
|
||||
#define STD_MTL_NAMESPACE_END }
|
||||
|
||||
#define STD_MTL_NAMESPACE hgl::graph::mtl
|
||||
#define STD_MTL_NAMESPACE_USING using namespace STD_MTL_NAMESPACE;
|
||||
|
||||
#define STD_MTL_FUNC_NAMESPACE_BEGIN namespace hgl{namespace graph{namespace mtl{namespace func{
|
||||
#define STD_MTL_FUNC_NAMESPACE_END }}}}
|
||||
#define STD_MTL_FUNC_NAMESPACE_BEGIN namespace hgl::graph::mtl::func{
|
||||
#define STD_MTL_FUNC_NAMESPACE_END }
|
||||
|
||||
#define STD_MTL_FUNC_NAMESPACE hgl::graph::mtl::func
|
||||
#define STD_MTL_FUNC_NAMESPACE_USING using namespace STD_MTL_FUNC_NAMESPACE;
|
||||
|
||||
namespace hgl
|
||||
namespace hgl::graph
|
||||
{
|
||||
namespace graph
|
||||
class ShaderCreateInfoVertex;
|
||||
class ShaderCreateInfoGeometry;
|
||||
class ShaderCreateInfoFragment;
|
||||
|
||||
namespace mtl
|
||||
{
|
||||
class ShaderCreateInfoVertex;
|
||||
class ShaderCreateInfoGeometry;
|
||||
class ShaderCreateInfoFragment;
|
||||
|
||||
namespace mtl
|
||||
namespace func
|
||||
{
|
||||
namespace func
|
||||
{
|
||||
}//namespace func
|
||||
}//namespace func
|
||||
|
||||
class MaterialCreateInfo;
|
||||
struct MaterialCreateConfig;
|
||||
class MaterialCreateInfo;
|
||||
struct MaterialCreateConfig;
|
||||
|
||||
class StdMaterial
|
||||
{
|
||||
protected:
|
||||
class StdMaterial
|
||||
{
|
||||
protected:
|
||||
|
||||
MaterialCreateInfo *mci;
|
||||
MaterialCreateInfo *mci;
|
||||
|
||||
protected:
|
||||
protected:
|
||||
|
||||
virtual bool BeginCustomShader(){return true;/*some work before create shader*/};
|
||||
virtual bool BeginCustomShader(){return true;/*some work before create shader*/};
|
||||
|
||||
virtual bool CustomVertexShader(ShaderCreateInfoVertex *)=0;
|
||||
virtual bool CustomGeometryShader(ShaderCreateInfoGeometry *){return false;}
|
||||
virtual bool CustomFragmentShader(ShaderCreateInfoFragment *)=0;
|
||||
virtual bool CustomVertexShader(ShaderCreateInfoVertex *)=0;
|
||||
virtual bool CustomGeometryShader(ShaderCreateInfoGeometry *){return false;}
|
||||
virtual bool CustomFragmentShader(ShaderCreateInfoFragment *)=0;
|
||||
|
||||
virtual bool EndCustomShader(){return true;/*some work after create shader*/};
|
||||
virtual bool EndCustomShader(){return true;/*some work after create shader*/};
|
||||
|
||||
public:
|
||||
public:
|
||||
|
||||
StdMaterial(const MaterialCreateConfig *);
|
||||
virtual ~StdMaterial()=default;
|
||||
StdMaterial(const MaterialCreateConfig *);
|
||||
virtual ~StdMaterial()=default;
|
||||
|
||||
virtual MaterialCreateInfo *Create();
|
||||
};//class StdMaterial
|
||||
}//namespace mtl
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
virtual MaterialCreateInfo *Create();
|
||||
};//class StdMaterial
|
||||
}//namespace mtl
|
||||
}//namespace hgl::graph
|
||||
|
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/mtl/StdMaterial.h>
|
||||
#include<hgl/graph/mtl/ShaderBuffer.h>
|
||||
#include<hgl/graph/mtl/ShaderBufferSource.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
constexpr const ShaderBufferSource SBS_ViewportInfo=
|
||||
|
@@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/mtl/StdMaterial.h>
|
||||
#include<hgl/graph/mtl/ShaderBuffer.h>
|
||||
|
||||
STD_MTL_NAMESPACE_BEGIN
|
||||
|
||||
/**
|
||||
* 所有UBO的基类,它即向生成器提供代码,也可以为渲染器提供数据
|
||||
*/
|
||||
class UniformBuffer
|
||||
{
|
||||
private:
|
||||
|
||||
ShaderBufferSource *sbs;
|
||||
|
||||
public:
|
||||
|
||||
virtual const AnsiString &GetStructName ()const{return sbs->struct_name;} ///<取得结构名称
|
||||
virtual const AnsiString &GetDefaultValueName ()const{return sbs->name;} ///<取得默认变量名称
|
||||
virtual const AnsiString &GetShaderCodes ()const{return sbs->codes;} ///<取得Shader代码
|
||||
};//class UniformBuffer
|
||||
|
||||
STD_MTL_NAMESPACE_END
|
@@ -2,7 +2,7 @@
|
||||
#define HGL_GUI_LAYOUT_INCLUDE
|
||||
|
||||
#include<hgl/gui/Widget.h>
|
||||
#include<hgl/type/SortedSets.h>
|
||||
#include<hgl/type/SortedSet.h>
|
||||
namespace hgl
|
||||
{
|
||||
namespace gui
|
||||
@@ -14,7 +14,7 @@ namespace hgl
|
||||
{
|
||||
protected:
|
||||
|
||||
SortedSets<Widget *> widgets_set;
|
||||
SortedSet<Widget *> widgets_set;
|
||||
|
||||
public:
|
||||
|
||||
|
@@ -7,10 +7,10 @@
|
||||
#include<hgl/shadergen/ShaderCreateInfoMap.h>
|
||||
#include<hgl/graph/RenderTargetOutputConfig.h>
|
||||
#include<hgl/graph/mtl/MaterialConfig.h>
|
||||
#include<hgl/graph/mtl/ShaderBuffer.h>
|
||||
#include<hgl/graph/mtl/ShaderBufferSource.h>
|
||||
#include<hgl/graph/VKSamplerType.h>
|
||||
|
||||
namespace hgl{namespace graph
|
||||
namespace hgl::graph
|
||||
{
|
||||
struct GPUDeviceAttribute;
|
||||
struct UBODescriptor;
|
||||
@@ -92,5 +92,4 @@ namespace hgl{namespace graph
|
||||
bool CreateShader();
|
||||
};//class MaterialCreateInfo
|
||||
}//namespace mtl
|
||||
}//namespace graph
|
||||
}//namespace hgl
|
||||
}//namespace hgl::graph
|
||||
|
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include<hgl/graph/VKShaderDescriptorSet.h>
|
||||
#include<hgl/graph/mtl/ShaderBuffer.h>
|
||||
#include<hgl/graph/mtl/ShaderBufferSource.h>
|
||||
#include<hgl/type/Map.h>
|
||||
|
||||
namespace hgl{namespace graph{
|
||||
@@ -41,7 +41,7 @@ public:
|
||||
|
||||
bool hasStruct(const AnsiString &name) const
|
||||
{
|
||||
return(struct_map.KeyExist(name));
|
||||
return(struct_map.ContainsKey(name));
|
||||
}
|
||||
|
||||
const UBODescriptor *AddUBO(uint32_t shader_stage_flag_bits,DescriptorSetType set_type,UBODescriptor *sd);
|
||||
|
@@ -96,7 +96,7 @@ public:
|
||||
void SetMain(const AnsiString &str){main_function=str;}
|
||||
void SetMain(const char *str,const int len)
|
||||
{
|
||||
main_function.SetString(str,len);
|
||||
main_function.fromString(str,len);
|
||||
}
|
||||
|
||||
const AnsiString &GetOutputStruct()const{return output_struct;}
|
||||
|
@@ -15,7 +15,7 @@ public:
|
||||
|
||||
VkShaderStageFlagBits flag=sc->GetShaderStage();
|
||||
|
||||
if(KeyExist(flag))
|
||||
if(ContainsKey(flag))
|
||||
return(false);
|
||||
|
||||
ObjectMap<VkShaderStageFlagBits,ShaderCreateInfo>::Add(flag,sc);
|
||||
|
@@ -74,7 +74,7 @@ public:
|
||||
bool AddInput(I &item){return input.Add(item);}
|
||||
bool AddOutput(O &item){return output.Add(item);}
|
||||
|
||||
bool hasInput(const char *name)const{return input.IsMember(name);} ///<是否有指定输入
|
||||
bool hasInput(const char *name)const{return input.Contains(name);} ///<是否有指定输入
|
||||
|
||||
public:
|
||||
|
||||
|
@@ -1,6 +1,7 @@
|
||||
add_subdirectory(Util)
|
||||
add_subdirectory(ShaderGen)
|
||||
add_subdirectory(SceneGraph)
|
||||
add_subdirectory(Work)
|
||||
#add_subdirectory(Tools)
|
||||
add_subdirectory(GUI)
|
||||
add_subdirectory(JoltPhysics/Build)
|
||||
#add_subdirectory(GUI)
|
||||
#add_subdirectory(JoltPhysics/Build)
|
||||
|
@@ -41,7 +41,7 @@ namespace hgl
|
||||
{
|
||||
if(!f)return(false);
|
||||
|
||||
if(form_list.KeyExist(f))
|
||||
if(form_list.ContainsKey(f))
|
||||
return(false);
|
||||
|
||||
Vector2f size=f->GetSize();
|
||||
|
@@ -37,7 +37,7 @@ namespace hgl
|
||||
bool ThemeForm::BeginRender()
|
||||
{
|
||||
if(!cmd_buf->Begin())return(false);
|
||||
if(!cmd_buf->BindFramebuffer(render_target->GetRenderPass(),render_target->GetFramebuffer()))return(false);
|
||||
if(!cmd_buf->BindRenderTarget(render_target->GetRenderPass(),render_target->GetFramebuffer()))return(false);
|
||||
|
||||
cmd_buf->SetClearColor(0,0,0,0,1.0f);
|
||||
|
||||
|
@@ -36,13 +36,45 @@ SET(GEOMETRY_FILES ${SG_INCLUDE_PATH}/InlineGeometry.h
|
||||
|
||||
SOURCE_GROUP("Geometry" FILES ${GEOMETRY_FILES})
|
||||
|
||||
SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h)
|
||||
SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h
|
||||
${SG_INCLUDE_PATH}/ShadowPolicy.h)
|
||||
|
||||
source_group("Light" FILES ${LIGHT_FILES})
|
||||
|
||||
SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneInfo.h
|
||||
SET(SGM_HEADER_PATH ${SG_INCLUDE_PATH}/module)
|
||||
SET(SGM_SOURCE_PATH module)
|
||||
|
||||
SET(GRAPH_MODULE_FILES ${SGM_HEADER_PATH}/GraphModule.h
|
||||
${SGM_HEADER_PATH}/GraphModuleManager.h
|
||||
${SGM_HEADER_PATH}/RenderPassManager.h
|
||||
${SGM_HEADER_PATH}/TextureManager.h
|
||||
${SGM_HEADER_PATH}/RenderTargetManager.h
|
||||
|
||||
${SGM_HEADER_PATH}/RenderModule.h
|
||||
${SGM_HEADER_PATH}/SwapchainModule.h
|
||||
|
||||
${SGM_SOURCE_PATH}/GraphModule.cpp
|
||||
${SGM_SOURCE_PATH}/GraphModuleManager.cpp
|
||||
${SGM_SOURCE_PATH}/RenderPassManager.cpp
|
||||
${SGM_SOURCE_PATH}/TextureManager.cpp
|
||||
${SGM_SOURCE_PATH}/RenderTargetManager.cpp
|
||||
|
||||
${SGM_SOURCE_PATH}/SwapChainModule.cpp
|
||||
)
|
||||
|
||||
source_group("Framework\\Module" FILES ${GRAPH_MODULE_FILES})
|
||||
|
||||
SET(GRAPH_FRAMEWORK_FILES ${SG_INCLUDE_PATH}/RenderFramework.h
|
||||
RenderFramework.cpp)
|
||||
|
||||
source_group("Framework" FILES ${GRAPH_FRAMEWORK_FILES})
|
||||
|
||||
SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneManager.h
|
||||
${SG_INCLUDE_PATH}/SceneNodeAttributes.h
|
||||
${SG_INCLUDE_PATH}/SceneNode.h
|
||||
${SG_INCLUDE_PATH}/ShadowPolicy.h
|
||||
${SG_INCLUDE_PATH}/RenderNode.h
|
||||
${SG_INCLUDE_PATH}/SceneMatrix.h
|
||||
${SG_INCLUDE_PATH}/SceneOrient.h
|
||||
${SG_INCLUDE_PATH}/RenderList.h
|
||||
${SG_INCLUDE_PATH}/MaterialRenderList.h
|
||||
@@ -54,11 +86,15 @@ SET(SCENE_GRAPH_SOURCE RenderList.cpp
|
||||
RenderAssignBuffer.h
|
||||
RenderAssignBuffer.cpp
|
||||
SceneNode.cpp
|
||||
SceneOrient.cpp)
|
||||
SceneOrient.cpp
|
||||
SceneMatrix.cpp
|
||||
)
|
||||
|
||||
SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
|
||||
|
||||
SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/StaticMesh.h)
|
||||
SET(STATIC_MESH_HEADER_FILES ${SG_INCLUDE_PATH}/StaticMesh.h
|
||||
${SG_INCLUDE_PATH}/StaticMeshLODPolicy.h)
|
||||
|
||||
SET(STATIC_MESH_SOURCE_FILES StaticMesh.cpp)
|
||||
|
||||
SOURCE_GROUP("Scene Graph\\Static Mesh" FILES ${STATIC_MESH_HEADER_FILES} ${STATIC_MESH_SOURCE_FILES})
|
||||
@@ -153,11 +189,7 @@ SET(VK_DEVICE_SOURCE Vulkan/VKDeviceMemory.cpp
|
||||
Vulkan/VKDeviceImage.cpp
|
||||
Vulkan/VKDeviceSampler.cpp
|
||||
Vulkan/VKDeviceMaterial.cpp
|
||||
Vulkan/VKDeviceFramebuffer.cpp
|
||||
Vulkan/VKDeviceSwapchain.cpp
|
||||
Vulkan/VKDeviceRenderPass.cpp
|
||||
Vulkan/VKDeviceRenderPassManage.cpp
|
||||
Vulkan/VKDeviceRenderTarget.cpp)
|
||||
Vulkan/VKDeviceFramebuffer.cpp)
|
||||
|
||||
SET(VK_PHYSICAL_DEVICE_SOURCE ${SG_INCLUDE_PATH}/VKPhysicalDevice.h
|
||||
Vulkan/VKPhysicalDevice.cpp
|
||||
@@ -215,7 +247,6 @@ SET(VK_RENDER_CONTEXT_SOURCE ${SG_INCLUDE_PATH}/VKRenderContext.h
|
||||
SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
|
||||
${SG_INCLUDE_PATH}/VKPipeline.h
|
||||
${SG_INCLUDE_PATH}/VKRenderPass.h
|
||||
${SG_INCLUDE_PATH}/VKRenderTarget.h
|
||||
${SG_INCLUDE_PATH}/VKSwapchain.h
|
||||
${SG_INCLUDE_PATH}/VKSemaphore.h
|
||||
${SG_INCLUDE_PATH}/VKFence.h
|
||||
@@ -227,13 +258,23 @@ SET(VK_RENDER_PASS_SOURCE ${SG_INCLUDE_PATH}/VKFramebuffer.h
|
||||
Vulkan/VKPipelineCache.cpp
|
||||
#Vulkan/VKSubpass.cpp
|
||||
Vulkan/VKRenderPass.cpp
|
||||
Vulkan/VKRenderTarget.cpp
|
||||
Vulkan/VKSwapchainRenderTarget.cpp
|
||||
Vulkan/VKSwapchain.cpp
|
||||
)
|
||||
|
||||
SOURCE_GROUP("Vulkan\\Render Pass" FILES ${VK_RENDER_PASS_SOURCE})
|
||||
|
||||
SET(VK_RENDER_TARGET_SOURCE ${SG_INCLUDE_PATH}/VKRenderTarget.h
|
||||
${SG_INCLUDE_PATH}/VKRenderTargetData.h
|
||||
${SG_INCLUDE_PATH}/VKRenderTargetSingle.h
|
||||
${SG_INCLUDE_PATH}/VKRenderTargetMultiFrame.h
|
||||
${SG_INCLUDE_PATH}/VKRenderTargetSwapchain.h
|
||||
Vulkan/VKRenderTarget.cpp
|
||||
Vulkan/VKRenderTargetData.cpp
|
||||
Vulkan/VKSwapchainRenderTarget.cpp
|
||||
)
|
||||
|
||||
SOURCE_GROUP("Vulkan\\Render Target" FILES ${VK_RENDER_TARGET_SOURCE})
|
||||
|
||||
SOURCE_GROUP("Vulkan\\Render Context" FILES ${VK_RENDER_CONTEXT_SOURCE})
|
||||
|
||||
SET(VK_CMD_BUFFER_SOURCE ${SG_INCLUDE_PATH}/VKCommandBuffer.h
|
||||
@@ -264,17 +305,29 @@ ENDIF(WIN32)
|
||||
IF(UNIX)
|
||||
|
||||
IF(ANDROID)
|
||||
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/AndroidVulkan.cpp)
|
||||
SET(VULKAN_SURFACE_SOURCE Vulkan/platform/AndroidVulkan.cpp)
|
||||
ELSE()
|
||||
IF(APPLE)
|
||||
|
||||
|
||||
|
||||
IF(APPLE)
|
||||
if(CMAKE_SYSTEM_NAME STREQUAL "iOS" OR CMAKE_OSX_SYSROOT MATCHES ".*iPhone.*")
|
||||
message(STATUS "Targeting iOS")
|
||||
set(VULKAN_SURFACE_SOURCE Vulkan/platform/iOSVulkan.cpp)
|
||||
elseif(CMAKE_SYSTEM_NAME STREQUAL "Darwin" OR CMAKE_OSX_SYSROOT MATCHES ".*MacOSX.*")
|
||||
message(STATUS "Targeting macOS")
|
||||
set(VULKAN_SURFACE_SOURCE Vulkan/platform/MacVulkan.cpp)
|
||||
else()
|
||||
message(FATAL_ERROR "Unknown Apple platform")
|
||||
endif()
|
||||
ELSE()
|
||||
|
||||
SET(VULKAN_SURFACE_SOURCE Vulkan/Platform/XCBVulkan.cpp)
|
||||
find_package(PkgConfig REQUIRED)
|
||||
pkg_check_modules(WAYLAND_CLIENT wayland-client)
|
||||
if(WAYLAND_CLIENT_FOUND)
|
||||
message(STATUS "Targeting Wayland")
|
||||
set(VULKAN_SURFACE_SOURCE Vulkan/platform/WaylandVulkan.cpp)
|
||||
else()
|
||||
message(STATUS "Targeting XCB")
|
||||
set(VULKAN_SURFACE_SOURCE Vulkan/platform/XCBVulkan.cpp)
|
||||
endif()
|
||||
ENDIF()
|
||||
|
||||
ENDIF()
|
||||
|
||||
ENDIF(UNIX)
|
||||
@@ -296,6 +349,7 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
|
||||
${VK_TEXTURE_SOURCE}
|
||||
${VK_MATERIAL_SOURCE}
|
||||
${VK_RENDER_PASS_SOURCE}
|
||||
${VK_RENDER_TARGET_SOURCE}
|
||||
#${VK_RENDER_CONTEXT_SOURCE}
|
||||
${VK_CMD_BUFFER_SOURCE}
|
||||
${VK_RENDERABLE_SOURCE}
|
||||
@@ -307,6 +361,9 @@ add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
|
||||
${GEOMETRY_FILES}
|
||||
${LIGHT_FILES}
|
||||
|
||||
${GRAPH_MODULE_FILES}
|
||||
${GRAPH_FRAMEWORK_FILES}
|
||||
|
||||
${SG_TEXTURE_SOURCE}
|
||||
${TILE_SOURCE}
|
||||
${SG_VDM_SOURCE}
|
||||
|
@@ -26,22 +26,13 @@
|
||||
这样就可以保证所有的渲染操作就算要切VBO,也不需要切换INDIRECT缓冲区,定位指令也很方便。
|
||||
*/
|
||||
|
||||
template<>
|
||||
int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &obj_one,const hgl::graph::RenderNode &obj_two) const
|
||||
VK_NAMESPACE_BEGIN
|
||||
const int RenderNode::compare(const RenderNode &other)const
|
||||
{
|
||||
hgl::int64 off;
|
||||
|
||||
hgl::graph::Renderable *ri_one=obj_one.scene_node->GetRenderable();
|
||||
hgl::graph::Renderable *ri_two=obj_two.scene_node->GetRenderable();
|
||||
|
||||
//比较管线
|
||||
{
|
||||
off=ri_one->GetPipeline()
|
||||
-ri_two->GetPipeline();
|
||||
|
||||
if(off)
|
||||
return off;
|
||||
}
|
||||
hgl::graph::Renderable *ri_one=other.scene_node->GetRenderable();
|
||||
hgl::graph::Renderable *ri_two=scene_node->GetRenderable();
|
||||
|
||||
auto *prim_one=ri_one->GetPrimitive();
|
||||
auto *prim_two=ri_two->GetPrimitive();
|
||||
@@ -72,8 +63,8 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
|
||||
|
||||
//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
|
||||
|
||||
float foff=obj_one.to_camera_distance
|
||||
-obj_two.to_camera_distance;
|
||||
float foff=other.to_camera_distance
|
||||
-to_camera_distance;
|
||||
|
||||
if(foff>0)
|
||||
return 1;
|
||||
@@ -81,18 +72,17 @@ int Comparator<hgl::graph::RenderNode>::compare(const hgl::graph::RenderNode &ob
|
||||
return -1;
|
||||
}
|
||||
|
||||
VK_NAMESPACE_BEGIN
|
||||
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,Material *m)
|
||||
MaterialRenderList::MaterialRenderList(GPUDevice *d,bool l2w,const RenderPipelineIndex &rpi)
|
||||
{
|
||||
device=d;
|
||||
cmd_buf=nullptr;
|
||||
material=m;
|
||||
rp_index=rpi;
|
||||
|
||||
camera_info=nullptr;
|
||||
|
||||
assign_buffer=new RenderAssignBuffer(device,material);
|
||||
assign_buffer=new RenderAssignBuffer(device,rp_index.material);
|
||||
|
||||
vab_list=new VABList(material->GetVertexInput()->GetCount());
|
||||
vab_list=new VABList(rp_index.material->GetVertexInput()->GetCount());
|
||||
|
||||
icb_draw=nullptr;
|
||||
icb_draw_indexed=nullptr;
|
||||
@@ -111,10 +101,12 @@ void MaterialRenderList::Add(SceneNode *sn)
|
||||
{
|
||||
RenderNode rn;
|
||||
|
||||
rn.index =rn_list.GetCount();
|
||||
|
||||
rn.scene_node =sn;
|
||||
|
||||
rn.l2w_version=sn->GetLocalToWorldMatrixVersion();
|
||||
rn.l2w_index=0;
|
||||
rn.l2w_version =sn->GetLocalToWorldMatrixVersion();
|
||||
rn.l2w_index =0;
|
||||
|
||||
rn.world_position =sn->GetWorldPosition();
|
||||
|
||||
@@ -187,9 +179,32 @@ void MaterialRenderList::UpdateLocalToWorld()
|
||||
}
|
||||
}
|
||||
|
||||
void MaterialRenderList::UpdateMaterialInstance(SceneNode *sn)
|
||||
{
|
||||
if(!sn)return;
|
||||
|
||||
if(!assign_buffer)
|
||||
return;
|
||||
|
||||
const int node_count=rn_list.GetCount();
|
||||
|
||||
if(node_count<=0)return;
|
||||
RenderNode *rn=rn_list.GetData();
|
||||
|
||||
for(int i=0;i<node_count;i++)
|
||||
{
|
||||
if(rn->scene_node==sn)
|
||||
{
|
||||
assign_buffer->UpdateMaterialInstance(rn);
|
||||
return;
|
||||
}
|
||||
|
||||
++rn;
|
||||
}
|
||||
}
|
||||
|
||||
void MaterialRenderList::RenderItem::Set(Renderable *ri)
|
||||
{
|
||||
pipeline=ri->GetPipeline();
|
||||
mi =ri->GetMaterialInstance();
|
||||
pdb =ri->GetDataBuffer();
|
||||
prd =ri->GetRenderData();
|
||||
@@ -222,6 +237,7 @@ void MaterialRenderList::WriteICB(VkDrawIndirectCommand *dicp,RenderItem *ri)
|
||||
dicp->firstVertex =ri->prd->vertex_offset;
|
||||
dicp->firstInstance =ri->first_instance;
|
||||
}
|
||||
|
||||
void MaterialRenderList::WriteICB(VkDrawIndexedIndirectCommand *diicp,RenderItem *ri)
|
||||
{
|
||||
diicp->indexCount =ri->prd->index_count;
|
||||
@@ -253,7 +269,6 @@ void MaterialRenderList::Stat()
|
||||
ri->instance_count=1;
|
||||
ri->Set(ro);
|
||||
|
||||
last_pipeline =ri->pipeline;
|
||||
last_data_buffer=ri->pdb;
|
||||
last_vdm =ri->pdb->vdm;
|
||||
last_render_data=ri->prd;
|
||||
@@ -264,14 +279,13 @@ void MaterialRenderList::Stat()
|
||||
{
|
||||
ro=rn->scene_node->GetRenderable();
|
||||
|
||||
if(last_pipeline==ro->GetPipeline())
|
||||
if(last_data_buffer->Comp(ro->GetDataBuffer()))
|
||||
if(last_render_data->_Comp(ro->GetRenderData())==0)
|
||||
{
|
||||
++ri->instance_count;
|
||||
++rn;
|
||||
continue;
|
||||
}
|
||||
if(*last_data_buffer==*ro->GetDataBuffer())
|
||||
if(*last_render_data==*ro->GetRenderData())
|
||||
{
|
||||
++ri->instance_count;
|
||||
++rn;
|
||||
continue;
|
||||
}
|
||||
|
||||
if(ri->pdb->vdm)
|
||||
{
|
||||
@@ -291,7 +305,6 @@ void MaterialRenderList::Stat()
|
||||
ri->instance_count=1;
|
||||
ri->Set(ro);
|
||||
|
||||
last_pipeline =ri->pipeline;
|
||||
last_data_buffer=ri->pdb;
|
||||
last_vdm =ri->pdb->vdm;
|
||||
last_render_data=ri->prd;
|
||||
@@ -385,17 +398,7 @@ void MaterialRenderList::ProcIndirectRender()
|
||||
|
||||
void MaterialRenderList::Render(RenderItem *ri)
|
||||
{
|
||||
if(last_pipeline!=ri->pipeline)
|
||||
{
|
||||
cmd_buf->BindPipeline(ri->pipeline);
|
||||
last_pipeline=ri->pipeline;
|
||||
|
||||
last_data_buffer=nullptr;
|
||||
|
||||
//这里未来尝试换pipeline同时不换mi/primitive是否需要重新绑定mi/primitive
|
||||
}
|
||||
|
||||
if(!ri->pdb->Comp(last_data_buffer)) //换buf了
|
||||
if(!last_data_buffer||*(ri->pdb)!=*last_data_buffer) //换buf了
|
||||
{
|
||||
if(indirect_draw_count) //如果有间接绘制的数据,赶紧给画了
|
||||
ProcIndirectRender();
|
||||
@@ -406,7 +409,7 @@ void MaterialRenderList::Render(RenderItem *ri)
|
||||
BindVAB(ri->pdb,ri->first_instance);
|
||||
|
||||
if(ri->pdb->ibo)
|
||||
cmd_buf->BindIBO(ri->pdb->ibo);
|
||||
cmd_buf->BindIBO(ri->pdb->ibo);
|
||||
}
|
||||
|
||||
if(ri->pdb->vdm)
|
||||
@@ -433,15 +436,16 @@ void MaterialRenderList::Render(RenderCmdBuffer *rcb)
|
||||
|
||||
cmd_buf=rcb;
|
||||
|
||||
last_pipeline =nullptr;
|
||||
cmd_buf->BindPipeline(rp_index.pipeline);
|
||||
|
||||
last_data_buffer=nullptr;
|
||||
last_vdm =nullptr;
|
||||
last_render_data=nullptr;
|
||||
|
||||
if(assign_buffer)
|
||||
assign_buffer->Bind(material);
|
||||
assign_buffer->Bind(rp_index.material);
|
||||
|
||||
cmd_buf->BindDescriptorSets(material);
|
||||
cmd_buf->BindDescriptorSets(rp_index.material);
|
||||
|
||||
RenderItem *ri=ri_array.GetData();
|
||||
for(uint i=0;i<ri_count;i++)
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user