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VkeNodeData.h
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
/* Contact chebert@nvidia.com (Chris Hebert) for feedback */
#ifndef __H_VKE_NODE_DATA_
#define __H_VKE_NODE_DATA_
#pragma once
#include "Node.h"
#include "VkeBuffer.h"
#include "VkeMesh.h"
#include "WMath.h"
#include <algorithm>
#include <map>
typedef struct _VkeNodeUniform
{
nvmath::mat4f view_matrix;
nvmath::mat4f normal_matrix;
nvmath::vec4i lookup;
nvmath::vec4f p1[3];
} VkeNodeUniform;
class VkeNodeData : public VkeBuffer<VkeNodeUniform>
{
public:
typedef size_t ID;
typedef std::vector<VkeNodeData*> Map;
typedef size_t Count;
class List
{
public:
List();
~List();
VkeNodeData* newData();
VkeNodeData* newData(const VkeNodeData::ID& inID);
void addData(VkeNodeData* const inData);
VkeNodeData* getData(const ID& inID);
void update();
void update(VkeNodeUniform* inData, uint32_t inInstanceCount = 1);
ID nextID();
Count count();
void getDescriptors(VkDescriptorBufferInfo* outDescriptor);
void getMeshes(VkeMesh** outMeshes);
void sortByMaterialID();
void sortByOpacity();
void sortByMeshID();
private:
VkeNodeData::Map m_data;
std::vector<VkeNodeData::ID> m_deleted_keys;
};
VkeNodeData();
VkeNodeData(const ID& inID);
~VkeNodeData();
void setMesh(VkeMesh* inMesh) { m_mesh = inMesh; }
VkeMesh* getMesh() { return m_mesh; }
Node* getNode() { return m_node; }
inline void setIndex(size_t inIndex) { m_index = inIndex; }
void initNodeData();
void initNodeDataSubAlloc();
void updateFromNode();
void updateFromNode(Node* const inNode, VkCommandBuffer* inBuffer = NULL);
void updateFromNode(VkCommandBuffer* inBuffer);
void updateFromNode(Node* const inNode, VkeNodeUniform* inData, uint32_t inInstanceCount = 1);
void updateFromNode(VkeNodeUniform* inData, uint32_t inInstanceCount = 1);
void updateConstantVKBufferData(VkCommandBuffer* inBuffer = NULL);
void updateVKBufferData(VkeNodeUniform* inData);
void bind(VkCommandBuffer* inBuffer);
void setLayer(uint32_t inLayer) { m_layer = inLayer; }
uint32_t getLayer() { return m_layer; }
Node* m_node;
VkeMesh* m_mesh;
uint32_t m_layer;
bool m_needs_buffer_update;
};
#endif