Graphics: Add ModelInstance class

This commit is contained in:
Jérôme Leclercq
2021-01-22 23:32:32 +01:00
parent 19783f7755
commit e3e5c4ba8f
4 changed files with 154 additions and 56 deletions

View File

@@ -0,0 +1,52 @@
// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Engine - Graphics module"
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Graphics/ModelInstance.hpp>
#include <Nazara/Core/StackVector.hpp>
#include <Nazara/Graphics/Graphics.hpp>
#include <Nazara/Graphics/MaterialSettings.hpp>
#include <Nazara/Graphics/PredefinedShaderStructs.hpp>
#include <Nazara/Graphics/Debug.hpp>
namespace Nz
{
ModelInstance::ModelInstance(const std::shared_ptr<const MaterialSettings>& settings)
{
Nz::PredefinedInstanceData instanceUboOffsets = Nz::PredefinedInstanceData::GetOffsets();
m_instanceDataBuffer = Graphics::Instance()->GetRenderDevice().InstantiateBuffer(BufferType_Uniform);
if (!m_instanceDataBuffer->Initialize(instanceUboOffsets.totalSize, Nz::BufferUsage_DeviceLocal | Nz::BufferUsage_Dynamic))
throw std::runtime_error("failed to initialize viewer data UBO");
m_shaderBinding = settings->GetRenderPipelineLayout()->AllocateShaderBinding();
// TODO: Use StackVector
StackVector<ShaderBinding::Binding> bindings = NazaraStackVector(ShaderBinding::Binding, 2);
if (std::size_t bindingIndex = settings->GetPredefinedBindingIndex(PredefinedShaderBinding::UboInstanceData); bindingIndex != MaterialSettings::InvalidIndex)
{
bindings.push_back({
bindingIndex,
ShaderBinding::UniformBufferBinding {
m_instanceDataBuffer.get(), 0, m_instanceDataBuffer->GetSize()
}
});
}
if (std::size_t bindingIndex = settings->GetPredefinedBindingIndex(PredefinedShaderBinding::UboViewerData); bindingIndex != MaterialSettings::InvalidIndex)
{
const std::shared_ptr<AbstractBuffer>& instanceDataUBO = Graphics::Instance()->GetViewerDataUBO();
bindings.push_back({
bindingIndex,
ShaderBinding::UniformBufferBinding {
instanceDataUBO.get(), 0, instanceDataUBO->GetSize()
}
});
}
if (!bindings.empty())
m_shaderBinding->Update(bindings.data(), bindings.size());
}
}