Scene增加RenderFramework属性,SceneNode增加获取RenderFramework功能
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@@ -6,12 +6,16 @@
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namespace hgl::graph
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{
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class RenderFramework;
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/**
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* 场景管理器<Br>
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* 管理一个场景中的所有资源与场景节点
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*/
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class Scene
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{
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RenderFramework *render_framework=nullptr; ///<渲染框架
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U8String SceneName; ///<场景名称
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ObjectList<SceneNode> SceneNodePool; ///<场景节点池
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@@ -28,10 +32,17 @@ namespace hgl::graph
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SceneNode * GetRootNode (){return root_node;} ///<获取场景根节点
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RenderFramework * GetRenderFramework()const
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{
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return render_framework;
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}
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public:
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Scene()
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Scene(RenderFramework *rf)
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{
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render_framework=rf;
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root_node=new SceneNode(this);
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}
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@@ -18,6 +18,8 @@ namespace hgl::graph
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//每个SceneNode都要记录Scene来区分自己属于那个场景
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//这个场景可能是一个确实是一个场景,也有可能只是一个StaticMesh
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class CameraControl;
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using SceneNodeID =int64;
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using SceneNodeList =ObjectList<SceneNode>;
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@@ -60,6 +62,8 @@ namespace hgl::graph
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public:
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Scene * GetScene()const{ return main_scene; } ///<取得主场景
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RenderFramework * GetRenderFramework()const; ///<取得渲染框架
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CameraControl * GetCameraControl()const; ///<取得默认摄像机控制器
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const SceneNodeID & GetNodeID ()const { return node_id; } ///<取得节点ID
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const SceneNodeName & GetNodeName ()const { return node_name; } ///<取得节点名称
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@@ -134,7 +134,7 @@ bool RenderFramework::Init(uint w,uint h)
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render_resource=new RenderResource(device);
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OnChangeDefaultScene(new Scene);
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OnChangeDefaultScene(new Scene(this));
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default_camera=new Camera();
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@@ -2,9 +2,20 @@
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#include<hgl/component/SceneComponent.h>
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#include<hgl/graph/Mesh.h>
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#include<hgl/graph/Scene.h>
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#include<hgl/graph/RenderFramework.h>
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namespace hgl::graph
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{
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RenderFramework *SceneNode::GetRenderFramework()const
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{
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return main_scene?main_scene->GetRenderFramework():nullptr;
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}
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CameraControl *SceneNode::GetCameraControl()const
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{
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return main_scene?main_scene->GetRenderFramework()->GetDefaultCameraControl():nullptr;
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}
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//void SceneNode::SetRenderable(Mesh *ri)
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//{
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// render_obj=ri;
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