增加RenderList代码
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@@ -3,22 +3,24 @@
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#include<hgl/type/List.h>
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#include<hgl/graph/SceneOrient.h>
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#include<hgl/graph/vulkan/VK.h>
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namespace hgl
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{
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namespace graph
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{
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using namespace vulkan;
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class SceneNode;
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struct Camera;
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class Frustum;
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class Renderable;
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typedef List<const SceneNode *> RenderList; ///<渲染列表类型重定义
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using RenderList=List<const SceneNode *>; ///<渲染列表类型重定义
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typedef float (*RenderListCompFunc)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
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using RenderListCompFunc=float (*)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
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float CameraLengthComp(Camera *,SceneNode *,SceneNode *); ///<摄像机距离比较函数
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typedef bool (*FilterSceneNodeFunc)(const SceneNode *,void *); ///<场景节点过滤函数重定义
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using FilterSceneNodeFunc=bool (*)(const SceneNode *,void *); ///<场景节点过滤函数重定义
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bool FrustumClipFilter(const SceneNode *,void *); ///<平截头截减过滤函数
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@@ -40,7 +42,7 @@ namespace hgl
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public:
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List<Renderable *> SubData; ///<可渲染数据
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List<RenderableInstance *> SubData; ///<可渲染数据
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ObjectList<SceneNode> SubNode; ///<子节点
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public:
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@@ -52,7 +54,7 @@ namespace hgl
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ClearRenderable();
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}
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void Add(Renderable *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
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void Add(RenderableInstance *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
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void ClearRenderable(){SubData.Clear();} ///<清除可渲染数据
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void AddSubNode(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
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@@ -63,7 +65,7 @@ namespace hgl
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return sn;
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}
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SceneNode * AddSubNode(Renderable *r,const Matrix4f &m)
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SceneNode * AddSubNode(RenderableInstance *r,const Matrix4f &m)
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{
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if(!r)return(nullptr);
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