SceneTreeToRenderList
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CMCore
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CMCore
@ -1 +1 @@
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Subproject commit 74f7f146ba6b79fd904f6fd47f4dbee0750831f6
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Subproject commit f52b7ac971305bc1e3e987a7de919e891fdc4d6e
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@ -5,12 +5,15 @@
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/type/Color4f.h>
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#include<hgl/type/Sets.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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struct MVPArray;
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using SceneNodeList=List<SceneNode *>;
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class RenderList
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{
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GPUDevice *device;
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@ -22,7 +25,7 @@ namespace hgl
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MVPArray *mvp_array;
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List<SceneNode *> scene_node_list;
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SceneNodeList *scene_node_list;
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Pipeline * last_pipeline;
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RenderableInstance *last_ri;
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@ -49,20 +52,40 @@ namespace hgl
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class SceneTreeToRenderList
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{
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using PipelineSets=Sets<Pipeline *>;
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using MaterialSets=Sets<Material *>;
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using MatInstanceSets=Sets<MaterialInstance *>;
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protected:
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GPUDevice *device;
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public:
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protected:
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Camera * camera;
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CameraMatrix * camera_matrix;
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Frustum frustum;
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public:
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protected:
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SceneNodeList * scene_node_list; ///<场景节点列表
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PipelineSets pipeline_sets; ///<管线合集
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MaterialSets material_sets; ///<材质合集
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MatInstanceSets mat_instance_sets; ///<材质实例合集
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RenderList * render_list;
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protected:
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virtual uint32 CameraLength(SceneNode *,SceneNode *); ///<摄像机距离比较函数
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virtual bool InFrustum(const SceneNode *,void *); ///<平截头截剪函数
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virtual bool Begin();
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virtual bool Expend(SceneNode *);
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virtual bool End();
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public:
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SceneTreeToRenderList(GPUDevice *d)
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@ -70,8 +93,13 @@ namespace hgl
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device=d;
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camera=nullptr;
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camera_matrix=nullptr;
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scene_node_list=nullptr;
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render_list=nullptr;
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}
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virtual ~SceneTreeToRenderList();
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virtual bool Expend(RenderList *,Camera *,SceneNode *);
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};//class SceneTreeToRenderList
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}//namespace graph
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@ -1,9 +1,14 @@
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#include<hgl/graph/RenderList.h>
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#include<hgl/graph/RenderList.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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SceneTreeToRenderList::~SceneTreeToRenderList()
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{
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SAFE_CLEAR(scene_node_list);
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}
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uint32 SceneTreeToRenderList::CameraLength(SceneNode *,SceneNode *)
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{
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}
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@ -12,6 +17,46 @@ namespace hgl
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{
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}
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bool SceneTreeToRenderList::Begin()
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{
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if(!scene_node_list)
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scene_node_list=new SceneNodeList;
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scene_node_list->ClearData();
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pipeline_sets.ClearData();
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material_sets.ClearData();
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mat_instance_sets.ClearData();
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return(true);
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}
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/**
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* 理论上讲,我们需要按以下顺序排序
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*
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* for(material)
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* for(pipeline)
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* for(material_instance)
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* for(vbo)
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*/
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bool SceneTreeToRenderList::End()
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{
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}
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bool SceneTreeToRenderList::Expend(SceneNode *sn)
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{
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if(!sn)return(false);
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if(sn->renderable_instances.GetCount()>0)
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scene_node_list->Add(sn);
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for(SceneNode *sub:sn->SubNode)
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Expend(sub);
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return(true);
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}
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bool SceneTreeToRenderList::Expend(RenderList *rl,Camera *c,SceneNode *sn)
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{
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if(!device)return(false);
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@ -23,7 +68,11 @@ namespace hgl
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//Frustum f;
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render_list=rl;
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Begin();
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Expend(sn);
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End();
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}
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}//namespace graph
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}//namespace hgl
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