upgraded codes and then it can run.
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@@ -1,7 +1,7 @@
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#ifndef HGL_GRAPH_SCENE_NODE_INCLUDE
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#define HGL_GRAPH_SCENE_NODE_INCLUDE
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#include<hgl/type/List.h>
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#include<hgl/type/ObjectList.h>
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#include<hgl/graph/SceneOrient.h>
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#include<hgl/graph/VK.h>
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#include<hgl/graph/AABB.h>
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@@ -3,8 +3,8 @@
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#include<hgl/io/InputStream.h>
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#include<hgl/type/String.h>
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#include<hgl/graph/Bitmap.h>
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#include<hgl/graph/VKFormat.h>
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#include<hgl/graph/BitmapData.h>
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namespace hgl
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{
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namespace graph
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@@ -1,32 +1,17 @@
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#ifndef HGL_GRAPH_TILE_DATA_INCLUDE
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#define HGL_GRAPH_TILE_DATA_INCLUDE
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#include<hgl/type/Map.h>
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#include<hgl/type/Pool.h>
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#include<hgl/type/RectScope.h>
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#include<hgl/graph/Bitmap.h>
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#include<hgl/graph/BitmapData.h>
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#include<hgl/graph/ImageRegion.h>
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#include<hgl/graph/tile/TileObject.h>
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#include<hgl/graph/VKTexture.h>
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VK_NAMESPACE_USING
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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 TileUVPixel=RectScope2i;
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using TileUVFloat=RectScope2f;
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using TileUVFloatList=List<TileUVFloat>;
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using TileUVFloatMap=Map<u32char,TileUVFloat>;
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struct TileObject
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{
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int col,row; //当前tile在整个纹理中的tile位置
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TileUVPixel uv_pixel; //以象素为单位的tile位置和尺寸
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TileUVFloat uv_float; //以浮点为单位的tile位置和尺寸
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};//struct TileObject
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/**
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* TileData是一种处理大量等同尺寸及格式贴图的管理机制,程序会自动根据显卡最大贴图处理能力来创建尽可能符合需求的贴图。(注:Tile的大小不必符合2次幂)
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* Tile的增加或删除,程序会自动排序,尽可能小的减少I/O消耗。
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@@ -1,6 +1,7 @@
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#ifndef HGL_GRAPH_VULKAN_INCLUDE
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#define HGL_GRAPH_VULKAN_INCLUDE
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#include<hgl/type/List.h>
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#include<hgl/math/Math.h>
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#include<hgl/type/String.h>
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#include<hgl/type/Map.h>
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@@ -64,7 +64,7 @@ public:
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{
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if(index>=cv_count)return;
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hgl_cpy(clear_values[index].color.float32,cc.rgba,4);
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hgl_cpy(clear_values[index].stop_color.float32,cc.rgba,4);
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}
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void SetClearDepthStencil(uint32_t index,float d=1.0f,float s=0)
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@@ -2,6 +2,7 @@
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#define HGL_GRAPH_DESCRIPTOR_BINDING_MANAGE_INCLUDE
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#include<hgl/type/Map.h>
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#include<hgl/type/String.h>
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#include<hgl/graph/VKDescriptorSetType.h>
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namespace hgl
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{
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@@ -3,6 +3,7 @@
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#include<hgl/graph/VK.h>
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#include<hgl/type/Map.h>
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#include<hgl/type/ObjectList.h>
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#include<hgl/type/SortedSets.h>
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VK_NAMESPACE_BEGIN
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class DeviceBuffer;
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@@ -5,8 +5,9 @@
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#include<hgl/type/String.h>
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#include<hgl/type/Map.h>
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#include<hgl/type/RectScope.h>
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#include<hgl/graph/ImageRegion.h>
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#include<hgl/platform/Window.h>
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#include<hgl/graph/Bitmap.h>
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#include<hgl/graph/BitmapData.h>
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#include<hgl/graph/font/Font.h>
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKDeviceAttribute.h>
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@@ -2,7 +2,7 @@
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#define HGL_GRAPH_VULKAN_INSTANCE_INCLUDE
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#include<hgl/type/String.h>
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#include<hgl/type/List.h>
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#include<hgl/type/ObjectList.h>
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#include<hgl/platform/Window.h>
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#include<hgl/graph/VKPhysicalDevice.h>
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#include<hgl/graph/VKDebugOut.h>
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@@ -3,7 +3,7 @@
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/type/List.h>
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#include<hgl/type/ObjectList.h>
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VK_NAMESPACE_BEGIN
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/**
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* RenderPass功能封装<br>
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@@ -13,7 +13,7 @@
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#include<hgl/graph/VertexAttribData.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/graph/font/TextPrimitive.h>
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#include<hgl/type/ResManage.h>
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#include<hgl/type/ObjectManage.h>
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#include<hgl/shadergen/MaterialCreateInfo.h>
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#include<hgl/graph/VKDescriptorBindingManage.h>
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@@ -43,14 +43,14 @@ class RenderResource
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Map<AnsiString,Material *> material_by_name;
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Map<OSString,Texture *> texture_by_name;
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IDResManage<MaterialID, Material> rm_material; ///<材质合集
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IDResManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDResManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDResManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDResManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDResManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDResManage<TextureID, Texture> rm_textures; ///<纹理合集
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IDResManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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IDObjectManage<MaterialID, Material> rm_material; ///<材质合集
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IDObjectManage<MaterialInstanceID, MaterialInstance> rm_material_instance; ///<材质实例合集
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IDObjectManage<DescriptorSetID, DescriptorSet> rm_desc_sets; ///<描述符合集
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IDObjectManage<PrimitiveID, Primitive> rm_primitives; ///<图元合集
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IDObjectManage<BufferID, DeviceBuffer> rm_buffers; ///<顶点缓冲区合集
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IDObjectManage<SamplerID, Sampler> rm_samplers; ///<采样器合集
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IDObjectManage<TextureID, Texture> rm_textures; ///<纹理合集
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IDObjectManage<RenderableID, Renderable> rm_renderables; ///<渲染实例集合集
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public:
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@@ -4,7 +4,7 @@
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#include<hgl/graph/VK.h>
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#include<hgl/graph/VKMemory.h>
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#include<hgl/graph/VKImageView.h>
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#include<hgl/graph/Bitmap.h>
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#include<hgl/graph/BitmapData.h>
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#include<hgl/type/String.h>
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#include<hgl/graph/VKTextureCreateInfo.h>
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VK_NAMESPACE_BEGIN
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@@ -9,6 +9,8 @@ namespace hgl
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{
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namespace graph
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{
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using TileUVFloatMap=Map<u32char,RectScope2f>;
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using TileResPool=ResPool<u32char,TileObject *>;
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/**
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