standalone RenderList2D

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-24 22:14:43 +08:00
parent 19a20411d8
commit 8e52595123
8 changed files with 73 additions and 179 deletions

View File

@ -6,6 +6,7 @@
#include<hgl/filesystem/FileSystem.h>
#include<hgl/graph/VKRenderablePrimitiveCreater.h>
#include<hgl/graph/mtl/2d/VertexColor2D.h>
#include<hgl/graph/RenderList2D.h>
using namespace hgl;
using namespace hgl::graph;
@ -33,7 +34,7 @@ class TestApp:public VulkanApplicationFramework
private:
SceneNode render_root;
RenderList * render_list =nullptr;
RenderList2D * render_list =nullptr;
MaterialInstance * material_instance =nullptr;
Renderable * render_obj =nullptr;
@ -73,7 +74,7 @@ private:
render_root.RefreshMatrix();
render_list->Expend(GetCameraInfo(),&render_root);
render_list->Expend(&render_root);
return(true);
}
@ -90,7 +91,7 @@ public:
if(!VulkanApplicationFramework::Init(SCREEN_WIDTH,SCREEN_HEIGHT))
return(false);
render_list=new RenderList(device);
render_list=new RenderList2D(device);
if(!InitMaterial())
return(false);

View File

@ -13,25 +13,26 @@ namespace hgl
{
namespace graph
{
using MaterialSets=SortedSets<Material *>;
/**
* <br>
* mvp用UBO/SSBO等数据RenderCommandBuffer
*/
class RenderList
{
protected:
protected:
GPUDevice * device;
RenderCmdBuffer *cmd_buf;
GPUDevice * device;
RenderCmdBuffer * cmd_buf;
private:
RenderNodeList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
GPUArrayBuffer * mvp_array;
CameraInfo camera_info;
RenderNodeComparator *render_node_comparator;
RenderNode3DList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
RenderNode3DComparator *render_node_comparator;
private:
@ -61,49 +62,11 @@ namespace hgl
RenderList(GPUDevice *);
virtual ~RenderList();
virtual bool Expend(const CameraInfo &,SceneNode *);
virtual bool Render(RenderCmdBuffer *);
};//class RenderList
class RenderList2D:public RenderList
{
protected:
virtual bool Begin() override;
virtual bool Expend(SceneNode *) override;
virtual void End() override;
public:
RenderList2D();
virtual ~RenderList2D() override;
virtual bool Expend(SceneNode *);
};
class RenderList3D:public RenderList
{
protected:
CameraInfo camera_info;
GPUArrayBuffer *mvp_array;
protected:
virtual bool Begin() override;
virtual bool Expend(SceneNode *) override;
virtual void End() override;
public:
RenderList3D();
virtual ~RenderList3D() override;
bool Expend(const CameraInfo &,SceneNode *);
};
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_RENDER_LIST_INCLUDE

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@ -1,37 +1,34 @@
#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
#define HGL_GRAPH_RENDER_LIST_INCLUDE
#ifndef HGL_GRAPH_RENDER_LIST_2D_INCLUDE
#define HGL_GRAPH_RENDER_LIST_2D_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/RenderNode.h>
#include<hgl/graph/RenderNode2D.h>
#include<hgl/graph/VKArrayBuffer.h>
#include<hgl/graph/SceneInfo.h>
#include<hgl/color/Color4f.h>
#include<hgl/type/SortedSets.h>
#include<hgl/graph/VKMaterial.h>
namespace hgl
{
namespace graph
{
using MaterialSets=SortedSets<Material *>;
/**
* <br>
* mvp用UBO/SSBO等数据RenderCommandBuffer
*/
class RenderList
class RenderList2D
{
protected:
GPUDevice * device;
RenderCmdBuffer *cmd_buf;
GPUDevice * device;
RenderCmdBuffer * cmd_buf;
private:
RenderNodeList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
// GPUArrayBuffer * mvp_array;
RenderNodeComparator *render_node_comparator;
RenderNode2DList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
RenderNode2DComparator render_node_comparator;
private:
@ -46,7 +43,7 @@ namespace hgl
protected:
virtual bool Begin();
virtual bool Expend(SceneNode *);
virtual bool ExpendNode(SceneNode *);
virtual void End();
private:
@ -59,51 +56,13 @@ namespace hgl
public:
RenderList(GPUDevice *);
virtual ~RenderList();
RenderList2D(GPUDevice *);
virtual ~RenderList2D();
virtual bool Expend(const CameraInfo &,SceneNode *);
virtual bool Expend(SceneNode *);
virtual bool Render(RenderCmdBuffer *);
};//class RenderList
class RenderList2D:public RenderList
{
protected:
virtual bool Begin() override;
virtual bool Expend(SceneNode *) override;
virtual void End() override;
public:
RenderList2D();
virtual ~RenderList2D() override;
virtual bool Expend(SceneNode *);
};
class RenderList3D:public RenderList
{
protected:
CameraInfo camera_info;
GPUArrayBuffer *mvp_array;
protected:
virtual bool Begin() override;
virtual bool Expend(SceneNode *) override;
virtual void End() override;
public:
RenderList3D();
virtual ~RenderList3D() override;
bool Expend(const CameraInfo &,SceneNode *);
};
};//class RenderList2D
}//namespace graph
}//namespace hgl
#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
#endif//HGL_GRAPH_RENDER_LIST_2D_INCLUDE

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@ -1,30 +1,16 @@
#ifndef HGL_GRAPH_RENDER_NODE_2D_INCLUDE
#define HGL_GRAPH_RENDER_NODE_2D_INCLUDE
#include<hgl/math/Vector.h>
#include<hgl/type/List.h>
#include<hgl/graph/SceneInfo.h>
#include<hgl/math/Math.h>
namespace hgl
{
namespace graph
{
class Renderable;
struct Transiton2D
{
Vector2f move;
Vector2f center; //中心点
//下方的不管是缩放还是旋转均以上面的center为中心变换
Vector2f scale;
float rotate;
float z;
};
struct RenderNode2D
{
Transiton2D trans;
Matrix3x4f local_to_world;
Renderable *ri;
};

View File

@ -78,5 +78,7 @@ public:
bool Release(VIL *);
const uint GetVILCount();
};//class Material
using MaterialSets=SortedSets<Material *>;
VK_NAMESPACE_END
#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE

View File

@ -43,7 +43,6 @@ public:
public:
#define MP_TYPE_IS(name) const bool is##name()const{return set_type==DescriptorSetType::name;}
MP_TYPE_IS(Skeleton)
MP_TYPE_IS(Instance)
MP_TYPE_IS(PerObject)
MP_TYPE_IS(PerMaterial)

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@ -41,9 +41,10 @@ SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneInfo.h
${SG_INCLUDE_PATH}/RenderList2D.h
)
SET(SCENE_GRAPH_SOURCE RenderList.cpp
SET(SCENE_GRAPH_SOURCE
#RenderList.cpp
RenderList2D.cpp
RenderList3D.cpp
#RenderList3D.cpp
SceneNode.cpp
SceneOrient.cpp)
@ -118,6 +119,7 @@ SET(VK_MEMORY_SOURCE ${SG_INCLUDE_PATH}/VKMemory.h
Vulkan/VKMemory.cpp
Vulkan/VKMemoryAllocator.cpp
Vulkan/VKBuffer.cpp
Vulkan/VKArrayBuffer.cpp
)
SET(VK_DEVICE_TEXTURE_SOURCE Vulkan/Texture/BufferImageCopy2D.h

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@ -1,5 +1,4 @@
#include<hgl/graph/RenderList.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/RenderList2D.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKPrimitive.h>
@ -15,11 +14,10 @@
* for(pipeline)
* for(material_instance)
* for(vbo)
* for(distance)
*/
template<>
int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,const RenderNode3DPointer &obj_two) const
int Comparator<RenderNode2DPointer>::compare(const RenderNode2DPointer &obj_one,const RenderNode2DPointer &obj_two) const
{
int off;
@ -58,17 +56,6 @@ int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,
return off;
}
//比较距离
{
const double dist=obj_one->distance_to_camera_square-
obj_two->distance_to_camera_square;
//由于距离差距可能会小于1但又返回int所以需要做如此处理
if(dist>0)return 1;else
if(dist<0)return -1;
}
return 0;
}
@ -76,7 +63,7 @@ namespace hgl
{
namespace graph
{
RenderList::RenderList(GPUDevice *dev)
RenderList2D::RenderList2D(GPUDevice *dev)
{
device =dev;
cmd_buf =nullptr;
@ -87,13 +74,15 @@ namespace hgl
last_pipeline =nullptr;
hgl_zero(last_mp);
last_vbo =0;
// mvp_array =new GPUArrayBuffer(device,VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT,MVPMatrixBytes);
}
RenderList::~RenderList()
RenderList2D::~RenderList2D()
{
}
bool RenderList::Begin()
bool RenderList2D::Begin()
{
render_node_list.ClearData();
ri_list.ClearData();
@ -103,7 +92,7 @@ namespace hgl
return(true);
}
void RenderList::End()
void RenderList2D::End()
{
if(render_node_list.GetCount()<=0)return;
@ -116,46 +105,46 @@ namespace hgl
{
//按当前总节点数量分配UBO
mvp_array->Alloc(count);
mvp_array->Clear();
// mvp_array->Alloc(count);
// mvp_array->Clear();
ri_list.ClearData();
ri_list.SetCount(count);
ri_list.SetCount(count);
}
{
ubo_align=mvp_array->GetUnitSize();
// ubo_align=mvp_array->GetUnitSize();
char *mp=(char *)(mvp_array->Map(0,count));
// char *mp=(char *)(mvp_array->Map(0,count));
Renderable **ri=ri_list.GetData();
for(RenderNode *node:render_node_list) //未来可能要在Expend处考虑做去重
for(RenderNode2D *node:render_node_list) //未来可能要在Expend处考虑做去重
{
memcpy(mp,&(node->matrix),MVPMatrixBytes);
mp+=ubo_align;
// memcpy(mp,&(node->matrix),MVPMatrixBytes);
// mp+=ubo_align;
(*ri)=node->ri;
++ri;
}
mvp_array->Flush(count);
// mvp_array->Flush(count);
}
}
//为所有的材质绑定
for(Material *mtl:material_sets)
{
MaterialParameters *mp=mtl->GetMP(DescriptorSetType::PerObject);
//for(Material *mtl:material_sets)
//{
// MaterialParameters *mp=mtl->GetMP(DescriptorSetType::PerObject);
if(mp)
{
if(mp->BindUBO("r_scene_info",mvp_array->GetBuffer(),true))
mp->Update();
}
}
// if(mp)
// {
// if(mp->BindUBO("r_scene_info",mvp_array->GetBuffer(),true))
// mp->Update();
// }
//}
}
bool RenderList::Expend(SceneNode *sn)
bool RenderList2D::ExpendNode(SceneNode *sn)
{
if(!sn)return(false);
@ -163,14 +152,9 @@ namespace hgl
if(ri)
{
RenderNode *rn=new RenderNode;
RenderNode2D *rn=new RenderNode2D;
rn->matrix.Set(sn->GetLocalToWorldMatrix(),camera_info.vp,camera_info.view);
rn->WorldCenter=sn->GetWorldCenter();
rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos);
// rn->distance_to_camera=sqrtf(rn->distance_to_camera_square);
rn->local_to_world=sn->GetLocalToWorldMatrix();
rn->ri=ri;
@ -185,20 +169,18 @@ namespace hgl
return(true);
}
bool RenderList::Expend(const CameraInfo &ci,SceneNode *sn)
bool RenderList2D::Expend(SceneNode *sn)
{
if(!device|!sn)return(false);
camera_info=ci;
Begin();
Expend(sn);
ExpendNode(sn);
End();
return(true);
}
void RenderList::Render(Renderable *ri)
void RenderList2D::Render(Renderable *ri)
{
if(last_pipeline!=ri->GetPipeline())
{
@ -273,7 +255,7 @@ namespace hgl
}
}
bool RenderList::Render(RenderCmdBuffer *cb)
bool RenderList2D::Render(RenderCmdBuffer *cb)
{
if(!cb)
return(false);