standalone RenderList2D
This commit is contained in:
@@ -13,25 +13,26 @@ namespace hgl
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{
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namespace graph
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{
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using MaterialSets=SortedSets<Material *>;
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/**
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* 渲染对象列表<br>
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* 已经展开的渲染对象列表,产生mvp用UBO/SSBO等数据,最终创建RenderCommandBuffer
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*/
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class RenderList
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{
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protected:
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protected:
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GPUDevice * device;
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RenderCmdBuffer *cmd_buf;
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GPUDevice * device;
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RenderCmdBuffer * cmd_buf;
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private:
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RenderNodeList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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GPUArrayBuffer * mvp_array;
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CameraInfo camera_info;
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RenderNodeComparator *render_node_comparator;
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RenderNode3DList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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RenderNode3DComparator *render_node_comparator;
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private:
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@@ -61,49 +62,11 @@ namespace hgl
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RenderList(GPUDevice *);
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virtual ~RenderList();
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virtual bool Expend(const CameraInfo &,SceneNode *);
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virtual bool Render(RenderCmdBuffer *);
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};//class RenderList
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class RenderList2D:public RenderList
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{
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protected:
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virtual bool Begin() override;
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virtual bool Expend(SceneNode *) override;
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virtual void End() override;
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public:
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RenderList2D();
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virtual ~RenderList2D() override;
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virtual bool Expend(SceneNode *);
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};
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class RenderList3D:public RenderList
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{
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protected:
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CameraInfo camera_info;
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GPUArrayBuffer *mvp_array;
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protected:
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virtual bool Begin() override;
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virtual bool Expend(SceneNode *) override;
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virtual void End() override;
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public:
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RenderList3D();
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virtual ~RenderList3D() override;
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bool Expend(const CameraInfo &,SceneNode *);
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};
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
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@@ -1,37 +1,34 @@
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#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
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#define HGL_GRAPH_RENDER_LIST_INCLUDE
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#ifndef HGL_GRAPH_RENDER_LIST_2D_INCLUDE
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#define HGL_GRAPH_RENDER_LIST_2D_INCLUDE
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#include<hgl/graph/VK.h>
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/RenderNode.h>
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#include<hgl/graph/RenderNode2D.h>
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#include<hgl/graph/VKArrayBuffer.h>
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#include<hgl/graph/SceneInfo.h>
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#include<hgl/color/Color4f.h>
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#include<hgl/type/SortedSets.h>
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#include<hgl/graph/VKMaterial.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 MaterialSets=SortedSets<Material *>;
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/**
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* 渲染对象列表<br>
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* 已经展开的渲染对象列表,产生mvp用UBO/SSBO等数据,最终创建RenderCommandBuffer
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*/
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class RenderList
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class RenderList2D
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{
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protected:
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GPUDevice * device;
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RenderCmdBuffer *cmd_buf;
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GPUDevice * device;
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RenderCmdBuffer * cmd_buf;
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private:
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RenderNodeList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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// GPUArrayBuffer * mvp_array;
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RenderNodeComparator *render_node_comparator;
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RenderNode2DList render_node_list; ///<场景节点列表
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MaterialSets material_sets; ///<材质合集
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RenderNode2DComparator render_node_comparator;
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private:
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@@ -46,7 +43,7 @@ namespace hgl
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protected:
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virtual bool Begin();
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virtual bool Expend(SceneNode *);
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virtual bool ExpendNode(SceneNode *);
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virtual void End();
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private:
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@@ -59,51 +56,13 @@ namespace hgl
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public:
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RenderList(GPUDevice *);
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virtual ~RenderList();
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RenderList2D(GPUDevice *);
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virtual ~RenderList2D();
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virtual bool Expend(const CameraInfo &,SceneNode *);
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virtual bool Expend(SceneNode *);
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virtual bool Render(RenderCmdBuffer *);
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};//class RenderList
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class RenderList2D:public RenderList
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{
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protected:
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virtual bool Begin() override;
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virtual bool Expend(SceneNode *) override;
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virtual void End() override;
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public:
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RenderList2D();
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virtual ~RenderList2D() override;
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virtual bool Expend(SceneNode *);
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};
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class RenderList3D:public RenderList
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{
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protected:
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CameraInfo camera_info;
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GPUArrayBuffer *mvp_array;
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protected:
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virtual bool Begin() override;
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virtual bool Expend(SceneNode *) override;
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virtual void End() override;
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public:
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RenderList3D();
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virtual ~RenderList3D() override;
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bool Expend(const CameraInfo &,SceneNode *);
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};
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};//class RenderList2D
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_RENDER_LIST_INCLUDE
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#endif//HGL_GRAPH_RENDER_LIST_2D_INCLUDE
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@@ -1,30 +1,16 @@
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#ifndef HGL_GRAPH_RENDER_NODE_2D_INCLUDE
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#define HGL_GRAPH_RENDER_NODE_2D_INCLUDE
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#include<hgl/math/Vector.h>
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#include<hgl/type/List.h>
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#include<hgl/graph/SceneInfo.h>
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#include<hgl/math/Math.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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class Renderable;
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struct Transiton2D
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{
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Vector2f move;
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Vector2f center; //中心点
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//下方的不管是缩放还是旋转,均以上面的center为中心变换
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Vector2f scale;
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float rotate;
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float z;
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};
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struct RenderNode2D
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{
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Transiton2D trans;
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Matrix3x4f local_to_world;
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Renderable *ri;
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};
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@@ -78,5 +78,7 @@ public:
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bool Release(VIL *);
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const uint GetVILCount();
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};//class Material
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using MaterialSets=SortedSets<Material *>;
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_VULKAN_MATERIAL_INCLUDE
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@@ -43,7 +43,6 @@ public:
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public:
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#define MP_TYPE_IS(name) const bool is##name()const{return set_type==DescriptorSetType::name;}
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MP_TYPE_IS(Skeleton)
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MP_TYPE_IS(Instance)
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MP_TYPE_IS(PerObject)
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MP_TYPE_IS(PerMaterial)
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