splite RenderNode2D/3D,RenderList2D/3D

This commit is contained in:
HuYingzhuo(hugo/hyzboy) 2023-03-23 21:43:10 +08:00
parent f555c77a83
commit 939bbfeb1f
10 changed files with 497 additions and 37 deletions

@ -1 +1 @@
Subproject commit ba9b1936f65e37c4852f2c59e6adb5d694a4a573
Subproject commit eaa42e6c967b605c78e959cd5db6d10e3f443205

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@ -31,7 +31,7 @@ namespace hgl
RenderNodeList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
RenderNodeComparator render_node_comparator;
RenderNodeComparator *render_node_comparator;
private:
@ -69,6 +69,19 @@ namespace hgl
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
@ -88,6 +101,8 @@ namespace hgl
RenderList3D();
virtual ~RenderList3D() override;
bool Expend(const CameraInfo &,SceneNode *);
};
}//namespace graph
}//namespace hgl

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@ -0,0 +1,109 @@
#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
#define HGL_GRAPH_RENDER_LIST_INCLUDE
#include<hgl/graph/VK.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/RenderNode.h>
#include<hgl/graph/VKArrayBuffer.h>
#include<hgl/graph/SceneInfo.h>
#include<hgl/color/Color4f.h>
#include<hgl/type/SortedSets.h>
namespace hgl
{
namespace graph
{
using MaterialSets=SortedSets<Material *>;
/**
* <br>
* mvp用UBO/SSBO等数据RenderCommandBuffer
*/
class RenderList
{
protected:
GPUDevice * device;
RenderCmdBuffer *cmd_buf;
private:
RenderNodeList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
RenderNodeComparator *render_node_comparator;
private:
List<Renderable *> ri_list;
VkDescriptorSet ds_list[DESCRIPTOR_SET_TYPE_COUNT];
DescriptorSet *renderable_desc_sets;
uint32_t ubo_offset;
uint32_t ubo_align;
protected:
virtual bool Begin();
virtual bool Expend(SceneNode *);
virtual void End();
private:
Pipeline * last_pipeline;
MaterialParameters *last_mp[DESCRIPTOR_SET_TYPE_COUNT];
uint32_t last_vbo;
void Render(Renderable *);
public:
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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@ -10,14 +10,17 @@ namespace hgl
{
class Renderable;
struct RenderNode
constexpr double RenderNode3DDistanceFactor=100.0;
struct RenderNode3D
{
MVPMatrix matrix;
Vector3f WorldCenter;
float distance_to_camera_square;
// float distance_to_camera;
double distance_to_camera_square;
double distance_to_camera;
Renderable *ri;
@ -29,11 +32,10 @@ namespace hgl
virtual const uint32 GetUBOBytes()const{return sizeof(MVPMatrix);}
};//struct RenderNode
using RenderNodeList=List<RenderNode *>;
using RenderNode3DList=List<RenderNode3D *>;
}//namespace graph
}//namespace hgl
using RenderNodePointer=hgl::graph::RenderNode *;
using RenderNodeComparator=Comparator<RenderNodePointer>;
using RenderNode3DPointer=hgl::graph::RenderNode3D *;
using RenderNode3DComparator=Comparator<RenderNode3DPointer>;
#endif//HGL_GRAPH_RENDER_NODE_INCLUDE

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@ -0,0 +1,38 @@
#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>
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;
Renderable *ri;
};
using RenderNode2DList=List<RenderNode2D *>;
}//namespace graph
}//namespace hgl
using RenderNode2DPointer=hgl::graph::RenderNode2D *;
using RenderNode2DComparator=Comparator<RenderNode2DPointer>;
#endif//HGL_GRAPH_RENDER_NODE_2D_INCLUDE

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@ -32,11 +32,9 @@ public:
const uint32_t GetDescriptorCount ()const{return desc_manager->GetBindCount(set_type);} ///<获取总共需要绑定的描述符数量
const uint32_t GetDynamicCount ()const
const uint32_t GetDynamicCount ()const //返回动态ubo/ssbo总量
{
//返回动态ubo/ssbo总量
//考虑将
}
const uint32_t GetBoundCount ()const{return descriptor_set->GetCount();} ///<获取已经绑好的数量

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@ -18,32 +18,36 @@ SET(TILE_SOURCE ${SG_INCLUDE_PATH}/TileData.h
SOURCE_GROUP("Tile" FILES ${TILE_SOURCE})
SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/Light.h
${SG_INCLUDE_PATH}/SceneInfo.h
SET(GEOMETRY_FILES ${SG_INCLUDE_PATH}/InlineGeometry.h
#${SG_INCLUDE_PATH}/Mesh.h
#${SG_INCLUDE_PATH}/Spline.h
InlineGeometry.cpp
#Mesh.cpp
${SG_INCLUDE_PATH}/PrimitiveCreater.h
PrimitiveCreater.cpp
)
SOURCE_GROUP("Geometry" FILES ${GEOMETRY_FILES})
SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h)
source_group("Light" FILES ${LIGHT_FILES})
SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneInfo.h
${SG_INCLUDE_PATH}/SceneNode.h
${SG_INCLUDE_PATH}/RenderNode.h
${SG_INCLUDE_PATH}/SceneOrient.h
${SG_INCLUDE_PATH}/RenderList.h
${SG_INCLUDE_PATH}/InlineGeometry.h
#${SG_INCLUDE_PATH}/Mesh.h
#${SG_INCLUDE_PATH}/Material.h
#${SG_INCLUDE_PATH}/Spline.h
${SG_INCLUDE_PATH}/RenderList2D.h
)
SET(SCENE_GRAPH_SOURCE RenderList.cpp
RenderList2D.cpp
RenderList3D.cpp
SceneNode.cpp
SceneOrient.cpp
InlineGeometry.cpp
#InlinePipeline.cpp
#Material.cpp
#Mesh.cpp
#SceneFile.cpp
)
SceneOrient.cpp)
SET(PRIMITIVE_CREATER_FILES ${SG_INCLUDE_PATH}/PrimitiveCreater.h
PrimitiveCreater.cpp)
SOURCE_GROUP("PrimitiveCreater" FILES ${PRIMITIVE_CREATER_FILES})
SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
SET(FONT_MANAGE_SOURCE ${SG_INCLUDE_PATH}/font/Font.h
${SG_INCLUDE_PATH}/font/FontManage.h
@ -79,9 +83,6 @@ IF(WIN32)
SOURCE_GROUP("Font\\Source\\Windows" FILES ${FONT_SOURCE_OS})
ENDIF(WIN32)
SOURCE_GROUP("Header Files" FILES ${SCENE_GRAPH_HEADER})
SOURCE_GROUP("Source Files" FILES ${SCENE_GRAPH_SOURCE})
SET(VK_RR_SOURCE ${SG_INCLUDE_PATH}/VKRenderResource.h
${SG_INCLUDE_PATH}/VKRenderablePrimitiveCreater.h
Vulkan/VKRenderResource.cpp
@ -263,13 +264,13 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
${SCENE_GRAPH_SOURCE}
${GEOMETRY_FILES}
${LIGHT_FILES}
${SG_TEXTURE_SOURCE}
${TILE_SOURCE}
${SG_VAD_SOURCE}
${PRIMITIVE_CREATER_FILES}
${FONT_MANAGE_SOURCE}
${FONT_SOURCE}
${FONT_SOURCE_OS}

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@ -19,7 +19,7 @@
*/
template<>
int Comparator<RenderNodePointer>::compare(const RenderNodePointer &obj_one,const RenderNodePointer &obj_two) const
int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,const RenderNode3DPointer &obj_two) const
{
int off;
@ -91,7 +91,7 @@ namespace hgl
RenderList::~RenderList()
{
}
}
bool RenderList::Begin()
{

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@ -0,0 +1,297 @@
#include<hgl/graph/RenderList.h>
#include<hgl/graph/Camera.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/VKBuffer.h>
#include<hgl/graph/VKPrimitive.h>
#include<hgl/graph/VKCommandBuffer.h>
#include<hgl/graph/VertexAttribDataAccess.h>
#include<hgl/graph/VKMaterialParameters.h>
#include<hgl/graph/VKRenderable.h>
#include<hgl/util/sort/Sort.h>
/**
*
*
* for(pipeline)
* for(material_instance)
* for(vbo)
* for(distance)
*/
template<>
int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,const RenderNode3DPointer &obj_two) const
{
int off;
hgl::graph::Renderable *ri_one=obj_one->ri;
hgl::graph::Renderable *ri_two=obj_two->ri;
//比较管线
{
off=ri_one->GetPipeline()
-ri_two->GetPipeline();
if(off)
return off;
}
//比较材质实例
{
for(int i =(int)hgl::graph::DescriptorSetType::BEGIN_RANGE;
i<=(int)hgl::graph::DescriptorSetType::END_RANGE;
i++)
{
off=ri_one->GetMP((hgl::graph::DescriptorSetType)i)
-ri_two->GetMP((hgl::graph::DescriptorSetType)i);
if(off)
return off;
}
}
//比较vbo+ebo
{
off=ri_one->GetBufferHash()
-ri_two->GetBufferHash();
if(off)
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;
}
namespace hgl
{
namespace graph
{
RenderList::RenderList(GPUDevice *dev)
{
device =dev;
cmd_buf =nullptr;
ubo_offset =0;
ubo_align =0;
last_pipeline =nullptr;
hgl_zero(last_mp);
last_vbo =0;
}
RenderList::~RenderList()
{
}
bool RenderList::Begin()
{
render_node_list.ClearData();
ri_list.ClearData();
material_sets.ClearData();
return(true);
}
void RenderList::End()
{
if(render_node_list.GetCount()<=0)return;
//排序
Sort(render_node_list,&render_node_comparator);
//产生MVP矩阵UBO数据
{
const uint32_t count=render_node_list.GetCount();
{
//按当前总节点数量分配UBO
mvp_array->Alloc(count);
mvp_array->Clear();
ri_list.ClearData();
ri_list.SetCount(count);
}
{
ubo_align=mvp_array->GetUnitSize();
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
{
memcpy(mp,&(node->matrix),MVPMatrixBytes);
mp+=ubo_align;
(*ri)=node->ri;
++ri;
}
mvp_array->Flush(count);
}
}
//为所有的材质绑定
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();
}
}
}
bool RenderList::Expend(SceneNode *sn)
{
if(!sn)return(false);
Renderable *ri=sn->GetRenderable();
if(ri)
{
RenderNode *rn=new RenderNode;
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->ri=ri;
render_node_list.Add(rn);
material_sets.Add(ri->GetMaterial());
}
for(SceneNode *sub:sn->SubNode)
Expend(sub);
return(true);
}
bool RenderList::Expend(const CameraInfo &ci,SceneNode *sn)
{
if(!device|!sn)return(false);
camera_info=ci;
Begin();
Expend(sn);
End();
return(true);
}
void RenderList::Render(Renderable *ri)
{
if(last_pipeline!=ri->GetPipeline())
{
last_pipeline=ri->GetPipeline();
cmd_buf->BindPipeline(last_pipeline);
}
{
uint32_t ds_count=0;
uint32_t first_set=0;
MaterialParameters *mp;
ENUM_CLASS_FOR(DescriptorSetType,int,i)
{
if(i==(int)DescriptorSetType::PerObject)continue;
mp=ri->GetMP((DescriptorSetType)i);
if(last_mp[i]!=mp)
{
last_mp[i]=mp;
if(mp)
{
ds_list[ds_count]=mp->GetVkDescriptorSet();
++ds_count;
}
}
else
{
if(mp)
++first_set;
}
}
{
mp=ri->GetMP(DescriptorSetType::PerObject);
if(mp)
{
ds_list[ds_count]=mp->GetVkDescriptorSet();
++ds_count;
cmd_buf->BindDescriptorSets(ri->GetPipelineLayout(),first_set,ds_list,ds_count,&ubo_offset,1);
}
else
{
cmd_buf->BindDescriptorSets(ri->GetPipelineLayout(),first_set,ds_list,ds_count,nullptr,0);
}
ubo_offset+=ubo_align;
}
}
if(last_vbo!=ri->GetBufferHash())
{
last_vbo=ri->GetBufferHash();
cmd_buf->BindVBO(ri);
}
const IndexBuffer *ib=ri->GetIndexBuffer();
if(ib)
{
cmd_buf->DrawIndexed(ib->GetCount());
}
else
{
cmd_buf->Draw(ri->GetDrawCount());
}
}
bool RenderList::Render(RenderCmdBuffer *cb)
{
if(!cb)
return(false);
if(ri_list.GetCount()<=0)
return(true);
cmd_buf=cb;
last_pipeline=nullptr;
hgl_zero(last_mp);
last_vbo=0;
ubo_offset=0;
for(Renderable *ri:ri_list)
Render(ri);
return(true);
}
}//namespace graph
}//namespace hgl

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@ -69,7 +69,7 @@ void LoadShaderDescriptor(io::ConstBufferReader &cbr,ShaderDescriptor *sd_list,c
cbr.Read(sd->binding);
cbr.Read(sd->stage_flag);
if(sd->set_type==DescriptorSetType::PerObject)
if(sd->set_type>=DescriptorSetType::PerObject)
{
if(sd->desc_type==VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC;else
if(sd->desc_type==VK_DESCRIPTOR_TYPE_STORAGE_BUFFER)sd->desc_type=VK_DESCRIPTOR_TYPE_STORAGE_BUFFER_DYNAMIC;