splite RenderNode2D/3D,RenderList2D/3D
This commit is contained in:
parent
f555c77a83
commit
939bbfeb1f
@ -1 +1 @@
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Subproject commit ba9b1936f65e37c4852f2c59e6adb5d694a4a573
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Subproject commit eaa42e6c967b605c78e959cd5db6d10e3f443205
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@ -31,7 +31,7 @@ namespace hgl
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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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RenderNodeComparator render_node_comparator;
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RenderNodeComparator *render_node_comparator;
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private:
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@ -69,6 +69,19 @@ namespace hgl
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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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@ -88,6 +101,8 @@ namespace hgl
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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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109
inc/hgl/graph/RenderList2D.h
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109
inc/hgl/graph/RenderList2D.h
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@ -0,0 +1,109 @@
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#ifndef HGL_GRAPH_RENDER_LIST_INCLUDE
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#define HGL_GRAPH_RENDER_LIST_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/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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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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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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RenderNodeComparator *render_node_comparator;
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private:
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List<Renderable *> ri_list;
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VkDescriptorSet ds_list[DESCRIPTOR_SET_TYPE_COUNT];
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DescriptorSet *renderable_desc_sets;
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uint32_t ubo_offset;
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uint32_t ubo_align;
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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 void End();
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private:
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Pipeline * last_pipeline;
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MaterialParameters *last_mp[DESCRIPTOR_SET_TYPE_COUNT];
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uint32_t last_vbo;
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void Render(Renderable *);
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public:
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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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@ -10,14 +10,17 @@ namespace hgl
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{
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class Renderable;
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struct RenderNode
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constexpr double RenderNode3DDistanceFactor=100.0;
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struct RenderNode3D
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{
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MVPMatrix matrix;
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Vector3f WorldCenter;
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float distance_to_camera_square;
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// float distance_to_camera;
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double distance_to_camera_square;
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double distance_to_camera;
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Renderable *ri;
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@ -29,11 +32,10 @@ namespace hgl
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virtual const uint32 GetUBOBytes()const{return sizeof(MVPMatrix);}
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};//struct RenderNode
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using RenderNodeList=List<RenderNode *>;
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using RenderNode3DList=List<RenderNode3D *>;
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}//namespace graph
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}//namespace hgl
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using RenderNodePointer=hgl::graph::RenderNode *;
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using RenderNodeComparator=Comparator<RenderNodePointer>;
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using RenderNode3DPointer=hgl::graph::RenderNode3D *;
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using RenderNode3DComparator=Comparator<RenderNode3DPointer>;
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#endif//HGL_GRAPH_RENDER_NODE_INCLUDE
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38
inc/hgl/graph/RenderNode2D.h
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38
inc/hgl/graph/RenderNode2D.h
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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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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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Renderable *ri;
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};
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using RenderNode2DList=List<RenderNode2D *>;
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}//namespace graph
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}//namespace hgl
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using RenderNode2DPointer=hgl::graph::RenderNode2D *;
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using RenderNode2DComparator=Comparator<RenderNode2DPointer>;
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#endif//HGL_GRAPH_RENDER_NODE_2D_INCLUDE
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@ -32,11 +32,9 @@ public:
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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
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const uint32_t GetDynamicCount ()const
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const uint32_t GetDynamicCount ()const //返回动态ubo/ssbo总量
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{
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//返回动态ubo/ssbo总量
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//考虑将
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}
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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
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SOURCE_GROUP("Tile" FILES ${TILE_SOURCE})
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/Light.h
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${SG_INCLUDE_PATH}/SceneInfo.h
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SET(GEOMETRY_FILES ${SG_INCLUDE_PATH}/InlineGeometry.h
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#${SG_INCLUDE_PATH}/Mesh.h
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#${SG_INCLUDE_PATH}/Spline.h
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InlineGeometry.cpp
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#Mesh.cpp
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${SG_INCLUDE_PATH}/PrimitiveCreater.h
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PrimitiveCreater.cpp
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)
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SOURCE_GROUP("Geometry" FILES ${GEOMETRY_FILES})
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SET(LIGHT_FILES ${SG_INCLUDE_PATH}/Light.h)
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source_group("Light" FILES ${LIGHT_FILES})
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SET(SCENE_GRAPH_HEADER ${SG_INCLUDE_PATH}/SceneInfo.h
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${SG_INCLUDE_PATH}/SceneNode.h
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${SG_INCLUDE_PATH}/RenderNode.h
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${SG_INCLUDE_PATH}/SceneOrient.h
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${SG_INCLUDE_PATH}/RenderList.h
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${SG_INCLUDE_PATH}/InlineGeometry.h
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#${SG_INCLUDE_PATH}/Mesh.h
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#${SG_INCLUDE_PATH}/Material.h
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#${SG_INCLUDE_PATH}/Spline.h
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${SG_INCLUDE_PATH}/RenderList2D.h
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)
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SET(SCENE_GRAPH_SOURCE RenderList.cpp
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RenderList2D.cpp
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RenderList3D.cpp
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SceneNode.cpp
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SceneOrient.cpp
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InlineGeometry.cpp
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#InlinePipeline.cpp
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#Material.cpp
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#Mesh.cpp
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#SceneFile.cpp
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)
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SceneOrient.cpp)
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SET(PRIMITIVE_CREATER_FILES ${SG_INCLUDE_PATH}/PrimitiveCreater.h
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PrimitiveCreater.cpp)
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SOURCE_GROUP("PrimitiveCreater" FILES ${PRIMITIVE_CREATER_FILES})
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SOURCE_GROUP("Scene Graph" FILES ${SCENE_GRAPH_HEADER} ${SCENE_GRAPH_SOURCE})
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SET(FONT_MANAGE_SOURCE ${SG_INCLUDE_PATH}/font/Font.h
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${SG_INCLUDE_PATH}/font/FontManage.h
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@ -79,9 +83,6 @@ IF(WIN32)
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SOURCE_GROUP("Font\\Source\\Windows" FILES ${FONT_SOURCE_OS})
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ENDIF(WIN32)
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SOURCE_GROUP("Header Files" FILES ${SCENE_GRAPH_HEADER})
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SOURCE_GROUP("Source Files" FILES ${SCENE_GRAPH_SOURCE})
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SET(VK_RR_SOURCE ${SG_INCLUDE_PATH}/VKRenderResource.h
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${SG_INCLUDE_PATH}/VKRenderablePrimitiveCreater.h
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Vulkan/VKRenderResource.cpp
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@ -263,13 +264,13 @@ SET(VULKAN_RENDER_SOURCE ${VK_RR_SOURCE}
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add_cm_library(ULRE.SceneGraph "ULRE" ${SCENE_GRAPH_HEADER}
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${SCENE_GRAPH_SOURCE}
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${GEOMETRY_FILES}
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${LIGHT_FILES}
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${SG_TEXTURE_SOURCE}
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${TILE_SOURCE}
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${SG_VAD_SOURCE}
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${PRIMITIVE_CREATER_FILES}
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${FONT_MANAGE_SOURCE}
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${FONT_SOURCE}
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${FONT_SOURCE_OS}
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@ -19,7 +19,7 @@
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*/
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template<>
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int Comparator<RenderNodePointer>::compare(const RenderNodePointer &obj_one,const RenderNodePointer &obj_two) const
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int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,const RenderNode3DPointer &obj_two) const
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{
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int off;
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297
src/SceneGraph/RenderList2D.cpp
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297
src/SceneGraph/RenderList2D.cpp
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#include<hgl/graph/RenderList.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/VKBuffer.h>
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#include<hgl/graph/VKPrimitive.h>
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#include<hgl/graph/VKCommandBuffer.h>
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#include<hgl/graph/VertexAttribDataAccess.h>
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#include<hgl/graph/VKMaterialParameters.h>
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#include<hgl/graph/VKRenderable.h>
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#include<hgl/util/sort/Sort.h>
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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(pipeline)
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* for(material_instance)
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* for(vbo)
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* for(distance)
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*/
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template<>
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int Comparator<RenderNode3DPointer>::compare(const RenderNode3DPointer &obj_one,const RenderNode3DPointer &obj_two) const
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{
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int off;
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hgl::graph::Renderable *ri_one=obj_one->ri;
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hgl::graph::Renderable *ri_two=obj_two->ri;
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//比较管线
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{
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off=ri_one->GetPipeline()
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-ri_two->GetPipeline();
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if(off)
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return off;
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}
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//比较材质实例
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{
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for(int i =(int)hgl::graph::DescriptorSetType::BEGIN_RANGE;
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i<=(int)hgl::graph::DescriptorSetType::END_RANGE;
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i++)
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{
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off=ri_one->GetMP((hgl::graph::DescriptorSetType)i)
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-ri_two->GetMP((hgl::graph::DescriptorSetType)i);
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if(off)
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return off;
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}
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}
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//比较vbo+ebo
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{
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off=ri_one->GetBufferHash()
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-ri_two->GetBufferHash();
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if(off)
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return off;
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}
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//比较距离
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{
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const double dist=obj_one->distance_to_camera_square-
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obj_two->distance_to_camera_square;
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//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
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if(dist>0)return 1;else
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if(dist<0)return -1;
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}
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return 0;
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}
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namespace hgl
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{
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namespace graph
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{
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RenderList::RenderList(GPUDevice *dev)
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{
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device =dev;
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cmd_buf =nullptr;
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ubo_offset =0;
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ubo_align =0;
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last_pipeline =nullptr;
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hgl_zero(last_mp);
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last_vbo =0;
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}
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RenderList::~RenderList()
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{
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}
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bool RenderList::Begin()
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{
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render_node_list.ClearData();
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ri_list.ClearData();
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material_sets.ClearData();
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return(true);
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}
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void RenderList::End()
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{
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if(render_node_list.GetCount()<=0)return;
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//排序
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Sort(render_node_list,&render_node_comparator);
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//产生MVP矩阵UBO数据
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{
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const uint32_t count=render_node_list.GetCount();
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{
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//按当前总节点数量分配UBO
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mvp_array->Alloc(count);
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mvp_array->Clear();
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ri_list.ClearData();
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ri_list.SetCount(count);
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}
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{
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ubo_align=mvp_array->GetUnitSize();
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char *mp=(char *)(mvp_array->Map(0,count));
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Renderable **ri=ri_list.GetData();
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for(RenderNode *node:render_node_list) //未来可能要在Expend处考虑做去重
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{
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memcpy(mp,&(node->matrix),MVPMatrixBytes);
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mp+=ubo_align;
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(*ri)=node->ri;
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++ri;
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}
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mvp_array->Flush(count);
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}
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}
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//为所有的材质绑定
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for(Material *mtl:material_sets)
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{
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MaterialParameters *mp=mtl->GetMP(DescriptorSetType::PerObject);
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if(mp)
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{
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if(mp->BindUBO("r_scene_info",mvp_array->GetBuffer(),true))
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mp->Update();
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}
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}
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}
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bool RenderList::Expend(SceneNode *sn)
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{
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if(!sn)return(false);
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Renderable *ri=sn->GetRenderable();
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if(ri)
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{
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RenderNode *rn=new RenderNode;
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rn->matrix.Set(sn->GetLocalToWorldMatrix(),camera_info.vp,camera_info.view);
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rn->WorldCenter=sn->GetWorldCenter();
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rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos);
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// rn->distance_to_camera=sqrtf(rn->distance_to_camera_square);
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rn->ri=ri;
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render_node_list.Add(rn);
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material_sets.Add(ri->GetMaterial());
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}
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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 RenderList::Expend(const CameraInfo &ci,SceneNode *sn)
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{
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if(!device|!sn)return(false);
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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
|
@ -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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user