removed old RenderList
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@@ -2,69 +2,41 @@
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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/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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/**
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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,最终创建RenderCommandBuffer
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* 该类会长期保存使用过的材质信息,避重新分配造成的时间和空间浪费。如需彻底清空列表请使用Clear()函数
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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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private:
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CameraInfo camera_info;
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MaterialRenderMap mrl_map;
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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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uint renderable_count; ///<可渲染对象数量
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MaterialRenderMap mrl_map; ///<按材质分类的渲染列表
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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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virtual bool ExpendNode(SceneNode *);
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public:
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RenderList(GPUDevice *);
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virtual ~RenderList();
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virtual bool Expend(SceneNode *); ///<展开场景树到渲染列表
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virtual bool Expend(const CameraInfo &,SceneNode *);
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual bool Render(RenderCmdBuffer *);
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virtual void Clear(); ///<彻底清理
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};//class RenderList
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}//namespace graph
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}//namespace hgl
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