定义通用UBO属性
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@ -3,6 +3,7 @@
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#include<hgl/graph/vulkan/VK.h>
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#include<hgl/graph/vulkan/VK.h>
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/Camera.h>
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#include<hgl/type/Color4f.h>
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namespace hgl
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namespace hgl
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{
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{
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namespace graph
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namespace graph
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@ -14,25 +15,30 @@ namespace hgl
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Matrix4f projection;
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Matrix4f projection;
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Matrix4f modelview;
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Matrix4f modelview;
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Matrix4f mvp;
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Matrix4f mvp;
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Matrix3f normal;
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};//
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};//
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struct UBOSkyLight
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struct UBOSkyLight
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{
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{
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Vector4f sky_color;
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Color4f sun_color;
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Vector3f alignas(16) sun_direction;
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};//
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};//
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class RenderList
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class RenderList
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{
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{
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vulkan::CommandBuffer *cmd_buf;
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vulkan::CommandBuffer *cmd_buf;
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private:
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Camera camera;
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Camera camera;
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Matrix4f projection_matrix,
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modelview_matrix,
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mvp_matrix;
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Frustum frustum;
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Frustum frustum;
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private:
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UBOMatrixData ubo_matrix;
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UBOSkyLight ubo_skylight;
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private:
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private:
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List<const SceneNode *> SceneNodeList;
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List<const SceneNode *> SceneNodeList;
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@ -59,6 +65,11 @@ namespace hgl
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void Clear () {SceneNodeList.ClearData();}
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void Clear () {SceneNodeList.ClearData();}
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void SetCamera(const Camera &);
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void SetCamera(const Camera &);
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void SetSkyLightColor(const Color4f &c,const Vector3f &d)
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{
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ubo_skylight.sun_color=c;
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ubo_skylight.sun_direction=d;
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}
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bool Render();
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bool Render();
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};//class RenderList
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};//class RenderList
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@ -32,11 +32,12 @@ namespace hgl
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{
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{
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camera=cam;
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camera=cam;
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MakeCameraMatrix( &projection_matrix,
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MakeCameraMatrix( &ubo_matrix.projection,
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&modelview_matrix,
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&ubo_matrix.modelview,
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&camera);
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&camera);
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mvp_matrix=projection_matrix*modelview_matrix;
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ubo_matrix.mvp =ubo_matrix.projection*ubo_matrix.modelview;
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ubo_matrix.normal =ubo_matrix.modelview.Float3x3Part(); //法线矩阵为3x3
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CameraToFrustum(&frustum,
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CameraToFrustum(&frustum,
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&camera);
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&camera);
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@ -99,14 +100,14 @@ namespace hgl
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for(int i=0;i<count;i++)
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for(int i=0;i<count;i++)
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{
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{
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const Matrix4f fin_mv=modelview_matrix*(*node)->GetLocalToWorldMatrix();
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const Matrix4f fin_mv=ubo_matrix.modelview*(*node)->GetLocalToWorldMatrix();
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int sn=(*node)->RenderableList.GetCount();
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int sn=(*node)->RenderableList.GetCount();
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RenderableInstance **p=(*node)->RenderableList.GetData();
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RenderableInstance **p=(*node)->RenderableList.GetData();
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for(int j=0;j<sn;j++)
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for(int j=0;j<sn;j++)
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{
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{
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Render(*p,projection_matrix*fin_mv);
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Render(*p,ubo_matrix.projection*fin_mv);
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p++;
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p++;
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}
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}
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