refactor RenderList and SceneTreeToRenderList
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@@ -13,10 +13,6 @@ namespace hgl
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{
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namespace graph
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{
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// using SceneNodeList=List<SceneNode *>;
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using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>;
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using MVPOffsetBuffer=List<uint32_t>;
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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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@@ -30,15 +26,19 @@ namespace hgl
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Camera *camera;
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RenderNodeList render_node_list;
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GPUBuffer *mvp_buffer;
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List<RenderableInstance *> *ri_list;
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MVPArrayBuffer *mvp_array;
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MVPOffsetBuffer mvp_offset;
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DescriptorSets *renderable_desc_sets;
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uint32_t ubo_offset;
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uint32_t ubo_align;
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private:
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Pipeline * last_pipeline;
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RenderableInstance *last_ri;
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MaterialInstance * last_mi;
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uint32_t last_vbo;
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void Render(RenderableInstance *);
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@@ -48,14 +48,14 @@ namespace hgl
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RenderList(GPUDevice *);
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friend class SceneTreeToRenderList;
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void Set(List<RenderableInstance *> *,GPUBuffer *,const uint32_t);
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public:
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virtual ~RenderList();
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virtual ~RenderList()=default;
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void Begin ();
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void Add (SceneNode *);
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void End (CameraInfo *);
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bool Render (RenderCmdBuffer *);
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};//class RenderList
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}//namespace graph
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