1.VertexBuffer类增加GetBoundingBox/GetAABB成员函数

2.VKRenderableInstance改为RenderableNode,并从SceneNode派生
3.改造SceneNode结构
4.改造RenderList
This commit is contained in:
2019-05-25 14:52:24 +08:00
parent 962ed65fee
commit c6700d60a7
11 changed files with 241 additions and 131 deletions

View File

@@ -8,7 +8,7 @@ namespace hgl
{
namespace graph
{
class SceneNode;
class RenderableNode;
struct UBOMatrixData
{
@@ -21,7 +21,7 @@ namespace hgl
struct UBOSkyLight
{
Color4f sun_color;
Vector3f alignas(16) sun_direction;
Vector4f sun_direction;
};//
class RenderList
@@ -41,13 +41,13 @@ namespace hgl
private:
List<const SceneNode *> SceneNodeList;
List<RenderableNode *> renderable_node_list;
vulkan::Pipeline * last_pipeline;
vulkan::DescriptorSets *last_desc_sets;
vulkan::Renderable * last_renderable;
void Render(vulkan::RenderableInstance *,const Matrix4f &);
void Render(RenderableNode *,const Matrix4f &);
public:
@@ -61,11 +61,11 @@ namespace hgl
~RenderList()=default;
void Add (const SceneNode *node) {if(node)SceneNodeList.Add(node);}
void Clear () {SceneNodeList.ClearData();}
void Add (RenderableNode *node) {if(node)renderable_node_list.Add(node);}
void Clear () {renderable_node_list.ClearData();}
void SetCamera(const Camera &);
void SetSkyLightColor(const Color4f &c,const Vector3f &d)
void SetSkyLightColor(const Color4f &c,const Vector4f &d)
{
ubo_skylight.sun_color=c;
ubo_skylight.sun_direction=d;