一些无用的代码增加

This commit is contained in:
hyzboy 2025-06-23 02:37:03 +08:00
parent 368056bb96
commit c69fe080dc
10 changed files with 55 additions and 14 deletions

2
CMCore

@ -1 +1 @@
Subproject commit c5b37f98353441520374011020dbe63c17796a4d
Subproject commit 71b459c0246d70d0bba5dd49662b5534c579251e

@ -1 +1 @@
Subproject commit 74e33b497274e51c35a5ee19a274b12dc86deecb
Subproject commit 1e7e4a025cdd03125144e167b62f70a8efdaf245

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@ -32,6 +32,24 @@ VK_NAMESPACE_BEGIN
namespace
{
/**
* Gizmo
*/
class GizmoMoveNode:public SceneNode
{
MeshComponent *sphere=nullptr;
struct GizmoMoveAxis
{
MeshComponent *cylinder =nullptr; //圆柱
MeshComponent *cone =nullptr; //圆锥
MeshComponent *square =nullptr; //双轴调节正方形
};
public:
};//class GizmoMoveNode:public SceneNode
static SceneNode *sn_gizmo_move=nullptr;
}//namespace
@ -100,7 +118,7 @@ bool InitGizmoMoveNode(RenderFramework *render_framework)
{
tm.SetScale(cylinder_scale);
tm.SetTranslation(0,0,GIZMO_CYLINDER_OFFSET);
render_framework->CreateComponent<MeshComponent>(tm.GetMatrix(),sn_gizmo_move,cylinder[2]); //Z 向上圆柱
render_framework->CreateComponent<MeshComponent>(tm.GetMatrix(),sn_gizmo_move,cylinder[2]); //Z 向上圆柱
tm.SetScale(one_scale);
tm.SetTranslation(0,0,GIZMO_CONE_OFFSET);

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@ -62,7 +62,8 @@ public:
};
/**
* ()
* ()
* 使StaticMeshMesh
*/
class Mesh
{
@ -98,8 +99,8 @@ public:
Primitive * GetPrimitive (){return primitive;}
const AABB & GetBoundingBox ()const{return primitive->GetBoundingBox();}
const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
const MeshRenderData * GetRenderData ()const{return render_data;}
const MeshDataBuffer * GetDataBuffer ()const{return data_buffer;}
const MeshRenderData * GetRenderData ()const{return render_data;}
public:

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@ -13,15 +13,18 @@ namespace hgl
struct RenderNode:public Comparator<RenderNode>
{
uint index; ///<在MaterialRenderList中的索引
uint index; ///<在MaterialRenderList中的索引
MeshComponent *sm_component; ///<静态网格组件
MeshComponent * sm_component; ///<静态网格组件
uint32 l2w_version;
uint32 l2w_index;
uint32 l2w_version;
uint32 l2w_index;
Vector3f world_position;
float to_camera_distance;
Vector3f world_position;
float to_camera_distance;
//包围盒
//屏幕空间Tile分布
public:

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@ -10,7 +10,9 @@ VK_NAMESPACE_BEGIN
* for(material)
* for(pipeline)
* for(material_instance)
* for(vab)
* for(texture)
* for(screen_tile)
* for(vab)
*
*
* Indirect Command Buffer
@ -22,6 +24,8 @@ const int RenderNode::compare(const RenderNode &other)const
{
hgl::int64 off;
//RectScope2i screen_tile;
hgl::graph::Mesh *ri_one=other.sm_component->GetMesh();
hgl::graph::Mesh *ri_two=sm_component->GetMesh();
@ -29,7 +33,6 @@ const int RenderNode::compare(const RenderNode &other)const
auto *prim_two=ri_two->GetPrimitive();
//比较VDM
if(prim_one->GetVDM()) //有VDM
{
off=prim_one->GetVDM()
@ -38,6 +41,14 @@ const int RenderNode::compare(const RenderNode &other)const
if(off)
return off;
//比较纹理
{
}
//比较屏幕空间所占tile
{
}
//比较模型
{
off=prim_one
@ -52,6 +63,14 @@ const int RenderNode::compare(const RenderNode &other)const
}
}
//比较纹理
{
}
//比较屏幕空间所占tile
{
}
//比较距离。。。。。。。。。。。。。。。。。。。。。还不知道这个是正了还是反了,等测出来确认后修改下面的返回值和这里的注释
float foff=other.to_camera_distance