cleaned SceneTreeToRenderList
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3ef3456d54
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@ -16,9 +16,9 @@ namespace hgl
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class SceneTreeToRenderList
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{
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using PipelineSets=Sets<Pipeline *>;
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using MaterialSets=Sets<Material *>;
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using MatInstanceSets=Sets<MaterialInstance *>;
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using PipelineSets =Sets<Pipeline *>;
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using MaterialSets =Sets<Material *>;
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using MatInstSets =Sets<MaterialInstance *>;
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protected:
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@ -26,8 +26,7 @@ namespace hgl
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protected:
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Camera * camera;
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CameraInfo * camera_info;
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CameraInfo camera_info; ///<相机信息
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Frustum frustum;
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protected:
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@ -36,7 +35,7 @@ namespace hgl
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PipelineSets pipeline_sets; ///<管线合集
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MaterialSets material_sets; ///<材质合集
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MatInstanceSets mat_instance_sets; ///<材质实例合集
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MatInstSets mat_inst_sets; ///<材质实例合集
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RenderList * render_list;
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@ -52,19 +51,10 @@ namespace hgl
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public:
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SceneTreeToRenderList(GPUDevice *d)
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{
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device=d;
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camera=nullptr;
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camera_info=nullptr;
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scene_node_list=nullptr;
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render_list=nullptr;
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}
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SceneTreeToRenderList(GPUDevice *d);
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virtual ~SceneTreeToRenderList();
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virtual bool Expend(RenderList *,Camera *,SceneNode *);
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virtual bool Expend(RenderList *,const CameraInfo &,SceneNode *);
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};//class SceneTreeToRenderList
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}//namespace graph
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}//namespace hgl
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@ -3,7 +3,16 @@
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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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SceneTreeToRenderList::SceneTreeToRenderList(GPUDevice *d)
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{
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device=d;
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hgl_zero(camera_info);
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scene_node_list=nullptr;
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render_list=nullptr;
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}
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SceneTreeToRenderList::~SceneTreeToRenderList()
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{
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SAFE_CLEAR(scene_node_list);
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@ -11,17 +20,17 @@ namespace hgl
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float SceneTreeToRenderList::CameraLength(SceneNode *obj_one,SceneNode *obj_two)
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{
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if(!camera||!obj_one||!obj_two)
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if(!obj_one||!obj_two)
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return(0);
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return( length_squared(obj_one->GetCenter(),camera->pos)-
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length_squared(obj_two->GetCenter(),camera->pos));
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return( length_squared(obj_one->GetCenter(),camera_info.pos)-
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length_squared(obj_two->GetCenter(),camera_info.pos));
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}
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//bool SceneTreeToRenderList::InFrustum(const SceneNode *,void *)
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//{
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// return(true);
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//}
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bool SceneTreeToRenderList::InFrustum(const SceneNode *,void *)
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{
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return(true);
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}
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//bool SceneTreeToRenderList::Begin()
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//{
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@ -37,14 +46,15 @@ namespace hgl
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// return(true);
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//}
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///**
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//* 理论上讲,我们需要按以下顺序排序
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//*
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//* for(material)
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//* for(pipeline)
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//* for(material_instance)
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//* for(vbo)
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//*/
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/**
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* 理论上讲,我们需要按以下顺序排序
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*
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* for(material)
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* for(pipeline)
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* for(material_instance)
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* for(vbo)
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* for(distance)
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*/
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//bool SceneTreeToRenderList::End()
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//{
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@ -63,22 +73,20 @@ namespace hgl
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// return(true);
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//}
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//bool SceneTreeToRenderList::Expend(RenderList *rl,Camera *c,SceneNode *sn)
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//{
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// if(!device)return(false);
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// if(!rl||!c||sn)return(false);
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bool SceneTreeToRenderList::Expend(RenderList *rl,const CameraInfo &ci,SceneNode *sn)
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{
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if(!device)return(false);
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if(!rl||sn)return(false);
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// camera=c;
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// camera->Refresh();
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// camera_info=&(camera->matrix);
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camera_info=ci;
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// //Frustum f;
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//Frustum f;
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// render_list=rl;
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render_list=rl;
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// Begin();
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// Expend(sn);
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// End();
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//}
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Begin();
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Expend(sn);
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End();
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}
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}//namespace graph
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}//namespace hgl
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