[Milestone] new RenderWorkObject, rf_test run OK!
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@@ -80,8 +80,15 @@ private:
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public:
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TestApp(RenderFramework *rf):WorkObject(rf)
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TestApp(RenderFramework *rf):WorkObject()
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{
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Join(rf,rf->GetSwapchainRenderTarget());
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}
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void Join(RenderFramework *rf,IRenderTarget *rt)
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{
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WorkObject::Join(rf,rt);
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if(!InitAutoMaterial())
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return;
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@@ -95,31 +102,21 @@ public:
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void Tick(double)override
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{}
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void Render(double)
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void Render(double delta_time,graph::RenderCmdBuffer *cmd)
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{
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//WorkObject是工作对象,不是渲染对象,所以不应该直接自动指定RenderTarget,更不能直接指定RenderCmdBuffer
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if(!cmd)
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return;
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//目前这里只是为了测试,所以这样写
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//这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。
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//比如场景有的物件分静态和动态
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RenderFramework *rf=GetRenderFramework();
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SwapchainModule *sm=rf->GetSwapchainModule();
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//可能静态物件就全部一次性录制好,而动态物件则是每帧录制
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RenderCmdBuffer *cb=sm->BeginRender(); //这里会有AcquireNextImage操作
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if(cb)
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{
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//这个使用完全不合理,录制CMD和推送swapchain是两回事,需要分开操作。
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//比如场景有的物件分静态和动态
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cmd->SetClearColor(0,clear_color);
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//可能静态物件就全部一次性录制好,而动态物件则是每帧录制
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cb->SetClearColor(0,clear_color);
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cb->BeginRenderPass();
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cb->Render(render_obj);
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cb->EndRenderPass();
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sm->EndRender(); //这里会Submit和PresentBackbuffer
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}
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cmd->BeginRenderPass();
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cmd->Render(render_obj);
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cmd->EndRenderPass();
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}
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};//class TestApp:public VulkanApplicationFramework
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@@ -130,7 +127,20 @@ int main(int,char **)
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if(!rf.Init(SCREEN_WIDTH,SCREEN_HEIGHT))
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return(-1);
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WorkManager wm(&rf);
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// RenderFramework存在于外部,提供的是整体的渲染控制。
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wm.Start(new TestApp(&rf));
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// WorkManager是提供一个工作业务管理,但开发者并不一定要使用它,所以我们不将它们整合在一起。
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SwapchainWorkManager wm(&rf);
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wm.Run(new TestApp(&rf));
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// WorkObject被定义为工作对象,所有的渲染控制都需要被写在WorkObject的Render函数下。
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// 但我们认为游戏开发者不应该关注如何控制渲染,而应该关注如何处理游戏逻辑.
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// 所以我们在WorkObject的基础上再提供RenderWorkObject派生类,用于直接封装好的渲染场景树控制。
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//
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// 开发者仅需要将要渲染的物件放置于场景树即可。
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// 但开发者也可以直接使用WorkObject,自行管理这些事。
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include"WorkManager.h"
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#include<hgl/graph/VKRenderTarget.h>
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namespace hgl
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{
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@@ -18,17 +19,33 @@ namespace hgl
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{
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double delta_time=cur_time-last_render_time;
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if(delta_time>=frame_time)
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if(delta_time>=frame_time||wo->IsRenderDirty())
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{
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last_render_time=cur_time;
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wo->Render(delta_time);
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}
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}
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void WorkManager::Run()
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void SwapchainWorkManager::Render(WorkObject *wo)
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{
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if(!cur_work_object)
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return;
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graph::IRenderTarget *rt=swpachain_module->AcquireNextImage();
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wo->MarkRenderDirty(); //临时的,未来会被更好的机制替代
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WorkManager::Render(wo);
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rt->WaitQueue();
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rt->WaitFence();
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}
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void WorkManager::Run(WorkObject *wo)
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{
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if(!wo)return;
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last_update_time=last_render_time=0;
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cur_work_object=wo;
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wo->Join(render_framework,render_framework->GetSwapchainRenderTarget());
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Window *win=render_framework->GetWindow();
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graph::GPUDevice *dev=render_framework->GetDevice();
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@@ -50,17 +67,4 @@ namespace hgl
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break;
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}
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}
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void WorkManager::Start(WorkObject *wo)
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{
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if(!wo)return;
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last_update_time=last_render_time=0;
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cur_work_object=wo;
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wo->Join(render_framework);
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Run();
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}
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}//namespcae hgl
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@@ -3,6 +3,9 @@
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namespace hgl
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{
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/**
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* 工作管理器,管理一个序列的WorkObject<br>
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*/
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class WorkManager
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{
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graph::RenderFramework *render_framework;
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@@ -35,10 +38,24 @@ namespace hgl
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}
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void Tick(WorkObject *wo);
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void Render(WorkObject *wo);
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void Run();
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virtual void Render(WorkObject *wo);
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void Start(WorkObject *wo);
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void Run(WorkObject *wo);
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};//class WorkManager
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class SwapchainWorkManager:public WorkManager
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{
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graph::SwapchainModule *swpachain_module;
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public:
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SwapchainWorkManager(graph::RenderFramework *rf):WorkManager(rf)
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{
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swpachain_module=rf->GetSwapchainModule();
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}
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~SwapchainWorkManager()=default;
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void Render(WorkObject *wo) override;
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};
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}//namespcae hgl
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@@ -2,18 +2,25 @@
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#include<hgl/graph/RenderFramework.h>
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#include<hgl/graph/module/SwapchainModule.h>
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#include<hgl/graph/VKRenderResource.h>
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#include<hgl/graph/VKRenderTarget.h>
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#include<hgl/type/object/TickObject.h>
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#include<hgl/Time.h>
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//#include<iostream>
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namespace hgl
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{
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/**
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* 工作对象</p>
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*/
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class WorkObject:public TickObject
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{
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graph::RenderFramework *render_framework=nullptr;
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graph::IRenderTarget *cur_render_target=nullptr;
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bool destroy_flag=false;
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bool renderable=true;
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bool render_dirty=true;
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protected:
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@@ -29,27 +36,58 @@ namespace hgl
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const bool IsDestroy()const{return destroy_flag;}
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const bool IsRenderable()const{return renderable;}
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const bool IsRenderDirty()const{return render_dirty;}
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void MarkDestory(){destroy_flag=true;}
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void SetRenderable(bool r){renderable=r;}
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void MarkRenderDirty(){render_dirty=true;}
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public:
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WorkObject(graph::RenderFramework *rf)
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{
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Join(rf);
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}
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WorkObject()=default;
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virtual ~WorkObject()=default;
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virtual void Join(graph::RenderFramework *rf)
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virtual void Join(graph::RenderFramework *rf,graph::IRenderTarget *rt)
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{
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if(!rf)return;
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if(render_framework==rf)return;
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render_framework=rf;
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cur_render_target=rt;
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db=rf->GetRenderResource();
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}
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virtual void Render(double delta_time)=0;
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virtual void Render(double delta_time,graph::RenderCmdBuffer *cmd)=0;
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virtual void Render(double delta_time)
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{
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if(!cur_render_target)
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{
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//std::cerr<<"WorkObject::Render,cur_render_target=nullptr"<<std::endl;
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return;
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}
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//std::cout<<"WorkObject::Render begin, render_dirty="<<(render_dirty?"true":"false")<<std::endl;
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if(render_dirty)
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{
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graph::RenderCmdBuffer *cmd=cur_render_target->BeginRender();
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if(!cmd)
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{
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//std::cerr<<"WorkObject::Render,cur_render_target->BeginRender()=nullptr"<<std::endl;
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return;
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}
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Render(delta_time,cmd);
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cur_render_target->EndRender();
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cur_render_target->Submit();
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render_dirty=false;
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}
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//std::cout<<"WorkObject::Render End"<<std::endl;
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}
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};//class WorkObject
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}//namespcae hgl
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