first finished SceneTreeToRenderList.

This commit is contained in:
hyzboy 2021-06-15 15:04:48 +08:00
parent 6623f16f0b
commit e26f0b5698
2 changed files with 128 additions and 78 deletions

View File

@ -5,10 +5,17 @@
#include<hgl/graph/VKPipeline.h> #include<hgl/graph/VKPipeline.h>
#include<hgl/graph/VKMaterial.h> #include<hgl/graph/VKMaterial.h>
#include<hgl/graph/VKMaterialInstance.h> #include<hgl/graph/VKMaterialInstance.h>
using RenderNodePointer=hgl::graph::RenderNode *;
using RenderNodeComparator=Comparator<RenderNodePointer>;
namespace hgl namespace hgl
{ {
namespace graph namespace graph
{ {
using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>;
class SceneTreeToRenderList class SceneTreeToRenderList
{ {
using PipelineSets =Sets<Pipeline *>; using PipelineSets =Sets<Pipeline *>;
@ -26,23 +33,24 @@ namespace hgl
protected: protected:
RenderNodeList *render_node_list; ///<场景节点列表 RenderNodeComparator render_node_comparator;
PipelineSets pipeline_sets; ///<管线合集 RenderNodeList render_node_list; ///<场景节点列表
MaterialSets material_sets; ///<材质合集
MatInstSets mat_inst_sets; ///<材质实例合集 //PipelineSets pipeline_sets; ///<管线合集
//MaterialSets material_sets; ///<材质合集
//MatInstSets mat_inst_sets; ///<材质实例合集
MVPArrayBuffer *mvp_array;
List<RenderableInstance *> ri_list;
RenderList * render_list; RenderList * render_list;
protected: protected:
virtual int Comp(RenderNode *,RenderNode *); ///<摄像机距离比较函数
// virtual bool InFrustum(const SceneNode *,void *); ///<平截头截剪函数
virtual bool Begin(); virtual bool Begin();
virtual bool Expend(SceneNode *); virtual bool Expend(SceneNode *);
virtual bool End(); virtual void End();
public: public:

View File

@ -1,41 +1,25 @@
#include<hgl/graph/SceneTreeToRenderList.h> #include<hgl/graph/SceneTreeToRenderList.h>
#include<hgl/graph/VKRenderableInstance.h> #include<hgl/graph/VKRenderableInstance.h>
#include<hgl/util/sort/Sort.h>
namespace hgl /**
*
*
* for(material)
* for(pipeline)
* for(material_instance)
* for(vbo)
* for(distance)
*/
template<>
int Comparator<RenderNodePointer>::compare(const RenderNodePointer &obj_one,const RenderNodePointer &obj_two) const
{ {
namespace graph
{
SceneTreeToRenderList::SceneTreeToRenderList(GPUDevice *d)
{
device=d;
hgl_zero(camera_info);
render_node_list=nullptr;
render_list=nullptr;
}
SceneTreeToRenderList::~SceneTreeToRenderList()
{
SAFE_CLEAR(render_node_list);
}
/**
*
*
* for(material)
* for(pipeline)
* for(material_instance)
* for(vbo)
* for(distance)
*/
int SceneTreeToRenderList::Comp(RenderNode *obj_one,RenderNode *obj_two)
{
int off; int off;
//比较材质 //比较材质
MaterialInstance *mi1=obj_one->ri->GetMaterialInstance(); hgl::graph::MaterialInstance *mi1=obj_one->ri->GetMaterialInstance();
MaterialInstance *mi2=obj_two->ri->GetMaterialInstance(); hgl::graph::MaterialInstance *mi2=obj_two->ri->GetMaterialInstance();
off=mi1->GetMaterial()-mi2->GetMaterial(); off=mi1->GetMaterial()-mi2->GetMaterial();
@ -43,8 +27,8 @@ namespace hgl
return off; return off;
//比较管线 //比较管线
Pipeline *p1=obj_one->ri->GetPipeline(); hgl::graph::Pipeline *p1=obj_one->ri->GetPipeline();
Pipeline *p2=obj_two->ri->GetPipeline(); hgl::graph::Pipeline *p2=obj_two->ri->GetPipeline();
off=p1-p2; off=p1-p2;
@ -65,32 +49,88 @@ namespace hgl
return off; return off;
//比较距离 //比较距离
return( obj_one->distance_to_camera_square- {
obj_two->distance_to_camera_square); const double dist=obj_one->distance_to_camera_square-
obj_two->distance_to_camera_square;
//由于距离差距可能会小于1但又返回int所以需要做如此处理
if(dist>0)return 1;else
if(dist<0)return -1;
} }
//bool SceneTreeToRenderList::InFrustum(const SceneNode *,void *) return 0;
//{ }
// return(true);
//} namespace hgl
{
namespace graph
{
SceneTreeToRenderList::SceneTreeToRenderList(GPUDevice *d)
{
device=d;
hgl_zero(camera_info);
mvp_array =new MVPArrayBuffer(device,VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
render_list =nullptr;
}
SceneTreeToRenderList::~SceneTreeToRenderList()
{
delete mvp_array;
}
bool SceneTreeToRenderList::Begin() bool SceneTreeToRenderList::Begin()
{ {
if(!render_node_list) render_node_list.ClearData();
render_node_list=new RenderNodeList; mvp_array->Clear();
ri_list.ClearData();
render_node_list->ClearData(); //pipeline_sets.ClearData();
//material_sets.ClearData();
pipeline_sets.ClearData(); //mat_inst_sets.ClearData();
material_sets.ClearData();
mat_inst_sets.ClearData();
return(true); return(true);
} }
bool SceneTreeToRenderList::End() void SceneTreeToRenderList::End()
{ {
if(render_node_list.GetCount()<=0)return;
//排序
Sort(render_node_list,&render_node_comparator);
//产生MVP矩阵UBO数据
{
const uint32_t count=render_node_list.GetCount();
{
//按当前总节点数量分配UBO
mvp_array->Alloc(count);
mvp_array->Clear();
ri_list.SetCount(count);
}
{
const uint32_t unit_offset=mvp_array->GetUnitSize();
char *mp=(char *)(mvp_array->Map(0,count));
RenderableInstance **ri=ri_list.GetData();
for(RenderNode *node:render_node_list) //未来可能要在Expend处考虑做去重
{
memcpy(mp,&(node->matrix),sizeof(MVPMatrix));
mp+=unit_offset;
(*ri)=node->ri;
++ri;
}
}
}
//写入RenderList
render_list->Set(mvp_array->GetBuffer(),&ri_list);
} }
bool SceneTreeToRenderList::Expend(SceneNode *sn) bool SceneTreeToRenderList::Expend(SceneNode *sn)
@ -101,6 +141,8 @@ namespace hgl
{ {
RenderNode *rn=new RenderNode; RenderNode *rn=new RenderNode;
rn->matrix.Set(sn->GetLocalToWorldMatrix(),camera_info.vp);
rn->WorldCenter=sn->GetWorldCenter(); rn->WorldCenter=sn->GetWorldCenter();
rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos); rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos);
@ -108,7 +150,7 @@ namespace hgl
rn->ri=sn->render_obj; rn->ri=sn->render_obj;
render_node_list->Add(rn); render_node_list.Add(rn);
} }
for(SceneNode *sub:sn->SubNode) for(SceneNode *sub:sn->SubNode)