first finished SceneTreeToRenderList.
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@ -5,10 +5,17 @@
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#include<hgl/graph/VKPipeline.h>
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#include<hgl/graph/VKMaterial.h>
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#include<hgl/graph/VKMaterialInstance.h>
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using RenderNodePointer=hgl::graph::RenderNode *;
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using RenderNodeComparator=Comparator<RenderNodePointer>;
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namespace hgl
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{
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namespace graph
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{
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using MVPArrayBuffer=GPUArrayBuffer<MVPMatrix>;
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class SceneTreeToRenderList
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{
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using PipelineSets =Sets<Pipeline *>;
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@ -26,23 +33,24 @@ namespace hgl
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protected:
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RenderNodeList *render_node_list; ///<场景节点列表
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RenderNodeComparator render_node_comparator;
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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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MatInstSets mat_inst_sets; ///<材质实例合集
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RenderNodeList render_node_list; ///<场景节点列表
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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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//MatInstSets mat_inst_sets; ///<材质实例合集
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MVPArrayBuffer *mvp_array;
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List<RenderableInstance *> ri_list;
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RenderList * render_list;
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protected:
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virtual int Comp(RenderNode *,RenderNode *); ///<摄像机距离比较函数
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// virtual bool InFrustum(const SceneNode *,void *); ///<平截头截剪函数
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virtual bool Begin();
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virtual bool Expend(SceneNode *);
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virtual bool End();
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virtual void End();
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public:
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@ -1,23 +1,6 @@
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#include<hgl/graph/SceneTreeToRenderList.h>
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#include<hgl/graph/VKRenderableInstance.h>
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namespace hgl
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{
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namespace graph
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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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render_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(render_node_list);
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}
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#include<hgl/util/sort/Sort.h>
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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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@ -29,13 +12,14 @@ namespace hgl
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* for(distance)
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*/
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int SceneTreeToRenderList::Comp(RenderNode *obj_one,RenderNode *obj_two)
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template<>
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int Comparator<RenderNodePointer>::compare(const RenderNodePointer &obj_one,const RenderNodePointer &obj_two) const
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{
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int off;
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//比较材质
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MaterialInstance *mi1=obj_one->ri->GetMaterialInstance();
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MaterialInstance *mi2=obj_two->ri->GetMaterialInstance();
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hgl::graph::MaterialInstance *mi1=obj_one->ri->GetMaterialInstance();
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hgl::graph::MaterialInstance *mi2=obj_two->ri->GetMaterialInstance();
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off=mi1->GetMaterial()-mi2->GetMaterial();
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@ -43,8 +27,8 @@ namespace hgl
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return off;
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//比较管线
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Pipeline *p1=obj_one->ri->GetPipeline();
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Pipeline *p2=obj_two->ri->GetPipeline();
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hgl::graph::Pipeline *p1=obj_one->ri->GetPipeline();
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hgl::graph::Pipeline *p2=obj_two->ri->GetPipeline();
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off=p1-p2;
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@ -65,32 +49,88 @@ namespace hgl
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return off;
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//比较距离
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return( obj_one->distance_to_camera_square-
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obj_two->distance_to_camera_square);
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{
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const double dist=obj_one->distance_to_camera_square-
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obj_two->distance_to_camera_square;
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//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
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if(dist>0)return 1;else
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if(dist<0)return -1;
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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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return 0;
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}
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namespace hgl
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{
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namespace graph
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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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mvp_array =new MVPArrayBuffer(device,VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT);
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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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delete mvp_array;
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}
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bool SceneTreeToRenderList::Begin()
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{
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if(!render_node_list)
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render_node_list=new RenderNodeList;
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render_node_list.ClearData();
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mvp_array->Clear();
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ri_list.ClearData();
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render_node_list->ClearData();
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pipeline_sets.ClearData();
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material_sets.ClearData();
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mat_inst_sets.ClearData();
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//pipeline_sets.ClearData();
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//material_sets.ClearData();
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//mat_inst_sets.ClearData();
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return(true);
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}
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bool SceneTreeToRenderList::End()
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void SceneTreeToRenderList::End()
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{
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if(render_node_list.GetCount()<=0)return;
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//排序
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Sort(render_node_list,&render_node_comparator);
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//产生MVP矩阵UBO数据
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{
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const uint32_t count=render_node_list.GetCount();
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{
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//按当前总节点数量分配UBO
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mvp_array->Alloc(count);
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mvp_array->Clear();
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ri_list.SetCount(count);
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}
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{
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const uint32_t unit_offset=mvp_array->GetUnitSize();
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char *mp=(char *)(mvp_array->Map(0,count));
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RenderableInstance **ri=ri_list.GetData();
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for(RenderNode *node:render_node_list) //未来可能要在Expend处考虑做去重
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{
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memcpy(mp,&(node->matrix),sizeof(MVPMatrix));
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mp+=unit_offset;
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(*ri)=node->ri;
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++ri;
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}
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}
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}
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//写入RenderList
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render_list->Set(mvp_array->GetBuffer(),&ri_list);
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}
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bool SceneTreeToRenderList::Expend(SceneNode *sn)
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@ -101,6 +141,8 @@ namespace hgl
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{
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RenderNode *rn=new RenderNode;
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rn->matrix.Set(sn->GetLocalToWorldMatrix(),camera_info.vp);
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rn->WorldCenter=sn->GetWorldCenter();
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rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos);
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@ -108,7 +150,7 @@ namespace hgl
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rn->ri=sn->render_obj;
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render_node_list->Add(rn);
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render_node_list.Add(rn);
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}
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for(SceneNode *sub:sn->SubNode)
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