删除旧的StaticMesh
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#pragma once
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#include<hgl/graph/VKNamespace.h>
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#include<hgl/graph/StaticMeshLODPolicy.h>
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#include<hgl/graph/ShadowPolicy.h>
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VK_NAMESPACE_BEGIN
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class SceneNode;
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class StaticMesh
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{
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protected:
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StaticMeshLODPolicy lod_policy; ///<LOD策略
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SceneNode *root_node;
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StaticMesh *shadow_proxy_static_mesh; ///<阴影代理静态网格
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StaticMesh *physic_proxy_static_mesh; ///<物理代理静态网格
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protected:
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bool two_side; ///<双面渲染
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ObjectDynamicShadowPolicy recommend_dynamic_shadow_policy; ///<动态阴影策略(推荐项,最终可被取代)
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public:
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const StaticMeshLODPolicy GetLODPolicy()const { return lod_policy; } ///<取得LOD策略
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const ObjectDynamicShadowPolicy GetRecommendDynamicShadowPolicy()const { return recommend_dynamic_shadow_policy; } ///<取得推荐的动态阴影策略
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public:
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StaticMesh(SceneNode *);
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virtual ~StaticMesh();
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public:
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SceneNode *GetScene(){return root_node;}
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SceneNode *GetShadowNode() { return shadow_proxy_static_mesh?shadow_proxy_static_mesh->GetScene():root_node; } ///<取得阴影渲染节点
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SceneNode *GetPhysicNode() { return physic_proxy_static_mesh?physic_proxy_static_mesh->GetScene():root_node; } ///<取得物理渲染节点
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};//class StaticMesh
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VK_NAMESPACE_END
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@@ -1,30 +0,0 @@
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#pragma once
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#include<hgl/graph/VKNamespace.h>
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#include<hgl/TypeFunc.h>
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VK_NAMESPACE_BEGIN
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/**
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* 静态模型LOD策略
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*/
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enum class StaticMeshLODPolicy:uint8
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{
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None=0, ///<无LOD
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DiscardDetail, ///<丢弃细节
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AnotherMesh, ///<另一个模型
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Billboard, ///<广告牌
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//Voxel, ///<体素
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//MeshSDF, ///<网格SDF
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//MeshCard, ///<网格卡片
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ENUM_CLASS_RANGE(None,Billboard)
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};//enum class StaticMeshLODPolicy
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VK_NAMESPACE_END
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@@ -1,25 +0,0 @@
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#ifndef HGL_GRAPH_STATIC_RENDER_MANAGER_INCLUDE
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#define HGL_GRAPH_STATIC_RENDER_MANAGER_INCLUDE
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#include<hgl/graph/VK.h>
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VK_NAMESPACE_BEGIN
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class RawMesh
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{
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};
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/**
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* 静态渲染管理器<br>
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* 静态渲染指的是不会产生资源变动的内容,而不是指不会动的内容。
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*/
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class StaticRenderManager
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{
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public:
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virtual ~StaticRenderManager()=default;
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};//class StaticRenderManager
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VK_NAMESPACE_END
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#endif//HGL_GRAPH_STATIC_RENDER_MANAGER_INCLUDE
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