迁移到StaticMeshComponent渲染
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@@ -109,7 +109,7 @@ public:
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MaterialRenderList(VulkanDevice *d,bool l2w,const RenderPipelineIndex &rpi);
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~MaterialRenderList();
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void Add(SceneNode *);
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void Add(StaticMeshComponent *);
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void SetCameraInfo(CameraInfo *ci){camera_info=ci;}
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@@ -120,6 +120,6 @@ public:
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void Render(RenderCmdBuffer *);
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void UpdateLocalToWorld(); //刷新所有对象的LocalToWorld矩阵
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void UpdateMaterialInstance(SceneNode *);
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void UpdateMaterialInstance(StaticMeshComponent *);
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};//class MaterialRenderList
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VK_NAMESPACE_END
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@@ -46,7 +46,7 @@ namespace hgl
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virtual bool Render(RenderCmdBuffer *); ///<渲染所有对象
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virtual void UpdateLocalToWorld(); ///<更新所有对象的变换数据
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virtual void UpdateMaterialInstance(SceneNode *); ///<有对象互换了材质实例
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virtual void UpdateMaterialInstance(StaticMeshComponent *); ///<有对象互换了材质实例
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virtual void Clear(); ///<彻底清理
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};//class RenderList
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@@ -9,13 +9,13 @@ namespace hgl
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{
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class Mesh;
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class MaterialInstance;
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class SceneNode;
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class StaticMeshComponent;
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struct RenderNode:public Comparator<RenderNode>
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{
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uint index; ///<在MaterialRenderList中的索引
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SceneNode * scene_node;
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StaticMeshComponent *sm_component; ///<静态网格组件
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uint32 l2w_version;
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uint32 l2w_index;
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@@ -27,6 +27,11 @@ namespace hgl
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//该函数位于MaterialRenderList.cpp
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const int compare(const RenderNode &)const override;
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public:
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Mesh *GetMesh()const;
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MaterialInstance *GetMaterialInstance()const;
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};
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using RenderNodeList=ArrayList<RenderNode>;
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@@ -30,8 +30,6 @@ namespace hgl::graph
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AABB LocalBoundingBox; ///<本地坐标绑定盒
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//AABB WorldBoundingBox; ///<世界坐标绑定盒
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Mesh *render_obj=nullptr; ///<可渲染实例
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protected:
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ObjectList<SceneNode> ChildNode; ///<子节点
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@@ -55,9 +53,7 @@ namespace hgl::graph
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SceneNode(const SceneNode &)=delete;
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SceneNode(const SceneNode *)=delete;
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SceneNode(const SceneOrient &so ):SceneOrient(so) {}
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SceneNode( Mesh *ri ) {render_obj=ri;}
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SceneNode(const Matrix4f &mat ):SceneOrient(mat) {}
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SceneNode(const Matrix4f &mat, Mesh *ri ):SceneOrient(mat) {render_obj=ri;}
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public:
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@@ -74,12 +70,10 @@ namespace hgl::graph
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ChildNode.Clear();
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ComponentSet.Clear();
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render_obj=nullptr;
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}
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const bool ChildNodeIsEmpty()const
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{
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if(render_obj)return(false);
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if(ChildNode.GetCount())return(false);
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return(true);
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@@ -89,10 +83,6 @@ namespace hgl::graph
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SceneNode * GetParent() noexcept{return ParentNode;}
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const SceneNode * GetParent()const noexcept{return ParentNode;}
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void SetRenderable(Mesh *);
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Mesh * GetRenderable() noexcept{return render_obj;}
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const Mesh * GetRenderable()const noexcept{return render_obj;}
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SceneNode *Add(SceneNode *sn)
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{
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if(!sn)
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@@ -118,13 +108,32 @@ namespace hgl::graph
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bool ComponentIsEmpty ()const{return ComponentSet.GetCount()==0;} ///<是否没有组件
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virtual int GetComponentCount ()const{return ComponentSet.GetCount();} ///<取得组件数量
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virtual void AttachComponent (Component *comp){ComponentSet.Add(comp);} ///<添加一个组件
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virtual void DetachComponent (Component *comp){ComponentSet.Delete(comp);} ///<删除一个组件
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virtual bool AttachComponent (Component *comp) ///<添加一个组件
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{
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if(!comp)return(false);
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if(ComponentSet.Add(comp)<0)
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return(false);
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comp->OnAttach(this); //调用组件的OnAttach方法
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return(true);
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}
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virtual void DetachComponent (Component *comp) ///<删除一个组件
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{
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if (!comp)return;
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ComponentSet.Delete(comp);
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comp->OnDetach(this); //调用组件的OnDetach方法
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}
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bool Contains (Component *comp){return ComponentSet.Contains(comp);} ///<是否包含指定组件
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bool HasComponent (const ComponentManager *); ///<是否有指定组件管理器的组件
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virtual int GetComponents (ArrayList<Component *> &comp_list,const ComponentManager *); ///<取得所有组件
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const SortedSet<Component *> & GetComponents ()const{return ComponentSet;}
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};//class SceneNode
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SceneNode *Duplication(SceneNode *); ///<复制一个场景节点
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