185 lines
4.6 KiB
C++
185 lines
4.6 KiB
C++
#include<hgl/graph/SceneTreeToRenderList.h>
|
||
#include<hgl/graph/VKRenderableInstance.h>
|
||
#include<hgl/util/sort/Sort.h>
|
||
|
||
/**
|
||
* 理论上讲,我们需要按以下顺序排序
|
||
*
|
||
* 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
|
||
{
|
||
int off;
|
||
|
||
//比较材质
|
||
hgl::graph::MaterialInstance *mi1=obj_one->ri->GetMaterialInstance();
|
||
hgl::graph::MaterialInstance *mi2=obj_two->ri->GetMaterialInstance();
|
||
|
||
off=mi1->GetMaterial()-mi2->GetMaterial();
|
||
|
||
if(off)
|
||
return off;
|
||
|
||
//比较管线
|
||
hgl::graph::Pipeline *p1=obj_one->ri->GetPipeline();
|
||
hgl::graph::Pipeline *p2=obj_two->ri->GetPipeline();
|
||
|
||
off=p1-p2;
|
||
|
||
if(off)
|
||
return off;
|
||
|
||
//比较材质实例
|
||
off=mi1-mi2;
|
||
|
||
if(off)
|
||
return off;
|
||
|
||
//比较vbo+ebo
|
||
off=obj_one->ri->GetBufferHash()
|
||
-obj_two->ri->GetBufferHash();
|
||
|
||
if(off)
|
||
return off;
|
||
|
||
//比较距离
|
||
{
|
||
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;
|
||
}
|
||
|
||
return 0;
|
||
}
|
||
|
||
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()
|
||
{
|
||
render_node_list.ClearData();
|
||
mvp_array->Clear();
|
||
ri_list.ClearData();
|
||
|
||
//pipeline_sets.ClearData();
|
||
//material_sets.ClearData();
|
||
//mat_inst_sets.ClearData();
|
||
|
||
return(true);
|
||
}
|
||
|
||
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( &ri_list,
|
||
mvp_array->GetBuffer(),
|
||
mvp_array->GetUnitSize());
|
||
}
|
||
|
||
bool SceneTreeToRenderList::Expend(SceneNode *sn)
|
||
{
|
||
if(!sn)return(false);
|
||
|
||
RenderableInstance *ri=sn->GetRI();
|
||
|
||
if(ri)
|
||
{
|
||
RenderNode *rn=new RenderNode;
|
||
|
||
rn->matrix.Set(sn->GetLocalToWorldMatrix(),camera_info.vp);
|
||
|
||
rn->WorldCenter=sn->GetWorldCenter();
|
||
|
||
rn->distance_to_camera_square=length_squared(rn->WorldCenter,camera_info.pos);
|
||
// rn->distance_to_camera=sqrtf(rn->distance_to_camera_square);
|
||
|
||
rn->ri=ri;
|
||
|
||
render_node_list.Add(rn);
|
||
}
|
||
|
||
for(SceneNode *sub:sn->SubNode)
|
||
Expend(sub);
|
||
|
||
return(true);
|
||
}
|
||
|
||
bool SceneTreeToRenderList::Expend(RenderList *rl,const CameraInfo &ci,SceneNode *sn)
|
||
{
|
||
if(!device)return(false);
|
||
if(!rl||sn)return(false);
|
||
|
||
camera_info=ci;
|
||
|
||
//Frustum f;
|
||
|
||
render_list=rl;
|
||
|
||
Begin();
|
||
Expend(sn);
|
||
End();
|
||
|
||
return(true);
|
||
}
|
||
}//namespace graph
|
||
}//namespace hgl
|