64 lines
1.8 KiB
C
64 lines
1.8 KiB
C
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#ifndef HGL_GRAPH_SCENE_TREE_TO_RENDER_LIST_INCLUDE
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#define HGL_GRAPH_SCENE_TREE_TO_RENDER_LIST_INCLUDE
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#include<hgl/graph/RenderList.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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class SceneTreeToRenderList
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{
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using PipelineSets=Sets<Pipeline *>;
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using MaterialSets=Sets<Material *>;
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using MatInstanceSets=Sets<MaterialInstance *>;
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protected:
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GPUDevice *device;
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protected:
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Camera * camera;
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CameraMatrix * camera_matrix;
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Frustum frustum;
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protected:
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SceneNodeList * scene_node_list; ///<<3C><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5>б<EFBFBD>
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PipelineSets pipeline_sets; ///<<3C><><EFBFBD>ߺϼ<DFBA>
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MaterialSets material_sets; ///<<3C><><EFBFBD>ʺϼ<CABA>
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MatInstanceSets mat_instance_sets; ///<<3C><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD>ϼ<EFBFBD>
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RenderList * render_list;
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protected:
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virtual uint32 CameraLength(SceneNode *,SceneNode *); ///<<3C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȽϺ<C8BD><CFBA><EFBFBD>
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virtual bool InFrustum(const SceneNode *,void *); ///<ƽ<><C6BD>ͷ<EFBFBD>ؼ<EFBFBD><D8BC><EFBFBD><EFBFBD><EFBFBD>
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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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public:
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SceneTreeToRenderList(GPUDevice *d)
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{
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device=d;
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camera=nullptr;
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camera_matrix=nullptr;
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scene_node_list=nullptr;
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render_list=nullptr;
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}
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virtual ~SceneTreeToRenderList();
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virtual bool Expend(RenderList *,Camera *,SceneNode *);
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};//class SceneTreeToRenderList
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}//namespace graph
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}//namespace hgl
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#endif//HGL_GRAPH_SCENE_TREE_TO_RENDER_LIST_INCLUDE
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