增加RenderList代码

This commit is contained in:
hyzboy 2019-05-24 21:43:59 +08:00
parent b5bed8c677
commit 194adddb49
5 changed files with 32 additions and 30 deletions

View File

@ -3,22 +3,24 @@
#include<hgl/type/List.h>
#include<hgl/graph/SceneOrient.h>
#include<hgl/graph/vulkan/VK.h>
namespace hgl
{
namespace graph
{
using namespace vulkan;
class SceneNode;
struct Camera;
class Frustum;
class Renderable;
typedef List<const SceneNode *> RenderList; ///<渲染列表类型重定义
using RenderList=List<const SceneNode *>; ///<渲染列表类型重定义
typedef float (*RenderListCompFunc)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
using RenderListCompFunc=float (*)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
float CameraLengthComp(Camera *,SceneNode *,SceneNode *); ///<摄像机距离比较函数
typedef bool (*FilterSceneNodeFunc)(const SceneNode *,void *); ///<场景节点过滤函数重定义
using FilterSceneNodeFunc=bool (*)(const SceneNode *,void *); ///<场景节点过滤函数重定义
bool FrustumClipFilter(const SceneNode *,void *); ///<平截头截减过滤函数
@ -40,7 +42,7 @@ namespace hgl
public:
List<Renderable *> SubData; ///<可渲染数据
List<RenderableInstance *> SubData; ///<可渲染数据
ObjectList<SceneNode> SubNode; ///<子节点
public:
@ -52,7 +54,7 @@ namespace hgl
ClearRenderable();
}
void Add(Renderable *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
void Add(RenderableInstance *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
void ClearRenderable(){SubData.Clear();} ///<清除可渲染数据
void AddSubNode(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
@ -63,7 +65,7 @@ namespace hgl
return sn;
}
SceneNode * AddSubNode(Renderable *r,const Matrix4f &m)
SceneNode * AddSubNode(RenderableInstance *r,const Matrix4f &m)
{
if(!r)return(nullptr);

View File

@ -14,7 +14,7 @@ namespace hgl
/**
*
*/
template<typename T,int C> class VertexBuffer:public VertexBufferCreater
template<typename T,int C> class VertexBufferBase:public VertexBufferCreater
{
protected:
@ -25,7 +25,7 @@ namespace hgl
public:
VertexBuffer(uint32_t _size,const T *_data=nullptr):VertexBufferCreater(_size,C,sizeof(T))
VertexBufferBase(uint32_t _size,const T *_data=nullptr):VertexBufferCreater(_size,C,sizeof(T))
{
mem_type=(T *)GetData();
access=0;
@ -35,7 +35,7 @@ namespace hgl
memcpy(mem_type,_data,total_bytes);
}
virtual ~VertexBuffer()=default;
virtual ~VertexBufferBase()=default;
/**
*
@ -111,11 +111,11 @@ namespace hgl
/**
*
*/
template<typename T> class VertexBuffer1:public VertexBuffer<T,1>
template<typename T> class VertexBuffer1:public VertexBufferBase<T,1>
{
public:
using VertexBuffer<T,1>::VertexBuffer;
using VertexBufferBase<T,1>::VertexBufferBase;
virtual ~VertexBuffer1()=default;
VkFormat GetDataType()const override;
@ -154,11 +154,11 @@ namespace hgl
/**
*
*/
template<typename T> class VertexBuffer2:public VertexBuffer<T,2>
template<typename T> class VertexBuffer2:public VertexBufferBase<T,2>
{
public:
using VertexBuffer<T,2>::VertexBuffer;
using VertexBufferBase<T,2>::VertexBufferBase;
virtual ~VertexBuffer2()=default;
VkFormat GetDataType()const override;
@ -401,11 +401,11 @@ namespace hgl
/**
*
*/
template<typename T> class VertexBuffer3:public VertexBuffer<T,3>
template<typename T> class VertexBuffer3:public VertexBufferBase<T,3>
{
public:
using VertexBuffer<T,3>::VertexBuffer;
using VertexBufferBase<T,3>::VertexBufferBase;
virtual ~VertexBuffer3()=default;
VkFormat GetDataType()const override;
@ -641,11 +641,11 @@ namespace hgl
/**
*
*/
template<typename T> class VertexBuffer4:public VertexBuffer<T,4>
template<typename T> class VertexBuffer4:public VertexBufferBase<T,4>
{
public:
using VertexBuffer<T,4>::VertexBuffer;
using VertexBufferBase<T,4>::VertexBufferBase;
virtual ~VertexBuffer4()=default;
VkFormat GetDataType()const override;

View File

@ -49,6 +49,7 @@ class DescriptorSets;
class VertexAttributeBinding;
class Renderable;
class RenderableInstance;
using CharPointerList=hgl::List<const char *>;

View File

@ -9,7 +9,7 @@ SET(SCENE_GRAPH_HEADER ${ROOT_INCLUDE_PATH}/hgl/graph/AABox.h
SET(SCENE_GRAPH_SOURCE AABox.cpp
Camera.cpp
# RenderList.cpp
RenderList.cpp
SceneNode.cpp
SceneOrient.cpp
InlineGeometry.cpp)

View File

@ -1,31 +1,30 @@
#include<hgl/graph/Camera.h>
#include<hgl/graph/SceneNode.h>
#include<hgl/graph/Renderable.h>
#include<hgl/graph/vulkan/VKRenderable.h>
#include<hgl/graph/VertexBuffer.h>
#include<hgl/graph/Render.h>
//#include<hgl/graph/Frustum.h>
#include<hgl/algorithm/VectorMath.h>
#include<hgl/math/Math.h>
namespace hgl
{
namespace graph
{
/* float CameraLengthComp(Camera *cam,SceneNode *obj_one,SceneNode *obj_two)
float CameraLengthComp(Camera *cam,SceneNode *obj_one,SceneNode *obj_two)
{
if(!cam||!obj_one||!obj_two)
return(0);
return( length_squared(obj_one->GetCenter(),cam->eye)-
return( length_squared(obj_one->GetCenter(),cam->eye)-
length_squared(obj_two->GetCenter(),cam->eye));
}
bool FrustumClipFilter(const SceneNode *node,void *fc)
{
if(!node||!fc)return(false);
//bool FrustumClipFilter(const SceneNode *node,void *fc)
//{
// if(!node||!fc)return(false);
return (((Frustum *)fc)->BoxIn(node->GetWorldBoundingBox())!=Frustum::OUTSIDE);
}*/
// return (((Frustum *)fc)->BoxIn(node->GetWorldBoundingBox())!=Frustum::OUTSIDE);
//}
/**
* 使
@ -47,7 +46,7 @@ namespace hgl
const Matrix4f fin_mv=(*mv)*(*node)->GetLocalToWorldMatrix();
int sn=(*node)->SubData.GetCount();
Renderable **p=(*node)->SubData.GetData();
RenderableInstance **p=(*node)->SubData.GetData();
for(int j=0;j<sn;j++)
{