增加RenderList代码
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@ -3,22 +3,24 @@
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#include<hgl/type/List.h>
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#include<hgl/graph/SceneOrient.h>
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#include<hgl/graph/vulkan/VK.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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using namespace vulkan;
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class SceneNode;
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struct Camera;
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class Frustum;
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class Renderable;
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typedef List<const SceneNode *> RenderList; ///<渲染列表类型重定义
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using RenderList=List<const SceneNode *>; ///<渲染列表类型重定义
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typedef float (*RenderListCompFunc)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
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using RenderListCompFunc=float (*)(Camera *,SceneNode *,SceneNode *); ///<渲染列表排序比较函数
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float CameraLengthComp(Camera *,SceneNode *,SceneNode *); ///<摄像机距离比较函数
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typedef bool (*FilterSceneNodeFunc)(const SceneNode *,void *); ///<场景节点过滤函数重定义
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using FilterSceneNodeFunc=bool (*)(const SceneNode *,void *); ///<场景节点过滤函数重定义
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bool FrustumClipFilter(const SceneNode *,void *); ///<平截头截减过滤函数
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@ -40,7 +42,7 @@ namespace hgl
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public:
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List<Renderable *> SubData; ///<可渲染数据
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List<RenderableInstance *> SubData; ///<可渲染数据
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ObjectList<SceneNode> SubNode; ///<子节点
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public:
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@ -52,7 +54,7 @@ namespace hgl
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ClearRenderable();
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}
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void Add(Renderable *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
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void Add(RenderableInstance *r){if(r)SubData.Add(r);} ///<增加一个可渲染数据
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void ClearRenderable(){SubData.Clear();} ///<清除可渲染数据
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void AddSubNode(SceneNode *n){if(n)SubNode.Add(n);} ///<增加一个子节点
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@ -63,7 +65,7 @@ namespace hgl
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return sn;
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}
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SceneNode * AddSubNode(Renderable *r,const Matrix4f &m)
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SceneNode * AddSubNode(RenderableInstance *r,const Matrix4f &m)
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{
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if(!r)return(nullptr);
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@ -14,7 +14,7 @@ namespace hgl
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/**
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* 顶点属性数据实际模板
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*/
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template<typename T,int C> class VertexBuffer:public VertexBufferCreater
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template<typename T,int C> class VertexBufferBase:public VertexBufferCreater
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{
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protected:
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@ -25,7 +25,7 @@ namespace hgl
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public:
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VertexBuffer(uint32_t _size,const T *_data=nullptr):VertexBufferCreater(_size,C,sizeof(T))
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VertexBufferBase(uint32_t _size,const T *_data=nullptr):VertexBufferCreater(_size,C,sizeof(T))
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{
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mem_type=(T *)GetData();
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access=0;
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@ -35,7 +35,7 @@ namespace hgl
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memcpy(mem_type,_data,total_bytes);
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}
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virtual ~VertexBuffer()=default;
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virtual ~VertexBufferBase()=default;
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/**
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* 取得数据区地址
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@ -111,11 +111,11 @@ namespace hgl
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/**
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* 一元数据缓冲区
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*/
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template<typename T> class VertexBuffer1:public VertexBuffer<T,1>
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template<typename T> class VertexBuffer1:public VertexBufferBase<T,1>
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{
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public:
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using VertexBuffer<T,1>::VertexBuffer;
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using VertexBufferBase<T,1>::VertexBufferBase;
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virtual ~VertexBuffer1()=default;
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VkFormat GetDataType()const override;
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@ -154,11 +154,11 @@ namespace hgl
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/**
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* 二元数据缓冲区
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*/
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template<typename T> class VertexBuffer2:public VertexBuffer<T,2>
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template<typename T> class VertexBuffer2:public VertexBufferBase<T,2>
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{
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public:
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using VertexBuffer<T,2>::VertexBuffer;
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using VertexBufferBase<T,2>::VertexBufferBase;
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virtual ~VertexBuffer2()=default;
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VkFormat GetDataType()const override;
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@ -401,11 +401,11 @@ namespace hgl
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/**
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* 三元数据缓冲区
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*/
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template<typename T> class VertexBuffer3:public VertexBuffer<T,3>
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template<typename T> class VertexBuffer3:public VertexBufferBase<T,3>
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{
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public:
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using VertexBuffer<T,3>::VertexBuffer;
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using VertexBufferBase<T,3>::VertexBufferBase;
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virtual ~VertexBuffer3()=default;
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VkFormat GetDataType()const override;
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@ -641,11 +641,11 @@ namespace hgl
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/**
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* 四元数据缓冲区
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*/
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template<typename T> class VertexBuffer4:public VertexBuffer<T,4>
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template<typename T> class VertexBuffer4:public VertexBufferBase<T,4>
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{
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public:
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using VertexBuffer<T,4>::VertexBuffer;
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using VertexBufferBase<T,4>::VertexBufferBase;
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virtual ~VertexBuffer4()=default;
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VkFormat GetDataType()const override;
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@ -49,6 +49,7 @@ class DescriptorSets;
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class VertexAttributeBinding;
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class Renderable;
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class RenderableInstance;
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using CharPointerList=hgl::List<const char *>;
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@ -9,7 +9,7 @@ SET(SCENE_GRAPH_HEADER ${ROOT_INCLUDE_PATH}/hgl/graph/AABox.h
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SET(SCENE_GRAPH_SOURCE AABox.cpp
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Camera.cpp
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# RenderList.cpp
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RenderList.cpp
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SceneNode.cpp
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SceneOrient.cpp
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InlineGeometry.cpp)
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@ -1,17 +1,16 @@
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#include<hgl/graph/Camera.h>
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#include<hgl/graph/SceneNode.h>
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#include<hgl/graph/Renderable.h>
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#include<hgl/graph/vulkan/VKRenderable.h>
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#include<hgl/graph/VertexBuffer.h>
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#include<hgl/graph/Render.h>
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//#include<hgl/graph/Frustum.h>
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#include<hgl/algorithm/VectorMath.h>
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#include<hgl/math/Math.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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/* float CameraLengthComp(Camera *cam,SceneNode *obj_one,SceneNode *obj_two)
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float CameraLengthComp(Camera *cam,SceneNode *obj_one,SceneNode *obj_two)
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{
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if(!cam||!obj_one||!obj_two)
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return(0);
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@ -20,12 +19,12 @@ namespace hgl
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length_squared(obj_two->GetCenter(),cam->eye));
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}
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bool FrustumClipFilter(const SceneNode *node,void *fc)
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{
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if(!node||!fc)return(false);
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//bool FrustumClipFilter(const SceneNode *node,void *fc)
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//{
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// if(!node||!fc)return(false);
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return (((Frustum *)fc)->BoxIn(node->GetWorldBoundingBox())!=Frustum::OUTSIDE);
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}*/
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// return (((Frustum *)fc)->BoxIn(node->GetWorldBoundingBox())!=Frustum::OUTSIDE);
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//}
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/**
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* 使用指定矩阵渲染一个渲染列表
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@ -47,7 +46,7 @@ namespace hgl
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const Matrix4f fin_mv=(*mv)*(*node)->GetLocalToWorldMatrix();
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int sn=(*node)->SubData.GetCount();
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Renderable **p=(*node)->SubData.GetData();
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RenderableInstance **p=(*node)->SubData.GetData();
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for(int j=0;j<sn;j++)
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{
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